Thursday, May 10, 2012

Star Fox 64


An exceptional shooter that's only improved since its original 16-bit inception, StarFox 64 is deep with gameplay, strategy, and calculated level progression mechanics. Much like StarFox on Super NES, Slippy the frog, Peppy the hare, and Falco the falcon join Fox McCloud as they fly through space in their patented 'Arwing' fighters in forward-scrolling fashion. Players will also pilot a rather clunky submarine and a unique tank (with hovering capabilities), depending on the various mission they encounter. But what differentiates StarFox 64 from its past version is that gamers will play in both forward-scrolling levels, found in latter-day shooters like Sega Saturn's Panzer Dragoon, while newer missions enable full 3D movement, usually couched in a closed spherical environment. In each, the Arwings are capable of relatively quick acceleration, quick hard braking, Immelmans, loops, barrel rolls, and a wonderful control system that's as responsive, and as smooth as silk.
As many as 15 interconnected levels are playable in the single-player mode, each with the most amazing looking bosses seen in a long time. Ranging from a humungous clam in Aquas, to a lavish molten lava-monster in Solar, to an amazingly animated monkey head and hands in the easy ending, these bosses are fantastic in design and graphic execution. A clever set of paths are opened when players kill a specified amount of enemies, follow an unusual path, shoot subtle objects and enemies, fly through special constructs, or beat certain bosses. (In one level, if players fly through a set of blue rings they'll enter into a psychedelic bonus level that's the closest nod to Galaga we've seen in quite some time.) There are also a handful of paths in each level. This branch system, unlike the chooseable paths of the 16-bit StarFox, makes this often formulaic game a bit more challenging.
Multiplayer Modes The four-player, split-screen action deepens the game's overall value, with chooseable variations, like team-play, or all-out 'death-matches.' And it's a blast. Plus, after meeting certain requirements, you can play on foot, with laser cannons on your shoulders. For beginners, a practice mode is also available in one-player mode. And let's not forget that the Rumble Pak, bundled with the game, adds an unusual burst of arcade ecstasy to the game.
There are a few disappointments, however, and these start with gameplay. With gameplay nods to Wing Commander (and cinematic references to a few recent sci-fi movies), the play is great, but not terribly innovative, nor altogether new, and with a few exceptions, it's a just a good update from the original StarFox. Second, this game, like all shooters by their very nature, is extremely repetitive. Almost all of the little details have been sorted out throughout the game, except the incredibly muddled and dark submarine level (Aquas). The music could also have been improved as well, and may have suffered due to the abundant sound samples.

