Showing posts with label Wii. Show all posts
Showing posts with label Wii. Show all posts

Wednesday, November 2, 2011

Resident Evil 4 Review

Quick quiz: name the top five most influential games from the last generation.

Good job, Resident Evil 4 has been lauded universally as one of the most important games of the Gamecube/PS2/Xbox era, having pioneered third person shooting while bringing in a new era of graphical fidelity and gleeful violence. It currently retains a position comfortably as one of the highest-rated games on Metacritic and has been ported and remade multiple times in its six year lifespan. There is no doubt that Resident Evil 4 is a great game, but whether or not it has stood the test of time remains up to debate. re4_box

Story and Atmosphere

It is a cloudy afternoon in a remote Spanish mountain pass. My pistol drawn and ammuntion low, I inch forward through the woods, dry leaves crushing beneath my feet, into an empty shack on the side of the road. I find medicinal herbs and unused clips on the table. As I turn around to exit, I see a ghastly sight: the decapitated and decomposing corpse of a local woman impaled onto the shack wall. My nerves tense and I continue towards the village I was ordered to investigate.

Three villagers sit around a campfire atop a cliff. They catch sight of me as I walk down the path and immediately run away, not even taking care to extinguish their fire. My spine begins to tingle and I cross the rickety rope bridge to the village gate.

Taking cover behind a tree, I bring out my binoculars to scout out the village. There are about twenty or so farmers roaming about the square, circling a flaming stake. I peer towards the stake and see the charred corpse of the police officer that drove me here. I clench my teeth as my hand inches toward my pistol. I make a run for it.

A scream pierces the air and I double take looking for its source. One of the villagers points at me, teeth bared and the look of venom in his eyes. The chill of death shakes my bones as farmers burst out through every door, dropping their tasks and rushing towards me, teeth bared and tools ready to stab me. I bolt into an empty house and slam the door shut, pushing a dresser to barricade the door. Rushing up the stairs, I discover a shotgun. I rush towards the window and begin to open fire from above. For now, everything is alright.

I hear a knock from the balcony behind me, the villagers have pulled up a ladder. I vault through the window and throw down the ladder, hearing the sickening thud of the man’s bones crushing into the ground. But it is too late, the villagers breach through the downstairs door and the terrifying screech of a chainsaw revs into existence. I swing around the banister and fire a shotgun blast directly into the torso into the fat man with a bloodied bag over his head and the chainsaw in his hand.

But he barely flinches, the force of the shrapnel, enough to blow a normal man in two, hits him with the force of a thrown pebble. I fire again and again as my ammo runs dry, and nothing happens. He raises the chainsaw above his head and swings it into my neck. The vibration of the blade shakes my bones as my head separates from my body and I die. Behind the screen, my controller sits dropped on the floor and my mouth agape in shock. resident-evil-4-20050516000049172_640w

If the narrative passage above hasn’t yet convinced you, let it be known that Resident Evil 4 is a scary and atmospheric game. Its opening sequence consistently engraves itself into the memories of all who play it. Permeating throughout all of the game’s environs is an overwhelming sense of hostility towards the player, the feeling that the player is not welcome into its bleak, dark world.

 

For all of its atmospheric glory, Resident Evil 4 features a rather weak and silly story grounded in conspiratorial clichés spoiled by forced presentation elements. The creepy atmosphere is all but broken when the hero discovers in the enemy base a document, helpfully titled, “OUR PLAN”. Furthermore, the game’s atrocious voice acting, holding the quality of the background voiceover of a Disneyland ride, oftentimes turns the creepiness into ridiculousness. 

Gameplay

Resident Evil 4 has been universally lauded as the catalyst for the birth of the modern third-person shooter. Games as diverse as Gears of War, Red Dead Redemption and Mass Effect owe their mechanics to Resident Evil for their over-the-shoulder perspective, which included modes for quick moving and accurate shooting switchable at a moment’s notice. This allowed for a more fluid and action packed method of navigating the games environments, thus making third-person shooting precise and accurate. Audiovisual impact makes the use of each item of Leon’s arsenal extremely fun.

Some have derided Resident Evil 4 for not featuring a cover system, a gameplay mechanic that would make its way into many third-person action games to come. Frankly, this argument is invalid: Resident Evil’s enemies do not shoot at the player, thus negating the need for a cover system. The infected villagers, monks and industrial workers of the game shamble slowly like zombies, closing in for melee attacks. This forces the player to alternate between move and shoot modes as he tries to distance himself from enemies as they close in, thus establishing a rhythmic pattern of run-turn-shoot, run-turn-shoot, run-turn-shoot. Its fun stuff and establishes the game’s theme of constant terror, flight being a constant response no matter how well armed Leon may be.

