Category Archives: Xbox

E3 2009 Conference Review

Hard to believe that it’s been the best part of a year since Final Fantasy XIII went multiplatform and Nintendo stunned the world by reaching new levels of mediocrity, but E3 has been restored to its former glory and with it came three conferences from the console manufacturers infused with announcements and yes, bitter tears. Same format as 2007 and 2008, in chronological order:

The first was Microsoft, which started us off with a strong showing. We knew some of what was going to be there, but there were no complete leaks like last year’s NXE unveiling, and most of what we knew was in name only. It’s fairly normal at this point to go into E3 without much knowledge of what we’ll be playing on our 360s at the end of the year, and we can now see a strong line-up taking shape: Halo 3: ODST, Left 4 Dead 2, Crackdown 2, Forza 3, and the re-emergence of a fantastic-looking Splinter Cell: Conviction, which has got me all hot and bothered for the series again. Modern Warfare 2’s footage wasn’t as mind-blowing as COD4’s from two years ago, but my preorder’s in.

The headlines will undoubtedly be grabbed by two unveilings, though. The first is Metal Gear Solid: Rising, which is a huge PR coup for Microsoft but isn’t a mainline Metal Gear and so isn’t quite the shock of last year’s FFXIII reveal; still, I like MGS4’s Raiden, so colour me interested. Secondly, we’ve got Project Natal, which I don’t expect to work nearly as well as the video suggested, but if it does it’s certainly an incredible technical achievement. Expect much talk about that over the coming months.

Plus Microsoft got the fucking Beatles to show up. God knows how much that cost…

Criticisms? As a closet fan of the Halo novels I’d like to have seen more than a teaser of Halo: Reach, but I understand that ODST is the one that they want you to care about for now. But mainly, where was Rare? The token Killer Instinct and Blast Corps rumours of course didn’t come true, but no new Perfect Dark? Not even another Viva Piñata? Hello?

But that aside, Microsoft did what it had to do with aplomb. The 360 has a great selection of games for this year and we now know that stuff like Alan Wake is finally coming in 2010, and MS is even showing signs of making a serious attempt at coming out from the bald space marine niche where it’s been happy to exist. This one gets a solid A.

Nintendo had simultaneously the most and the least to prove going into E3, sitting comfortably at the top of the sales charts but also leaving much of its traditional audience – or at least the ones who can’t convince themselves that Smash Bros is a good game – underwhelmed, exemplified by last year’s showing.

Super Mario Galaxy 2, Team Ninja’s Metroid, and Golden Sun DS. That pretty much summed up what we got that I’m interested in, and I really am gagging for a go on Metroid. It’s better than last year’s and the first two are undoubtedly AAA titles, although it still had a depressing emphasis on games that our demographic probably doesn’t care about. No great DSiWare content? No Virtual Console for DSi? Nothing entirely new for the hardcore audience? Instead, we get something to monitor your pulse and more Wii Fit.

I can’t in good conscience slate a conference that unveiled both a proper new Mario and Metroid, so I’m going to give this one a B-.

Sony‘s was a show of two halves for me. It started off with Uncharted 2, which looks spectacular, and if it’s nearly as good as the first game – there’s no reason why it shouldn’t be – it’ll be a certain purchase. MAG didn’t demonstrate particularly well because it’s a bit slow and complicated for this context, and I’m not convinced that the headset-free PSN is the best place for such a co-op game, but I love my multiplayer shooters and I’m intrigued.

It’s good to see renewed support for the PSP, even if I won’t be buying a PSP Go, and maybe this commitment from Sony coupled with reduced development costs will see a renaissance in the system. I hope so, because I’m a fan.

Final Fantasy XIV was a surprise, to say the least, but I’d love to hear the difference in cheers between when it was announced and when everyone saw the little ‘Online’ under the title. Not the megaton announcement that XIII was last year, and the slight disappointment was compounded by what came next. The tech demo for the Wii Remote waggle wand lost some of its impact coming after Microsoft’s controller-free controls and a further demonstration of Wii Motion Plus and just went on for far too long, particularly when there wasn’t actually a game to come with it. The same goes for ModNation Racers, which wasn’t even that impressive and seemed to last for an eternity – I wanted to kill myself when he promised to create a track “in less than five minutes”. I was reminded of the endless demonstration of Gran Turismo HD from the infamous E3 2005 showing.

It ended very strongly with Gran Turismo 5, which I don’t really care about as I’m not exactly a fan of realistic racers, and the holy duo of The Last Guardian and God of War III. It goes without saying that both of those are must-haves, and I’m just disappointed that it looks like we’ll have to wait until 2010 for both of them.

Much like the Microsoft one it showed a host of great games, and it only really suffered from the slack middle section. That doesn’t stop it getting an A as well, though.