Tuesday, May 8, 2012

Timesplitters 2


Base on the first easy-to-play, bubblegum blaster, Free Radical's second first-person shooter, like all good sequels, takes the core concept and expands upon it. The central themes for TimeSplitters were speed, beauty and multiplayer goodness. TimeSplitters 2 does everything in its power to present these qualities, while simultaneously offering a game that's also a fun single-player title loaded with rewards, cheats, extra characters and modes of play. It's still blazingly fast and pretty, running constantly at 60 frames per second, with no noticeable slowdown, and packed with a Story mode organized by difficulty levels, enabling players to amuse themselves with entirely new objectives, sectors of play, and more difficult AI. And the load times are all speedy short. Though sadly missing the much-anticipated online function Eidos once promised, TimeSplitters 2 is still an electrifying first-person shooter, crafted with care, humor and intelligence. Offering a healthy set of modes, TimeSplitters 2 also gives gamers a wealth of options. Under Options players can tweak their controls, audio and video options, view cutscenes, see cheats, trailers and credits. The most robust of these is Player options. Players can tweak six different controller setups, including Custom, alter "Preferences," including items such as turning on or off auto aim, inverse look, vibration, and view statistics, which is a funny little jaunt in itself. These guys were always sticklers for statistics, and TimeSplitters 2 is no exception. Players can check the statistics of standard things such as the time they have played, distance traveled, total games, total kills, accuracy, etc. The more eccentric items are what we were after, and these little stats pleased me sinfully. You can check "Insomnia" (the longest stretch of time played in one sitting), "Average speed," melons burst, animal cruelty, limbs detached, head knocked off, UFOs spotted, and for a touch of Grand Theft Auto, Longest Killing Spree. Also worth noting are the Arcade Awards, given for players of the Challenge mode, and Gallery, which shows how many of the 126 characters are playable in the game. These include standard AI dummies, bosses, lead characters, and dozens of others, giving this game a slew of incentives for replaying it again and again. Single-Player ModeWhat the first TimeSplitters sorely missed was a single-player mode worth playing. The game featured one, but it was essentially capture the flag, and it was substantially more difficult than it was worth. TimeSplitters 2, on the other hand, delivers on the promise of a meaty single-player experience by bringing 10 levels to the table. What? Only 10 levels? True, that isn't generous. But these 10 levels are structured much in the same way Goldeneye 007 was -- with new objectives added for each new difficulty level, more locations opened up and challenges to meet. Beat the game on the relatively easy "Easy" level, and then play through on medium, and all of a sudden the map you knew has grown, the passages you take altered, and the enemies not only harder to kill, but smarter, too. By finishing the game on "Easy" you have essentially missed 30-40% of the game. It's not like beating Sly Cooper and the Thievius Racconus and missing a few bottles. Here, you simply miss out on huge sections of addictive gameplay. The new difficulty levels add substantially fulfilling challenges that had this gamer swearing, cussing, and prophesizing the end of his gaming career if he didn't beat the Atom Smasher level over the weekend. Unlike Red Faction 2, THQ's story-driven first-person shooter, TimeSplitters 2 is not story-driven. It's an objective-based game. The story does indeed exist, but it's little more than say, the story provided for Doom, which is to say, the story is not where it's at. You follow the plot of an elite squad of military personnel bent on chasing the evil TimeSplitters through time, capturing crystals key to controlling time, and at the same time, history. In the 10 basic levels, spread out over history, players fight their way to the time crystal, beat up bosses, sometimes more than one in a level, and then find the warp hole back to the ship in which your two lead characters, Sgt. Cortez and Corp Hart, are harbored. In each time level, you take on the roles of select characters, into which Sgt. Cortez or Corp Hart take form. I found little depth in the characters, little reason to like them -- other than that they are apparently saving the world from some abstract disaster -- and felt no real compassion for them. Why do I care about them? Who are they really? How do they fit into the big picture of the world? These are not issues addressed in TimeSplitters 2 because the story is essentially irrelevant. But honestly, when I look back at Rare's blockbuster spy game on Nintendo 64, was that game really story driven? Nah. It was just like this game, objective-driven. So, TimeSplitters 2 does what it sets out to do with this story, and for the most part it succeeds. The Story mode offers 10 levels, all based in different time periods, and while some are better than others, they're all relatively medium in length (longer, obviously, when you play the medium and hard level). The levels include 1990 Siberia, 1932 Chicago, 1895 Notre Dame, 2280 Return to Planet X, NeoTokyo, 1858 Wild West, 1972 Atom Smasher, 1920 Aztec Ruins, 2315 Robot Factory, 2401 Space Station. Each of the 10 levels offers something different. The first level, 1990 Siberia, is clearly a parody to the first level of Goldeneye, an "answer" to those fiendish Bond fans who tried so desperately to reach that little island on the other side of the dam in that game's first level. It's also probably the largest and best level of the game, unifying careful sniping, stealth and straight-out action elements into one nearly perfect level. Chicago is also superb in its combination of stealth and sniping. I also loved the third level Notre Dame, thanks to the appearance of (minor SPOILERS ahead) the hunchback of Notre Dame and two bosses. Both Atom Smasher and Aztec Ruins were also handled superbly. But some levels didn¿t satisfy at all. At the same time Atom Smasher is a classic parody of any late '60s/early '70s Bond film, it's a devil of a level to beat, creating great frustration and annoyance to this gamer -- mostly because the AI makes a substantial jump in toughness at this level. Then there are levels such as Return to Planet X, which are simply dull and uninspired, providing little of what Free Radical does best. And while Wild West was a "hoot" to play for a few minutes, it was surprisingly short, unimaginative and lacking in the fun department. And call it what you will, but NeoTokyo is such a brazen rip-off/parody of a Perfect Dark level, fans of that game are sure to split over either loving or hating it. Other modes of play include Arcade (League, Custom, and Network), Challenge (skill and time based challenges), and the formidable Mapmaker mode (which I'll talk about in a bit). Also, and this has become a much more popular concept over the years, the Story mode is playable with two players in Co-op mode, another bonus. Challenge is fun and entertaining; it's great for people to gather around and compete over, offering time and skill based challenges. One level (Glass Smash: Pane in the Neck) requires you to knock out all of the windows from the Siberia level using a grenade launcher: Beat it in less than 18 seconds and win a gold metal. Beat it in less than 30, and win a silver, and less than 1 minute for a bronze. These modes mix single and multiplayer values together to create an imaginative party atmosphere, but they can be played entirely alone, too.

