Tag Archives: Xbox 360

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.

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…

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.

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…

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.