And well-armed you may be, Resident Evil 4 features a RPG-like system of item acquisition and upgrades. Scattered throughout the game’s environments are treasures, which can be sold to merchants for gold. Gold in turn can buy new weapons, health upgrades, medicines and weapon-attachments. These items and upgrades are all placed in Leon’s invisible lockbox.

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Managing the lockbox is again, an RPG-like system of recognizing the slots each item takes up and rotating them, moving them and removing them to squeeze a maximal amount of ammunition, medicine and weapons into as small a space as possible. It’s a process as stressful as packing.Thankfully, lockbox upgrades are available as the player progresses throughout the game, alleviating the frustration while making the player more powerful than the enemies of the game, thus making the game’s later levels far less frightening than earlier ones.

Its not all stylized ultra-violence, in fact, quirky puzzles and treasure hunts are interspersed between sections of combat, thus giving the game a needed cerebral facet. Unfortunately, the puzzles aren’t based in the gameworld and are not based on the same mechanics that ground navigation and combat. Oftentimes, the player must enter a separate screen to solve a slider puzzle or other minigame to pass through a locked door or access a hidden treasure. These puzzles are oftentimes frustrating and break up the game’s brisk pace.

Graphics/Audio

From an auditory perspective, Resident Evil 4’s sound design perfectly grounds and enhances the game’s hostile and creepy atmosphere. The quiet moan of an enemy around the corner, the clanking of metal chains and the wind quietly howling from beyond a cave are all strongly atmospheric. Tense music, unlike the voice acting, works well to improve the game’s creepiness.

Resident Evil 4 has aged relatively well over the years. While the game’s textures have abysmal resolution, beautiful lighting and character models still look great. A fantastic art style grounds each of the three environments Leon will explore, and each chapter is visually and thematically distinct. From the overwhelming hostility of a remote European village to the mysterious secret passages of a monastic castle and the crazy experiments of a island laboratory, the game’s worlds are memorable and fun to explore.

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Conclusion

Resident Evil 4 may seem dated by modern standards especially in terms of its graphics and shooting mechanics. Nonetheless, the historical impact of this game is immediately perceptible, it having spawned the modern third-person shooter and introducing a new precedent for gameplay control. In spite of some forced storytelling, Resident Evil 4 maintains its shine and remains one of the finest adventures of the last generation. 4.25/5

Tuesday, June 7, 2011

Impressions from E3 2011: Day 2

Nintendo’s incredible ability to draw disdain at E3 for what would be incredible and innovative products was in full force today. It unveiled a new console called the WiiU, which eschews the motion controlled wand of its predecessor in favor of a touchscreen tablet with buttons and dual analog sticks. It kinda looks like a LeapFrog product.

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But asides from that, this new console is a very smart move on Nintendo’s part. The Wii’s main flaws came out of its lack of processing power (which restricted it from getting the AAA multiplatform franchises which defined the generation) and the inability to opt for traditional controls for developers. Here, Nintendo is using a gaming technology that they introduced which proved to be far more successful. The Nintendo DS introduced touch-screen gaming which, in recent years, has practically revolutionized the smartphone gaming market and initiated a massive new movement in casual gaming. Installing that functionality into a home game console will make WiiU’s games more fun to play from a traditional viewpoint. “Hardcore” developers are already bringing their mainstream games to the console. Games like Assassin’s Creed, Batman: Arkham City and Ninja Gaiden 3 will all be featured on the console during its 2012 launch.

Friday, April 8, 2011

Metroid Prime Trilogy Review

This was one of the last reviews I did for Radical Reviewers and one of the better pieces I have written. Things have changed in the past year, the game is out of print and is now super-rare. 

Hey there, it’s Kevin with yet another Radical Reviewers Review. This time, for what is in my opinion, one of the greatest collectors edition products in video game history. We’ll be reviewing Nintendo’s Metroid Prime Trilogy for Wii.
History
After skipping an entire generation, Nintendo decided to reboot the Metroid_Prime_TrilogyMetroid series on the GameCube. To do this, they purchased a Texas-based independent development company called Retro Studios, made out of alums with portfolios varying from Half-Life to Starcraft. The decision to use an American studio to develop a Nintendo game was already a radically different decision. It would only continue to change from there.