Smugglers Run


Smuggler's Run is the kind of game that Rockstar seems to have been waiting to create for the longest time; it's a new, high-powered arcade-action game that features illegal activities. Players take on the role of a rogue driver whose job is to steal loads, pick them up and run from the cops, intersect with other illegal smugglers and swipe their goods, and race across treacherous terrain while avoiding getting caught. The game is, essentially, all about accumulating the most illegal booty for your nefarious boss, by being a better driver and a deft team manager than the other guys -- oh yeah, and being a bad mother f#&^cker.
One of the big reasons this game is so fun is the aggressive level of the cops, CIA, military personnel, and whoever else is on the other side, and their ability to hound you and destroy your vehicle. You see, your car isn't indestructible. It takes damage when it hits giant trees, rocks, or tumbles. Or, when the cops come and smash into you. So, while one or even two cops could do some serious damage to you, try five or six! These guys swarm, and are willing to give up their lives to destroy your car, and usually their cars are a little faster than yours.
Coupled with the feisty AI cop cars, which swerve into your side panels, ram straight into your front end, or t-bone into you at any chance, is the cleverly designed set of courses. With three major terrain, Forest, Desert, and Snow, players' can race over enormous landscapes. Cars race straight up steep hills, plow through rivers, bust through small villages and towns, smash through border patrols and road blocks, and all at high speeds. So, while you're being chased by five hell-bent cops, and jumping over ravines, traveling at 110 mph, you're also trying to stay on all four wheels. It's not always that easy.
In case I haven't explained myself well, you spend a lot of time on two wheels and flying though the air, and it's a lot of fun. Players use the analog or digital buttons steer or accelerate, and have regular brakes and an E-brake for sharp turns. The physics model is forgiving to a point; you see, Angel Studios has found the perfect balance of craziness, but it doesn't let players get away with everything. Cars can flip, spin, tumble, perform a little of each, and with a little push and pull of the steering wheel, they can roll right back on their wheels again. It's like Speedy Gonzales got a hold of the Spider-mobile in the desert, and drank a bunch of tequila -- It's crazy, crazy fun.
The game is split into three major play modes: Smuggler's Run, a 20-plus mission campaign in which you play through a story against the computer; Turf Wars, made up three kinds of smuggling style racing games with teams for one or two players; and Joyriding, an open, timeless romp through all three of the physically punishing terrains.
With all of the excitement of finally acquiring your fabulous all-in-one toaster over/missile launcher/DVD player/PS2, you'll probably just want to sit all alone for a while. If so, go ahead and power through the story mode, Smuggler's Run, which should take about seven-plus hours is you have any skill at all. Players are set up with several single goals levels before the stakes are raised, and the enemies get meaner. The game is broken down into about three kinds of missions, pick up and retrieve, pick up and retrieve against the clock, off-road races, Capture the Flag against a team of enemies, and straight time-based races. The actual story behind each of these always sounds like a good setting but essentially each one is fluff and filler. They don't have any real effect on the gameplay.
Turf Wars simply breaks down the aforementioned levels into single games, and enables you to play against a real human, or team up with him against the bad guys. Even though the single player levels are a lot of fun, they eventually become redundant, which makes Turf Wars the preferred mode, and the one with the most replay value. With the strong set of vehicles (more than six), plus phenomenally huge maps to get accustomed to, you and your buddies are going to play for hours just exploring and determining who is the biggest and baddest of them all.
Joyriding doesn't take too much to explain. It's probably the most useful mode for simply enjoying the exemplary physics engine and for simply exploring the acres and acres of driving space. There is no time limit and there are no goals. Just drive. This map is quite useful for learning all of the different terrains, and how to use each of the half dozen vehicles.
The vehicles include a buggy, which is the car on the box cover, an SUV, which is a little slower than the buggy, but has more strength and power, the Trophy Truck, which has more speed and acceleration than the SUV, but not as much power or strength, the Rally Car, which is the fastest of the them all, but lacks strength and endurance, the Massive Tuck, and the Military vehicle (which is, make no bones about it, a Hummer), and it's the best overall vehicle in the game.