Overall, then, a far better show than last year’s, and fans of all platforms will have come away with something worthwhile even if this year’s show has pretty much confirmed motion controls as the way of the future. And hey, no sales graphs either. Gaming needs to make a song and dance about itself like this once in a while, so let’s enjoy the rest of the show.

Until next year…

Multiplayer Shouldn’t Be a Necessity

I adored BioShock, and while it lost some of its lustre and great ideas once it reached a certain point, one thing that I couldn’t criticise it on was the lack of multiplayer. It was never an issue as the actual FPS mechanics weren’t anything special, and it was the isolation and the experience of exploring this strange world on your own that really drove me forwards.

It reminds me of Metroid Prime, where a fantastic sort-of FPS that was about exploring a strange new world by yourself was met with criticism for its lack of multiplayer. And sure enough, where Metroid Prime 2 came with a half-baked multiplayer, BioShock 2 is set to come with its own effort.

Back when Metroid did it, I can remember making the argument that multiplayer is completely at odds with what makes both Metroid Prime and the Metroid series as a whole great. The games, up until then, were all about being isolated on a hostile alien world, exploring while hunting and being hunted, and even when it moved into the first-person perspective those were still the ideas that carried it. It was never a shooter, in other words, and therefore didn’t need deathmatch, and that description pretty much entirely applies to BioShock as well.

Just look at where Metroid has ended up. Hunters and Prime 3 aren’t bad, but Samus and her bounty hunter friends don’t feel like Metroid to me.

I hate this need to clamour for the bullet point on the back of the box. It’s disrespectful to the effort that goes into crafting a rewarding single player, and while I could understand it if, say, a Call of Duty came without multiplayer, it’s wrong to say that every game needs it. Complaining that a story-led FPS doesn’t come with multiplayer is devaluing a great work in order to appeal to people who don’t appreciate the work that went into the game anyway, like criticising Schindler’s List for not having enough action scenes.

I don’t like to sound like a pretentious twat, which I think is somewhere that this argument comes dangerously close to taking me, but I really think there’s a point here. Starbreeze makes fantastic first-person adventures and has had a great reputation for this since the first Riddick game on the Xbox, and both subsequent releases in this vein, The Darkness and Assault on Dark Athena, have had, respectively, shockingly bad and mediocre multiplayer modes that nobody plays anyway. The people who appreciate the games have no interest in the multiplayer, and the people who would whine about the exclusion have games that they’d rather play in Call of Duty and Halo. Developers should save the money and make an even better story.

To me, this is another example of why games aren’t taken seriously, and it doesn’t help when the gaming media is often guilty of marking games down for not coming with multiplayer, continuing to mix up objective consumer advice and a review, because they’re not the same thing. Games are art, are they? Well then we’d better mark down Hamlet for not having any musical numbers.

Resi 5: Old But Not Outdated

If you need proof of how far certain genres have come in the last few years, just look at how gameplay that was considered a revolution in 2005 is now being treated as a relic in its next-gen sequel – I am, of course, talking about Resident Evil 5. Blame Dead Space for spoiling us if you like, but the fact is that few genres have come all that far in the last five years in any respect other than visuals.

Resident Evil 5

I’m nearing the end of Resident Evil 5, and yes, it does feel clunky after we’ve enjoyed the improvements to the formula in games like Gears of War and Dead Space. Yes, managing the inventory in real-time is an unnecessary attempt at creating tension. Yes, the partner AI is prone to lapses of judgement – although at least this time it can shoot back. Yes, the setting lacks that unsettling, macabre tone of Resi 4. Yes, we’d all like to run and gun. These are flaws that make it worthy of being marked down against its predecessor, but everything else that that game did right is in here as well. It looks great, it has that same satisfyingly precise gunplay, the boss battles are impressive, the battles are intense…

Maybe it’s played things too safe, which is what people seem to be piling on about, but the fact remains that when you play Resident Evil 5 as Resident Evil 5 and not what you think Resident Evil 5 should be, you’ll have a great time.

People are rightfully disappointed in Capcom’s conservatism, but it’s still based on what few will dispute is a classic game and a frontrunner for the best game of the last generation. Dead Space moved the survival horror/action sub-genre forward, but it hasn’t made Resident Evil 4 a worse game and thus to say that Resi 5 is a bad game is hyperbole.

Don’t let me stop you throwing some vitriol over the DLC situation, though. Capcom deserves a kicking over that, if not the game’s overall quality.

360 Wi-Fi Without a £60 Adaptor

Since moving into a place where my gaming den – more on that in an upcoming post – is beyond the reach of an ethernet cable, I came to require a way to get my 360 online wirelessly, and although the official adaptor was the obvious choice, I didn’t want to pay the frankly shameful £60 RRP. I know that wireless hardware is dirt cheap and that one isn’t even fully featured, lacking the WPA2 support that every certified Wi-Fi device since 2006 has featured. Not to mention that it wouldn’t help me avoid my previous issues with the PS3’s built-in Wi-Fi.