In 2001, a trailer was revealed for the final build of the game. It showed gameplay from a first-person perspective. This immediately drew a huge backlash from fans of the series, who feared that their beloved Metroid would turn into shooter like Quake or Halo. These fans decried the game, feeling that it was dishonest to the adventure themes of previous games. Nonetheless, Metroid Prime succeeded in drawing a massive amount of hype, with a live-action advertisement and a marketing ARG. 

When it was finally released in 2002, Metroid Prime defied all expectations. Drawing a metascore of 98, it is the highest rated game of the sixth generation. Critics praised the tight controls, atmospheric visuals, intense action and adherence to the Metroid formula. Metroid Prime made a perfect transition to the third-dimension, and would soon spawn a series.

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Retro immediately agreed to create two new games in the subseries. Metroid Prime 2: Echoes was released in 2004 for Gamecube to rave-reviews, praising its darker atmosphere and gloomy story. Nonetheless, Echoes failed to generate the record-breaking sales of its predecessor. A Wii sequel was released in 2007, bringing the best graphics of the series, perfect pointer-based controls and improved action.

Changes
Historically, Metroid Prime games have all brought high metascores of 98, 95 and 92 respectively. Noting this, Metroid Prime Trilogy rivalsThe Orange Box in terms of value.  For fifty dollars you are receiving nearly eighty hours of gameplay and three of the finest Nintendo games ever created. Even if sold in a standard white plastic box, Metroid Prime Trilogy would still be an epic deal. But in addition to the games, a Collector’s Edition tin-casing is supplied as is an art-booklet printed on glossy photo-paper.

The list of upgrades and bonuses does not stop there. Metroid Prime 1 and 2 have been ported to the Corruption Engine, featuring stylish bloom lighting, 16:9 widescreen and updated textures. This effectively makes the aging Gamecube games look state-of-the-art on the visually challenged Wii. Of course, precise pointer-based controls have been implemented along with a new difficulty level. Topping it off is an integrated achievements system, which gives the player tokens for accomplishing certain objectives. These tokens can be traded for concept art and music. These additions make the Gamecube games far more enjoyable than before.

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Gameplay
Despite the first-person perspective, the Metroid Prime games can hardly be considered first-person shooters. Emphasis is moved from linear-combat to exploration of an open world. Metroid games revolve around the collection of items and upgrades. New items give access to new areas, which behold boss fights, platforming challenges and adventure aspects. Simply put, few other games provide the experience of developing from a feeble bounty hunter to a one-woman army with integrated rocket-launchers, cloaking-mechanisms, personal anti-gravity devices, grappling-beams, morph-balls, bombs and energy cannons.
By far the most important aspect of the Metroid Prime games is the scanning-mechanic. By using an item called the “Scan Visor”, Samus can collect information about enemies, environments and items as well as decode logs. All information is saved into an internal logbook, which tells a gripping backstory. This mechanic effectively makes Metroid Prime one of Nintendo’s strongest story-telling games.

Many first-person action games have made attempts at integrating platforming into their gameplay. Half-Life is infamous for attempting to integrate platform challenges in Xen, to no avail. The first-person perspective and lack of visible feet made platforming imprecise and frustrating. Unlike its influences, Metroid Prime provides the best first-person platforming in gaming history. To compensate for the first-person perspective, platforms are amply-sized and spaced from each other. Making movement a speedy and pleasant experience. This contributes to an excellent shooting mechanic. Pointer-based controls make combat more intense and fun than it has any right to be. A large variety of foes with varied AI scripts makes shooting radically different from other games.

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The Metroid Prime games are very well known for their atmosphere and backstory, and this sentiment is easily echoed. Numerous effects and details have been added to make Tallon IV, Aether and the GF System one of the most inspired, detailed, memorable and believable virtual-worlds ever made. Extensive craft has been placed in giving the world a history and a backstory. The player can simply spend hours at a time researching the backstory of Metroid’s sci-fi/fantasy world. Thus, exploration is fun and rewarding and the player is given great motive to thoroughly scour each area for secrets.

Recently, Nintendo has announced that Metroid Prime Trilogy will soon go out-of-print. Go after it now to pick up this fine collectors-edition before it becomes super-rare.