House of the dead 3


Grab your light gun and get ready for some action. House of the Dead III takes place twenty years after the events of II, with Lisa Rogan and Agent G looking into the disappearance of Thomas Rogan, Lisa's father. The story, though, doesn't really matter. Yes, you're looking for the elder Rogan and yeah there's some back story flashbacks strewn in between each level (six total), but all that really matters is that you're in a house of the dead and there are beasties everywhere looking to take a bite out of crimefighters. You've got to blast your way through a horde of ungodly creatures and rescue Thomas Rogan.
Taking the role of either Lisa or Agent G (the only difference being one stands on the left and the other on the right), you'll enter the House of the Dead, which is actually a corporate office. Well, I guess if these zombies work late enough hours they can call it a "home". Anyone familiar with past Houses or, for that matter, almost any other light game, will get the grasp of things rather quickly. There's one or two player mode and each player aims a crosshair and fires at everything and anything in sight. But don't expect your standard House this time around, because WOW has shaken things up a bit.
In House of the Dead II, there were lots of innocents getting in the way. If you killed one, which was easy (and fun) to do, you lost a life. But in III, there are no innocents to worry about. Instead, you've only got to sweat saving your partner from some hairy jams. Occasionally your partner will be trapped and under duress from a few zombies. The game pauses a moment, highlights the offending zombies in red, and then lets you at them. Kill them all quickly and you'll keep Agent G from some nasty rashes. And for a reward you'll snag a bonus life. Move too slow, and G will take a hit, but you won't be penalized. But saving innocents didn't just keep you from losing lives in HOTD II, it also changed the path of the game. A saved innocent might give you a key or point you in a different direction. But there are no innocents here, so that type of path divergence isn't possible.
That's a subtle change, something that can be easily overlooked. But that wasn't enough for WOW, who took a huge gamble and stripped HOTD III of a shooter staple. You won't hear anyone shouting "Reload!" as you play HOTD III, because this time you were smart enough to bring an auto-loading shotgun with you. The shotgun has limited bullets, and when all shots are fired it will automatically reload, but this still takes time. So if you are reloading and are still under attack, you could get screwed over. But generally, that's not gonna be the case. And though it seems like this would kill the game, because reloading was a key part of the originals, it's actually a boon.

Resident Evil 5


You'll start out the game as Chris Redfield, who fans will remember as one of the co-stars of the original Resident Evil. But Chris is no lone wolf. Joining him on his mission is Sheva Alomar, an African national and bioweapons expert. Both Chris and Sheva are members of the Bioterrorism Security Assessment Alliance, a global outfit tasked with preventing the proliferation of "biological organic weapons."

