Category Archives: Xbox

The Good and the Bad of Halo 3: ODST

If I begin in the same way that almost any review of Halo 3: ODST that I’ve seen ends, the game is great because it’s Halo. It has the same tight gameplay, the same great weapon balance, the same great storyline. It’s essentially an expansion to Halo 3, so it stands to reason that it shares most of the game’s good qualities. Firefight is also a fine addition, shamelessly copying Gears 2’s Horde mode but, in my opinion at least, improving it with Halo’s slicker, more precise gameplay and extra enemy variety.

Just in case I get carried away over the next few paragraphs and leave you with the impression that I dislike the game, though, let me just say that it’s great. Worth full price? I’m always hesitant to mark a game down based on value – five good hours better than ten stretched out average ones and all that – and on that basis I’d still encourage people to buy it.

Halo 3: ODST

But regardless of value, this is presented as an expansion of sorts – it’s Halo 3: ODST and not Halo: ODST, remember – and so hurts for being a modest upgrade of a two-year-old game that wasn’t technically mind-blowing when it came out anyway. It’s been improved, certainly, because the derelict New Mombasa streets are far more atmospheric than anything that I can remember in Halo 3 proper, and the engine also seems to throw more enemies than the 2007 model could handle, but compared to the obvious stuff like Killzone 2 – think the urban environments of that game’s second and third stages – and even the cities of Gears of War, it’s showing its age. There’s little more than the occasional identikit building to slip through, and the architecture looks pretty solid for having been essentially nuked hours before the game. I barely even recall a pile of rubble.

Hell, after a Covenant invasion and occupation you’d expect to at least see some sign of carnage. There’s not so much as a civilian body to be found, though. New Mombasa doesn’t feel lived in, which was understandable when we first visited in Halo 2 but much harder to justify now.

The story is also something that I feel needs looking at. Not the content of it, because I still thoroughly enjoy the Halo universe, but the method in which it’s told. BioShock-style audio diaries are in here, but they’re more like the parts of a radio drama than an individual’s stolen moments, making the implementation seem like a heavy-handed knockoff. Some of the cut-scenes are almost painful to watch in a ‘new’ game as well, with unimpressive character models going through stilted animations while the cast is left with clichéd, throwaway dialogue. This ODST squad ain’t exactly Aliens’ colonial marines, not matter how much they want to be…

It’s difficult to pick at the flaws of the flashback storytelling without spoiling things, so I’ll be brief, but that doesn’t make too much sense either. The first is triggered by an ODST’s helmet embedded in a small room overlooking a courtyard; when you’ve played through the resulting sequence, see if you can explain (a) how the helmet got there and (b) how the Rookie – who, incidentally, has been weakened in some areas compared to the Chief but still seems able to operate a Spartan Laser or effortlessly flip a Warthog, and doesn’t really seem too disadvantaged when single-handedly taking on squads of Covenant – was able to piece together that much information. Similar questions are raised throughout, and it doesn’t seem to stand up to dramatic scrutiny.

But like I said, despite a potential laundry list of complaints, ODST is still a great game to play, and I’ll stand by its value when you get £20-odd worth of Halo 3 maps thrown in for less than £30. It’s just not quite up there with Gears of War, Halo 3 and Gears 2 as Microsoft’s headline acts for the last three years. Let’s hope that Bungie’s really getting its hands dirty with Halo: Reach.

Shadow Complex

I may have come to Shadow Complex late, being that my 360 was apparently on some kind of world tour on its way back from a German repair centre on its release, but this perspective has allowed me to come to it (mostly) free of the hyperbole that greeted it on its release. But you know what? Is it still hyperbole if it’s correct?

I mean, when was the last time we had a traditional ‘Metroidvania’ game that really pushed that sub-genre forward? The DS Castlevania games are great, but aside from some touch-screen features they don’t do anything different to Symphony of the Night.

Shadow Complex

And while Konami’s been struggling since the N64 days to update Castlevania into 3D as everyone else has realised that doing Symphony with polygonal graphics would have been enough, Chair Entertainment has pretty much done just that. Live Arcade has been good to revising classics with current-gen graphics, and this is to the Metroidvania formula what Street Fighter II HD Remix was to 2D fighters. More so, in fact, since this brings to the table things that just weren’t possible with sprites and a firmly fixed side-on perspective.

Admittedly, it works best when it’s firmly a 2D game, with the aiming occasionally getting a bit sticky when you’re forced to aim away from the screen onto other planes, but it’s more like Super Metroid – my favourite game ever, incidentally – in that the combat, bosses aside, doesn’t really matter that much. Most enemies can be taken down with a few bullets and your later weapons can make mincemeat out of anyone. Even early on, pretty much any enemy can be taken down instantly and silently with a melee attack, aided by AI that ranges in quality from adequate to barely existent.