Conclusion
Metroid Prime Trilogy is easily one of the finest compilation titles ever made. Three history-making games have been put into a package of legendary value. To be rare in the future, the only reason not to buy it is if one has played the compiled games before. 4.5/5

The Good
  • Insane value, 80-hours of gameplay, plus Collector’s-Edition Specials, for the price of a standard game.
  • The games serve as the paragon of first-person action-adventures
  • Gamecube games ported to Corruption Engine with motion controls.
  • Incredible story and atmosphere
  • Much improved multiplayer
The Bad
  • All old games
  • Not much value if you’ve already played the entire trilogy

Sunday, December 26, 2010

Discussing the EMA Case with Senator Leland Yee

On Sunday, December 19th, my good friends Sean Patrick and Devan Patel, along with myself, had coffee with Senator Leland Yee. Yee was the author of the controversial ABs 1792 and 1793, which attempted to governmentally regulate the sale of mature games to minors. The bills were deemed unconstitutional by the State Court in 2005, and their constitutionality was again discussed in a November 2 U.S. Supreme Court meeting. I wrote an open-letter to the Senator with my particular objections to the bill, for which the meeting was called to discuss.

After spending a short time watching Sean play Obsidian's Alpha Protocol, we walked down to Starbucks to meet with the Senator and his aide. We introduced ourselves as Juniors from Stuart Hall High School and talked about our relationship with gaming (Devan and Sean being consumers and me being a writer and artist). 


Yee, a developmental psychologist, began the meeting by discussing the “Bobo Doll Study” regarding youth aggression, in which children emulated an adult model violently abusing a human doll. It is common knowledge among the psychological community that exposure to violent imagery causes desensitization to violence. The Senator thus did not contend that there was a causal relationship between game-consumption and real-world violence, a position that I strongly object to. Several notable anti-game critics have held considerably more theatrical viewpoints on the matter, Jack Thompson and Hillary Clinton come to mind, such people have recognized Grand Theft Auto to be a public safety hazard. Yee thus held that the desensitizing effect of game justified the bill.

The Senator also held that it was the state's responsibility to protect children from harmful forces, likening his bill to laws passed in the early 20th Century outlawing child labor. Whether or not the desensitizing effect of violent games would be on the level of the atrocities that child coal-miners faced in the Industrial Revolution is debatable. Furthermore, he again acknowledged that games did not pose a public safety hazard, if this was so, then why would the law be necessary to protect children? Is psychological desensitization enough to justify the distinct treatment of violent games to violent film, comics and literature?

Yee also emphasized the distinction between what he considered “violent games” and “ultraviolent games”. Nonetheless, the disparity remained extremely vague. I brought up Sony Santa Monica's God of War III, a game so graphically violent that even I recoiled at the gore. Yee responded by saying that God of War III would not be affected by the bill because the subject of its violence was not human in nature, “creature violence” did not fall under the bill. Apparently, the genocide of thousands of harpies and minotaurs did not deserve recognition.

Senator Yee stated that the “ultraviolent” games that would be affected by the bill depicted violence between human characters in a patently offensive manner. While Gears of War would not be considered “ultraviolent”, considerably tamer games would be. Nonetheless, the distinction remains extremely vague. The T-rated Uncharted and Goldeneye feature shooting human enemies as their primary mechanic. Over the course of their respective campaigns, the player kills hundreds of pirates and terrorists. Nonetheless, the relatively innocuous nature of such violence is on a level infinitely lower than that of Manhunt and Soldier of Fortune, which feature human dismemberment as an option. Under the law, would Goldeneye fall under the same group as the far more disturbing Soldier of Fortune? T-rated games feature human violence as a primary mechanic, and under the bill's verbiage, such games would be grouped with the likes of Postal, even while sci-fi/fantasy games like Halo are not affected.

The Senator also held that the bill was ultimately intended to assist parents in determining what content their children can access and that parents can choose to opt out of the policy by purchasing violent games for children, thus, pre-informing parents about content. Thus, the bill would reinforce the measures that the industry already takes in order to police its own content. Built-in parental controls by console manufacturers, the ESRB, ID check at retail and the refusal of console companies to license AO rated games are such measures. By governmentally reinforcing the industry's standards, notable risks arise given the degree of power the state gains over it. This ultimately makes the bill redundant to the industry's already held policies, rendering it a rather unnecessary exercise of political power over content advisory and the medium itself.

Senator Yee then asked us about our own gaming habits and the degree of parental control that our families had over our play decisions. Despite our dissenting viewpoints, the meeting was ultimately respectful, interesting and productive.

Upon the conclusion of the meeting, we returned to Sean's house to celebrate the merit of games by playing many matches of Call of Duty: Black Ops. I came out with mostly negative spreads, but found respite in the AK74u, stun grenade and claymore. Devan and myself were involved in an epic tug-of-war over the central control point in Nuketown. 