And to date, the group has done a pretty poor job of it. From the incident at the Arklay Mansion (RE1) to the outbreak in Raccoon City (RE2) and the Las Plagas infestation in Spain (RE4), the B.S.A.A. and its predecessors such as the S.T.A.R.S. team have been one step behind the Umbrella Corporation and its mysterious backers. When we last left the story of Chris Redfield in Resident Evil: Umbrella Chronicles, he and fellow former S.T.A.R.S. member Jill Valentine were battling through Umbrella's Russian base. So why isn't Jill at Chris's side in RE5? It's a good question, and one you'll have to play the game to answer.

This time around, it's Sheva who has Chris's back, and she'll be with you every step of the way, whether you go it alone or recruit a friend to play along. On your first playthrough you're stuck with the beefy Chris, whose bulging biceps and gigantic torso make Street Fighter IV's Ken look like a stick figure. Once you complete the game, you unlock the ability to play single-player as the more compact Sheva, who can handle herself and just about everything else.
There are several scenes in RE5 where the more acrobatic Sheva will need to part ways with Chris to reach hard-to-access areas. It's a cool nod to the co-op nature of the game, but I felt Capcom could have gone farther with the concept. There are no moments when you truly feel separated from your partner, which could have upped the fear factor significantly. Part of the horror of past RE games lay in the cramped isolation of knowing you were all alone in a dark corridor. But here, you're never truly on your own, as Sheva is always at your side.

When Sheva is controlled by the game, she does a pretty fair job of staying out of your line of fire, watching your back for enemies and healing or reviving you when you take damage. But just like any partner, she does have her annoyances. In RE5, as in other games in the series, each character is limited to a set number of inventory slots, and making the best use of that space is one of the keys to doing well in the game. In single-player mode, you have access to both characters' inventories, and you can swap items back and forth between them as you see fit.


But Sheva likely doesn't have quite the same fanatical approach to ammo and health conservation that you do. She's a bit trigger happy, even when her targets aren't perfectly presented, and she tends to heal herself and Chris at the slightest sign of a flesh wound. But beyond that, I found her to be at the same time both refreshingly unobtrusive and surprisingly intelligent, as A.I. partners go. Some players will hand her a few weapons and let her loose on Kijuju, while others will likely restrict her inventory and use her as more of a pack mule.

Jax X: Combat Racing


The plot develops throughout the game's sizeable four-cup singleplayer adventure (with cups that include dozens of challenges of varying difficulty). Between many races players will be treated to wonderfully animated, expressive cutscenes that further advance the story. These are all superb, as has been the case from Jak's early days, and they do a great job of providing incentive. The storyline's slickly presented segments act as rewards for completing missions -- rewards that are better than the usual assortment of perfunctory unlockable content most games offer. But even that Jak has in spades.
In keeping with the series, Jak X features an uncanny amount of bonus content to unlock, as well as new cars, upgradeable components and performance modifications. Many of the extras add to the game, though some only aesthetically. But the addition of so much stuff to find and do and see builds off the already impressive storyline to at least establish Jak as a product worth playing through. Of course, there are still a great deal of modes to enjoy, so getting to the goods is never a chore. Circuit Race, Turbo Dash, Death Race, Time Trial, Deathmatch, Sport Hunt, Capture, Artifact Race, Assassin, Freeze Rally and Rush Hour are all here.
You'll play them all in the singleplayer game. And often the modes will highlight courses you've already enjoyed. Each track is impressive, visually, but a few suffer from being too plainly decorated, which creates an overwhelming sense of obstruction free tunnel racing. The later courses are far more challenging, but a greater amount of interactivity and life could have really benefited Jak's many swooping banks and wide straight-aways. Then again, the tracks are at least designed in such a way to play well across all applicable modes.
Each mode offers a distinct sort of gameplay, and most can be played in a multiplayer environment. Some of the modes are pretty self descriptive, but the vaguer ones might include Sport Hunt, which requires a player collect the most points by destroying targets (as other cars attempt to do the same). Then there's the Artifact Race, which drops a few randomly generated objects racers need to get to first. Freeze Rally requires gamers to hit time stopping power-ups and survive for as long as possible. Rush Hour is like Burnout's Traffic Attack. Death Race fills circuit tracks with hundreds of drones to shoot. And finally there's the Turbo Dash...