It’s not often that I can provide genuinely useful advice, so listen up. I know enough about home networking to know that one way around this is an ethernet bridge, which are reasonably cheap and will work with any ethernet device. But even so, buying one for each console and possibly more for, say, a standalone Blu-ray player in the future could add up.

Linksys WRT54GLMy solution was to buy a Linksys WRT54GL, which can be had for less than £50 new. It’s a fairly basic router with one exception: it runs on Linux.

This being the Internet, it’s been taken apart by enthusiasts to add piles of features through third-party firmware. The free Tomato Firmware, which has a simple client mode as one of its key features, is exactly what you need. I put it in ethernet bridge mode and both consoles are online without a hitch, and the router has been going strong for two weeks now.

I should also point out that Tomato works with a number of other routers, which may even be cheaper. I just went with the Linksys because it was the original.

The official site has a video showing how to put it into client mode, which will be all that 99% of users want. There’s also an excellent tutorial here, which explains the difference between the two client modes – I went with bridge because I wanted everything on the same subnet for video streaming.

I know that I’m not the only one who is baffled by the fact that you can get an excellent router to do the job of the official adaptor and more for less money, but I’m not going to complain too much when open networking standards give us a relatively simple way around the problem. Alas, it’s not as easy to get around extortionate prices on other 360 peripherals like the larger hard drives or charging cables that cost comparatively nothing on a certain competing console, but maybe Microsoft will have a heart with the next iteration.

Then again, only one of those machines is actually making money. Maybe not…

GTA IV: The Lost and Damned

I got pretty bold a couple of weeks ago when I predicted a bright future for DLC in 2009, as it was swiftly followed by a disappointing insubstantial downloadable outing for Fable II and the divisive Operation Anchorage for Fallout 3, which I happened to like but probably didn’t live up to most people’s expectations.

I can count on Rockstar to bail me out, though, because The Lost and Damned is fantastic.

GTA IV: The Lost and Damned

For a start, I must comment on pricing. 1,600 points (£13.60) for a good 10-12 hours of GTA IV, with production values at least as high as the main game – sterling voice work, impeccable cut-scene direction, new licensed music, new things to do, etc – and some improvements of its own, not least of all the much-requested mid-mission checkpoints. It’s so far made me remember why I loved this game so much, and frankly puts the usual quick and dirty 2-3 hours that we’ve come to expect from DLC to shame.

Credit is also due for giving it a unique feel of its own, rather than being beholden to what was set out in GTA IV. It turns Liberty City, which remains a brilliant place to explore, into a platform for future expansions like this, and gives you just enough crossover to give you a kick when Niko makes a cameo or you hear about something from his misadventures on the radio. The biker culture that it revels in is also far from the immigrant experience of Niko and feels strong enough to support a full game. I’d even go as far as to say that people who disliked Niko and his friends and couldn’t deal with his frequent Anakin Skywalker moments will like this better.

Plus I didn’t hear one utterance about “American tee-tees”, which is always a bonus.

I’m making this quite a short post because I’ve written at length about how good GTA IV is (impressions, post-mortem) and this is ultimately more of the same, but I’m in love with the game all over again. Fuck the haters because they’re quite simply wrong: GTA IV rocks and so does this DLC.

F.E.A.R. 2: Project Origin

Any FPS being released at the moment is taking a risk by coming out in the shadow of Killzone 2 and its unstoppable hype machine, but F.E.A.R. 2, which I’ll hereafter refer to as Project Origin for the sake of my sanity, has been getting some praise of its own. It even controversially scored higher than Killzone in the latest issue of Edge, which has caused consternation in some circles.

F.E.A.R. 2: Project Origin

When my copy arrived, I must admit that my first impressions were slightly underwhelming. The first ‘interval’ – that’s ‘mission’ to you and me – takes place in a plush office block and has you fighting your way to the top against some generic special forces guys with a basic SMG and no sign of the game’s standard bullet time feature, and even the scary horror flashes toned down from how it bashed you over the head with them in the early stages of F.E.A.R. It’s really nothing more than a prologue, though, which becomes apparent when it ends in the wake of the first game’s finale.

Once you’re playing Project Origin proper, special abilities and all, it gets much more interesting. In the first few chapters after the prologue you get more variety of enemies – including my favourite: a trooper with a gas tank on his back that will make him blow up in a puff of smoke and giblets if you shoot it – and the scares come in, mostly consisting of apparitions and random psychic attacks on you and your enemies, with sneak attacks from a new kind of baddie that I won’t spoil coming in later. Continue reading F.E.A.R. 2: Project Origin