Wednesday, December 22, 2010

Goldeneye 007 (2010) Review

I initially had absolutely no intention of picking up Goldeneye 007 for the Wii, doubtful that it would do the N64 game justice, I was cynical of Activision’s ability to replicate classic feel. Nonetheless, upon hearing many good things about the game, I decided to take a risk and purchase the game. After a seven-hour marathon session, I can profess with certainty that Goldeneye 007 does its legendary namesake justice, a modern shooter that feels like a classic. While it may not have the impact of the original, Eurocom’s remake takes creative liberties while preserving the original aesthetics of the game even through the addition of modern mechanics. The result is a fine and memorable campaign coupled with incredible local multiplayer worthy of the prestigious franchise.

Reverent Tribute or Blasphemous Desecration? Single-Player
From watching gameplay footage, one would predict that Goldeneye 007 would be a Bond-flavored Call of Duty game, and to a minor extent, this is correct. Aim-assist is present, levels are linear (though not to the extent of Modern Warfare 2), story is told through load-screen briefings, breaches are accompanied with a slo-mo effect and aiming down the sight is the key to success in combat. What makes this Wii-remake so special is how it delicately balances these modernizations to make the game both familiar yet fresh.
For one, much like the original, this is a stealth/shooter hybrid. Running and gunning leads to many deaths, and thus, enemy placement is designed to promote a stealthy play-style. Enemies are positioned so that tactical planning of attacks is necessary. A stealth-takedown move is preformed by maneuvering behind an enemy and following a motion prompt, allowing for the player to eliminate enemies unnoticed. This stealthy method of play is extremely satisfying and gives what could have been an overly generic shooter its own unique play style. While the N64 game was geared towards run-n-gun gameplay, it still was filed with stealth-sequences. Fans of the original will be pleased to see this style of play replicated in 2010.
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Unlike the original Goldeneye’s short, snappy levels, Goldeneye for the Wii has a very lengthy campaign with some incredible set pieces. While the N64 versions levels could be completed in five minutes, the average Goldeneye Wii level takes about 25 minutes to complete, resulting in one of the meatiest single-player games in recent memory. Goldeneye’s weapon set also mixes Call of Duty and the N64 games dynamics to an excellent effect. Weapons feel powerful, sound great and are excellently modeled. Pulling off headshots with a high-powered Pavlov sniper is as fun as it was years ago, and while it might not have the spectacle that other recent AAA shooters are known for (read: Reach, Black Ops), Goldeneye’s campaign stands alone both as a modernization of the original and a new experience. Level layouts may be entirely different, but they differ to Goldeneye’s  benefit
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Nonetheless, one innovation that this game utilizes that has been sorely underused in modern FPS games are multiple objectives. As the player increases the difficulty, new objectives must be completed, thereby changing the experience and adding a replay value rare in modern shooters (no pun intended). The original Goldeneye had this scaling difficulty system and not since the TimeSplitters series has this been used. Needless to say, the utilization of this difficulty system makes this modern game so much more honest to the original, and thus, so much more fun.

Ultimately, Goldeneye 2010 does indeed succeed in replicating the original games aesthetic despite its newer mechanics and is a worthy successor to the esteemed 007 title.Whether or not it can create as many fond memories as the original remains debatable. 

Graphics, Control and Sound
Goldeneye 2010 is by no means a good looking game compared to game like Corruption or Red Steel 2, and despite the best intentions of the art team, Goldeneye’s artistic direction feels generic in the face of the recent surge of modern-warfare inspired shooters. The game runs off developer Eurocom’s Dead Space Extraction engine, and thus, features some very impressive facial animation and lighting effects. Light sources are awash with ample bloom-lighting and reflect and bounce off beautifully off polished surfaces. Mo-capped and facially scanned character models are impressive in detail and react realistically.
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Nonetheless, the graphics do fall short in certain areas. For one, some textures are rather blurry compared to other Wii games. Bullet-holes leave a noticeable decal and the frame rate drops slightly at busy times. Goldeneye’s engine might lack the sophistication of The Conduit’s Quantum3 engine and it might also lack the inspired artistry of Corruption, nonetheless, the framerate is solid almost all of the time and rarely drops and the texturing won’t get in the way of enjoyment.