Shadow Complex

It doesn’t take long to get through Shadow Complex and find everything when compared to its inspirations – I finished with 91% of items in about seven hours, and polishing it off is a matter of spending an hour mining the final section – but for a £10 download game I’d really have to be picky to criticise it for that. It uses the technology to further itself, with some cool seamless storytelling ideas and clever sequences – raising the water level to defeat a particular boss results in a large section being completely flooded, drowning all the enemies for you – and some tropes inherited from Epic, like the in-game leaderboards for each Achievement criteria that shows you which friends you have to beat as you play.

I can honestly say that I wouldn’t have been disappointed with this as a full release. Maybe that’s my own bit of hyperbole and I’m blinded by my love for this kind of game, but if getting one more person to buy it brings us a step closer to a new Super Metroid of Symphony of the Night then I’m going to do whatever it takes. In any case, Shadow Complex is a certain contender for downloadable game of the year.

The Good and the Bad of Downloadable Games

Given that downloadable games are The Future of the Games Industry™ and all that, I find it quite funny how this summer has brilliantly illustrated both why it’s so great and the huge challenges that digital distribution will have to overcome if it’s to meet my prediction of being the preferred standard within the next two console generations – accept it and embrace it and you’ll be much happier.

On one hand, Microsoft’s apparently annual Summer of Arcade has delivered one of the highest concentrations of great downloadable games that I can remember, not to mention a solid contender for the best downloadable yet. I’ll get to them in a moment, because the enthusiasm is tempered by the complete dropping of the ball that has been its attempt at taking a big leap forward and digitally distributing full retail games, Games on Demand. This is undoubtedly testing the water for where things go with the next Xbox – personally, my money’s on a middle ground where all games are available both on disc and on demand – but so much has been piled against it that it’s impossible to see it being a success on any level.

Funny how it’s always Microsoft that can enthral and infuriate at the same time, isn’t it?

The fundamentals, bar one big one, are just fine for Games on Demand, with Microsoft even taking a step in the right direction by letting us pay for the games using actual money. It all works as it should, technically speaking, and on a fast connection you can be playing Oblivion or Call of Duty 2 in an hour. The problem, quite obviously, is that they want £19.99 for all those games; they’re £14.99 and £12.71 respectively from Game at the moment. I’m not desperate enough to play four-year-old games that I can’t wait a couple of days for them to be delivered.

The problem, I have to suspect, is that there’s some pressure from retailers not to make downloadable games too competitive on price. And by ‘pressure’, I mean ‘don’t make your downloads cheaper than us or we won’t stock your stuff’. Consoles are traditionally kept affordable because retailers accept poor margins on hardware in exchange for high markups on software and accessories, and without that opportunity to make some money back they’re not going to be happy. Why else do you think the PSP Go, which gives you no reason to visit a retail store once you’ve bought it, is selling for such a ridiculous price? It wasn’t all Sony’s idea, that’s for sure.

Who knows? Maybe we’re just not ready yet, technically or psychologically. There’s been a clear but slow ramping up in what constitutes a downloadable game that has already taken us from Geometry Wars to Shadow Complex, so maybe that’s how it’s going to happen. Even the most anti-downloads gamer thinks nothing of downloading the ‘little’ games, and before you know it you’re downloading Fallout 4 and Gran Turismo 6…

Monkey Island: Not-so Special Edition

Seriously, I feel like some kind of traitor by posting an opinion like this, as someone who owns every SCUMM game and would give the world for legitimate DS and/or iPhone versions, but The Secret of Monkey Island: Special Edition has left me quite disappointed. It’s not entirely the fault of the new version but rather the fact that the flaws of the original seem magnified with the shiny new presentation and without the full benefit of nostalgia.

The Secret of Monkey Island: Special Edition

It’s not bad, though. The voice acting is excellent, bringing great delivery to the old jokes and with some great touches, like the way selecting the wrong riposte during an insult swordfight will result in a different delivery to if it was correct; the new background art is superb, with some nice enhancements to familiar environments – I particularly liked the ships docked behind the previously uninhabited Scumm Bar, for example (see above); and it even controls acceptably with the analogue stick, only becoming mildly annoying during certain sequences that involve time-sensitive manipulation of certain corrosive materials between receptacles.

I also love how you can switch between the old and new versions completely seamlessly, which is a feature that should be in more retro remakes. In fairness, I suppose having to keep the versions in sync was limiting in what could be done to update things, and it is quite technically impressive – I assume that the Special Edition is some kind of new ‘skin’ running on top of the emulated classic version. It shows when you occasionally get overlapping dialogue, presumably when a line runs out of time to run without bringing the two versions out of sync. On a similar note, it’s also a shame that you can’t play the old game with voice acting, but it seems like that’s more of a technical limitation than anything else.

But as nice as it is to see the original Monkey Island looking fresh, I’m not the biggest fan of the new art style. I thought that just flicking between the two versions on the close-up character portraits – compare this and this – shows the new style as really soulless, particularly when there are existing sources of inspiration to use when taking the Monkey Island series in a more cartoony direction.