Goldeneye’s controls, much like its graphics, pale in comparison to titles like The Conduit and Corruption. The pointer-based controls are excellent, without many problems. Nonetheless, I often wished for a quick-turn button which would allow for me to snap back to engage with threats behind me, as the default turning speed was too slow for my taste. Nonetheless, Goldeneye features extremely customizable controls through which every button can be remapped and the bounding sensitivity can be adjusted. In addition, the game also supports Zapper, Classic Controller and Gamecube support. Gamecube control, while functional, is not recommended as the C-Stick is too small and stubby to work well for long play sessions. Ultimately, the bundled Classic Controller Pro works best for this game, with button mapping being flawless.
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Sound-wise, the game is excellent. Daniel Craig leads the voice-cast of the game as Bond providing a very authentic recreation of the events of Goldeneye. Music, while repetitive, remains reminiscent to that of the series and sets up the game’s tone and mood very well.

Narrative Problems
Nonetheless, a considerable problem facing Goldeneye is its story.While thematically, it is refreshing to have a fun espionage-themed shooter in face of the gritty war titles we have received in recent years, Eurocom’s attempt at modernizing the Goldeneye story falls absolutely flat in seven instances, leaving gaping plot holes.

Spoilers!


For one, by moving the events of the game to occur in 2010, the writers have essentially made Treylevan’s motives for attacking the Bank of England useless, his motives seemingly become hazy. Also, the dam mission, now coinciding with the rest of the story, makes the relationship between Janus and Ouromov confusing and unclear. If Treylevan was working for the Russians under the guise of a MI6 member, how did he survive the gunshot wound and why did he kill so many Russian operatives. Goldeneye’s story is minorly tainted in this revival and is one of the weaker parts of this game.

Multiplayer
Goldeneye 64 was known for its innovative split-screen multiplayer mode, which attracted a cult-following in the late 90s in college dorms and high-school basements everywhere. Surprisingly, the revival’s multiplayer is very robust for the Wii, while it may not necessarily cut into the TF2 time, the online multiplayer is both fun, responsive and addictive. While not as deep as the recent Call of Duty: Black Ops, one can appreciate the smaller maps and reduced player-count, leading to better balance, simpler gameplay and fewer infuriating spawn-kills and deathstreaks.

Structurally, Goldeneye is considerably simplified Call of Duty. Character customization is limited to three perks, a primary weapon, secondary weapon and a primary weapon attachment. Thus, success depends on reflexes and marksmanship rather than map memorization and camping. The low-player count reduces the risk of frustrating spawn kills and the lack of killstreak awards keeps things simple and controlled. The same simplicity is one of Goldeneye’s faults, and while it is fun to pop online for a few quick matches, online multiplayer eventually grows repetitive and the lack of voice-chat significantly reduces the appeal. Online Multiplayer fanatics might rather look at Black Ops or the upcoming Conduit 2.

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Thankfully, true to the original, Goldeneye 007 features not only some of the best local multiplayer shooting on the console, but of the entire generation. While modern shooters have focused more on online play, seldom is excellent local multiplayer a focus for developers. Sure, there is Call of Duty, but one does get tired of playing Rust and Nuketown for the umpteenth time. Goldeneye 007 does an excellent job of fine-tuning its maps for raucous split-screen matches. While the fact that the pre-set loadouts does limit strategic depth, the sheer accessibility of the experience is reminiscent to the quality of the original N64 game. A bevy of character models and the large variety of control options allows the game to access a wide audience. The masterful degree of customization allows for a degree of rule-changing depth unseen since TimeSplitters 2. Needless to say, Goldeneye 007 offers a refreshing change of pace, and while the online multiplayer might not be as robust as other FPS games, the split-screen will give ample reason to leave the disc in your Wii for weeks at a time. Highly Recommended. 4.5/5

Saturday, September 25, 2010

Metroid: Other M Review

I recently got a game-reviewing job for the roundtable. As Radical Reviewers is dead, I decided to bring my reviews to this blog.

Nintendo has been no stranger to letting talented outside developers work on their most beloved franchises. From Capcom's Minish Cap to Square's Super Mario RPG and Retro's Metroid Prime, all of these collaborations have been successful critically and commercially. Metroid: Other M is the latest of these collaborations, made by Team Ninja of Ninja Gaiden fame. Other M signifies a return to the series main canon, leaving behind the Phazon subseries and building upon the world established in Zero Mission, Super Metroid, Fusion and Return of Samus.

Team Ninja's involvement is immediately noticeable from any piece of gameplay footage. Like the Ninja Gaiden games, Other M is focused on gorgeously animated, fluid and extremely brutal combat. Spectacular deathblows look remarkably similar to those found in the Ninja Gaiden series, in one technique, Samus jumps upon an enemy's shoulders, wrapping her legs around its neck and firing her cannon into the back of the foe's head. The in-engine graphics and CGI cutscenes are marvelous, with some of the best art-direction the series has ever seen despite some low-res textures.

Story

Returning to the original Metroid canon, Other M is more heavily story driven than the Prime subseries, which were driven more by environmental interaction. The game takes place between Super Metroid and Fusion, in a period where Metroids have been wiped out from the universe. While wandering around space, Samus picks up a distress signal from an undocumented ship, which she immediately answers. Entering the deserted ship, she encounters the GF 07th Platoon, her old military battalion, having also investigated the signal. Discovering corpses and undocumented biological weapons, she joins the platoon in investigation. Unresolved ill wills are evident throughout her interaction with these characters, and what follows is an intriguing tale developing the Metroid universe in surprising ways.

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Other M was intended to more fully characterize Samus Aran, who was previously a rather two-dimensional silent protagonist. Fans of her Prime iteration might be disappointed by her rendition in Other M. The Prime series portrayed her character as a mysterious and fearless badass and one of the strongest non-sexualized female protagonists in video games. Other M's iteration is somewhat inconsistent with her Prime design. Samus is considerably more insecure particularly around people. In one unforgivable scene, she agrees to shut down all her equipment at the demand of a former love-interest to show that she can “follow orders”. While Samus's character is better developed, the jarring transition from super-powered adventurer to vulnerable child might put off some.

Gameplay

Gameplay-wise, Other M is a mixed bag of fantastic innovations and frustrating missteps. The core third-person combat is fun and stylish, platforming is fluid and fun and room-exploration is rewarding and satisfying. The game also features one of the best uses of motion controls to date, by holding the Wiimote sideways “NES-style”, the game takes a fluid third-person God of War-esque perspective. When pointing at the screen, the perspective switches to a stationary first-person view, where missiles can be fired and the environment can be better investigated. The use of the hybrid first/third person mechanic is unlike anything seen before and very well implemented.

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Despite its resounding success in certain areas, Other M's gameplay holds a few frustrating flaws that detract from the experience. In certain areas, Samus will stop moving and be locked into a first-person perspective. Here you'll be tasked with investigating your immediate area to find an anomaly that advances the story. This obviously was intended to add a Phoenix Wright-esque sense of discovery, but fails entirely in that regard. Very often, clues will be vauge, and you'll be often left randomly pixel-hunting. Other M is also considerably more linear than other Metroid games. The ship might still be an open-world, but major portions of it are locked away until your commander gives authorization to access them, placing Samus in a linear race from point-A to B. There are no sequence-breaks and new abilities are “authorized” rather than collected, making Other M clash with the open-world exploratory nature of the series.

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Overall, I enjoyed my time with Metroid: Other M. Combat was exhilarating and exciting and hundreds of collectibles are cleverly hidden throughout the world for rewarding exploration. Its story and characters are intriguing and well fleshed out. However, the linear nature of the game and the potentially divisive portrayal of Samus might put off hardcore fans of Prime. Despite its scattered frustrations and flaws, Other M is ultimately an entertaining romp through the world of ancient civilizations and power-suits. Recommended.

3.75/5

Tuesday, December 8, 2009

Five Essential Games

The following is a column that I wrote for the roundtable, reviewing games for Holiday 2009. This was a particularly fun article to write, and I thought it would be important to share it here on My Back Pages: Question the Answers.

Call of Duty 4: Modern Warfare is by far the most popular game at Stuart Hall. Noting this, Stuart Hall’s taste is regulated mostly to mainstream super-hits. For this set of reviews, I have focused on true classics in desperate need of greater attention. Enjoy.

 

PC. Half-Life 2 – Valve Corporation

Half-Life 2 is easily the greatest first-person action game ever made and one of the most atmospheric. Its dystopian near-future world is frighteningly believable and imaginative, contributing to an original and gripping story. Excellent voice-acting and facial animation are to this day unsurpassed.* The frantic combat might come as a bit of a culture-shock to those raised on Halo and Call of Duty, but brutal AI makes encounters entertaining. Nonscripted enemies will pathfind, suppress, flank half-life-2-20041116061507162_640w and take cover, using a small variety of unique guns as well as use physics objects as weapons. The gameplay variety within Half-Life 2 is huge, each chapter capitalizes upon a different gameplay mechanic. Puzzle, squad-based, vehicular travel, turret-defense, stealth and horror elements are found throughout the game, preventing it from ever becoming repetitive. Half-Life 2's eighteen-hour campaign is one of the best ever found in a shooter, and is one that fans of the genre must experience. The game costs $20 on STEAM. It is also available for mainstream consoles as part of The Orange Box for the same price.