All this makes me wonder if it really justifies the ‘Special Edition’ tag. The voice acting is the only absolute improvement, there’s no new content whatsoever, and the flaws of the original – my main beef is the to-ing and fro-ing when you’re going from place to place, in particular the arduous walk from the town on Melee Island to the overworld map, which you’ll have to do several times – are still there. If this was a DVD special edition, it would be from the days when ‘interactive menus’ counted as a bonus feature.

Even so, it’s still Monkey Island and I’ve already finished it twice in the five days it’s been out. It’s still very funny, only helped by the voicework, and I’ll be first in line for Monkey Island 2: Special Edition, if only because it’ll be a nice experience to play one that I haven’t finished several times before with the new look.

And, while we’re on the subject, how about those DS and iPhone versions?

Ghostbusters Impressions

I went into the Ghostbusters game having just watched the original movie – over 25 years old now, if you can believe it – on Blu-ray. Its effects may be a bit rough around the edges and they really do smoke a lot compared to what you could get away with now, but it’s certainly not as embarrassing to look back on with 21st Century eyes as some of the popular films of the era and holds up amazingly well.

Ghostbusters

This is where it’s tempting to spout a cliché about the traditional shortcomings of movie-licensed games and the dangers of resurrecting beloved classics – never forget – but Ghostbusters is notable for the involvement of the original creative team, still clearly enthusiastic about it and what it could mean for the seemingly inevitable Ghostbusters 3, and it makes a massive difference. Much of the original cast is in it, and while some are better than others – Dan Aykroyd’s apparently never left character, for example, whereas Bill Murray sounds slightly phoned in in comparison – the script is great and it’s genuinely funny.

Now you may have noticed that I’ve spent a lot of time talking about how authentic and funny it is and not much time on what it’s actually like to play. This is where it becomes a bit hit and miss. It’s absolutely brilliant when you’ve got the whole team together, wrangling a ghost as it struggles to escape the trap – and the effects here are spot-on, it must be said – but it’s less so when you’re using the shotgun-like attachment to your proton pack to shoot down waves of flying ghosts or slowly whittling down the health of another palette-swapped golem.

Despite the flaws, though, I’m really enjoying it. Setting it in 1991 was a smart decision, and the modern hardware – well… some more than others – proves more than capable of recreating 80s special effects. The aforementioned ghost-wrangling really is a treat for fans.

Terminal Reality has also done a great job of creating an atmosphere and actually proves pretty adept at getting in some decent scares. There are a couple of moments in the hotel when particularly powerful apparitions bend reality itself, like when an area is flooded with water and comes over all nautical while you’re in it. The game takes delight in forcing you to search for paranormal disturbances using your PKE meter and the narrow field of view that comes with it only to make something jump out or, when it’s being more subtle, flash just outside your field of view, all to good effect. It’s hardly Silent Hill scary, and it’s probably not even up there with when the library ghost traumatised you as a child, but it proves that there’s more to the game than Dan Aykroyd’s script.

While Ghostbusters may be a little rough around the edges, those with fond memories of the film will likely have fun with it. I certainly have.

Battlefield 1943

Remember when I said that Killzone 2 was the new Battlefield? I was wrong. Battlefield is still the new Battlefield.

This series is an old favourite of mine, going back to when I first got a gaming PC and played hundreds of hours of Battlefield 1942 and its expansions. It’s had its ups and downs, but few gaming franchises have reached the heights of the sublime Battlefield 2. That was the end of my affair with it, though, because after that the likes of Modern Combat, Battlefield 2142 and Bad Company just seemed like a step down.

Battlefield 1943

This, though, taking three of the maps from 1942 and porting it all to the Bad Company engine – complete with the real-time destruction that it entails – for only a tenner, is genius.

I see a lot of criticism doing the rounds, calling it some variance of Battlefield for babies, often with a dig at the console audience in there for good measure, but I don’t get it. Maybe it’s just that I’m a whore for this kind of games, putting countless hours into the good Battlefields as well as the decent pretenders like Warhawk – still the best game on the PS3, by the way – but I can tell that this will be a favourite for a long time. I still play Warhawk because it’s perfect for dipping in and out of, and having it there all the time, launchable from the hard drive, is extremely conducive to dipping in and out occasionally. Keep it fresh with new maps and you’ll keep me coming back for a long time.

Yeah, this only has three – soon to be four – maps and three character classes. Does this damage the game? Not really. This has been planned as a trim and accessible version of Battlefield, designed for new players and veterans, and everything from the consolidated classes to the infinite ammo – it recharges in the same vein as health now does in every FPS ever created – reflects that. I suppose you could argue that it’s ‘dumbed down’ if that’s your thing, but it hasn’t really affected my enjoyment. There’s something to be said for keeping things simple when your base product is already so good.

The first few days were pretty rough going, with a delightful combination of the expected DICE bugs – BF1942 still had launch bugs after gigs of patches – and EA’s always-wonderful server infrastructure, but the teething problems seem to have been ironed out and it’s smooth sailing now. It’s quite stable and things should continue to improve fairly rapidly, so this one gets a definite thumbs up.