 

PS3. Uncharted 2 – Naughty Dog

Uncharted 2 was released to a metascore of 98 and was hailed to be the best game on the Playstation 3. The absolutely gorgeous game plays like a hybrid of Gears of War, Zelda and Tomb Raider, with the gunplay, puzzle and platforming elements from each respectively. The graphics are among the 955125_20091005_790screen001 best seen on a console, its varied, colorful and photorealistic locales make for impressive set-piece sequences. Decals and textures are matched only by Crysis. Its gripping story is enhanced by fantastic voice acting and facial animation, which were the only to surpass Half-Life 2 in quality. Uncharted 2 is highly cinematic in nature, its action sequences are intense and involving, making the game fun to watch as well as play. Strong stealth, puzzle and precise platforming elements prevent the game from becoming repetitive and add variety to the lengthy campaign. Robust multiplayer rounds off the $60 package, with variants on deathmatch, team deathmatch, domination and capture-the-flag. Difficult and satisfying co-op missions make the game incredible. Uncharted 2 is this year’s most likely contender for Game of the Year and a game that shouldn’t be missed by any action enthusiast.

 

Wii. Okami – Clover Studio (Ported by Ready at Dawn Studios)

Okami is the freshest and most original action-adventure game in recent years. Intense attention was given to the games graphics, and it shows. Okami is a magnificent-looking game, using cel-shading robustly to create a watercolor/woodcut art-style, making the massive world a joy to explore. Fantastic music, gameplay and thematic content make it a particularly refreshing experience. The 30-hour story casts you as an incarnation of Amaterasu, a Shinto kami. Combat and exploration is influenced by the Zelda series, melee combat in the enormous world is done by rhythmic swings of the Wiimote, far more interesting is the Celestial Brush mechanic, allowing you to interact with the environment in any number of ways, including solving puzzles and dismembering foes. Drawing bombs, suns, moons, lightning bolts and flames and turning 943732_20080318_790screen004those into objects make for radically different gameplay. However, by far the most invigorating aspect of Okami is its story, which definitely has a Luddite edge to it. Plants and flowers flow in your wake as the player moves throughout the world and antagonists are based on some aspect of civilization, like illness or environmental destruction. Having the player restore a dead, rotting countryside makes for one of the most memorable moments in recent gaming. Okami is simply amazing and a game that anyone must experience.

 

Xbox 360: Shadow Complex – Chair Entertainment

Shadow Complex is a 3D side-scrolling action-adventure game, a nostalgic tribute to Super Metroid and Castlevania: Symphony of the Night. It is also the most inexpensive game on this list, retailing for 15 dollars on XBLA. Fantastic writing by Orson Scott Card of Ender’s Game fame powers forth this fantastic action game. Its gameplay, right down to the shooting, exploration, character development and minimap, is highly reminiscent of Super Metroid. Upgrades to the player character are numerous and hidden all over the large world. Basic rifles give way to fantastic foam guns, double-jumps, wall climbs and missiles give the player plenty reason to explore the 2D world. Shadow Complex runs on the Unreal Engine 3 and is easily the prettiest downloadable game around. This game, like Super Metroid, is short, clocking at nearly six hours. But given the low price, as well as quality and replayibility, this is easily a must-play for Xbox 360 owners looking for both retro appeal and modern advancements in 2D gaming.

 

MOBILE. Grand Theft Auto: Chinatown Wars ~ Rockstar

When Chinatown Wars was unveiled, it drew a great deal of disappointment. Screenshots made it look like a throwback to the days of the top-down perspective of the original GTA games. When it was released, all fears were proved wrong. Grand Theft Auto: Chinatown Wars despite its visual similarity to the games of old, had much in common to the recent Grand Theft Auto IV. Liberty City was still gigantic despite the 4 GB limit, with a multitude of things to see and do, driving remained fun with realistic physics and a huge variety of vehicles, changed however is the gunplay and travel, which have evolved due to the top-down perspective. Despite the glowing critical reception, Chinatown Wars flopped when it was released, selling only 90,000 units in its first few weeks. A price cut was announced and it was ported to all three portable platforms. Chinatown Wars is the closest thing that portable gaming might ever get to console-like complexity. Given its wide availability, there is little excuse not to own it.