Posts Tagged ‘PC

11
Mar
10

STALKER: Call Of Pripyat Review

Welcome back to Chernobyl Comrade…

*somewhere over the Ukraine*

I sat back and drank the last of my brand of El president Rum. Leaving Tropico was hard. The beach, the sun, the women…
I leaned over to where Garv was playing on his DS.

“How-much longer until we’re in London?” I slurred.

“Uhhh, yeah, about that…” he said, putting Professor Leighton down.
“You’re not going to London Beanie, you’re ah, no longer recognised as a UK citizen. Sorry…”

“Bwuh!? But, I was born there! I can’t be cast off like some manky kleanex!”

“…You were a dictator on a Caribbean island. The foreign office wasn’t too keen on your policies so revoked your citizenship.”

“Awww come on! I only tested ONE nuke there!”

“Unlucky buddy. The good news is we found a country that’ll take you AND is a segway to your next review!” he said grabbing an AK and parachute.

“…I’m not going to Paris am I?”

“Nope! Hope your Russians good, yer going to Pripyat!” he said tossing them to me.

“But Pripyat is in the Ukraine…”

“So? They still speak Russian there! Now get yer arse over to the door!”

“Wow, we at the airport already?”

Garv gave me a look. “Oh yeah, we’re almost there, all ya gotta do is step out the door…” he said snidely.

“Right-o boss! You’ll lemme know when my papers come through right?” I said hopefully.

“Uh huh, yeah, sure. Now fly you beanie wearing freak! Fly!”

Then I fell…

Luckily I knew how to work my parachute…unfortunately I hadn’t factored in how hard I would hit the ground…

When I woke, there was the sound of the wind in the trees, the patter of light rain on my face and an alien wailing in the far distance. There was a man standing just in front of me seemingly motionless. He smelled of death and decay mixed with rotten vinegar.

I pulled myself to my feet, pulled my AK to my side, safety off. As I did so the man turned, his flesh pallid his eyes glazed over, his arms hanging limply by his side with a 9mm clenched in one hand. I brought my rifle to bear and pulled the trigger…with a worrying *click*.
The zombie stumbled forward, raising its gun as I fumbled to re-load my weapon. Then came the shot. The zombie fell back, twitching in its death throws as a STALKER appeared through the brush. He walked straight past me and put a knife through the zombies sternum.

“Thankyou! Thankyou so much!”

He didn’t respond, going through the dead man’s pockets.
I got to my feet. The droning siren wail still permeated the air.
“What is that…”

The STALKER finished his business and stood up. “It is the sound of the wind through the greatest anomaly. All day and night it never stops. It is calling to us. It is calling us…to Pripyat.”

And now, to the review.

Call of Pripyat (COP) is the third game in the Stalker series, continuing the events from Shadow of Chernobyl and is by far the best game in the series. It takes place in 3 areas, the Zanton old riverbed, the Jupiter rail station and industrial district and the suburban city of Pripyat.

To those of you who are unfamiliar with the STALKER series, lemme give you the cliff notes: Alternative universe where the 1986 Chernobyl meltdown causes strange anomalies within the radiation Zones to create artefacts which are worth a lot of money attracting treasure hunters called STALKERS who fight each other’s and the mutated animals while avoiding the daily emitions that are lethal if caught in.

Yes the premise is silly, but the end product is excellent. GSC GAMEWORLD have clearly learned from the previous 2 games and given us a wonderfully atmospheric shooter.

The plot this time is that you play Major Alexander Degtyarev, but I like to call him Al. He works with the Ukrainian secret service or USS. You’ve been sent into the zone to investigate why several helicopters in Operation Fairway were suddenly down upon entering the zone with no apparent explanation. Although you are fairly well equipped at the begging as opposed to the last two games, your weapon is only fully useful once it is upgraded and customized to your style of fighting. You can mix it up between using a pistol and sniper rifle or, my favourite, a machine gun and shotgun combo. However, weapons can only be upgraded by the relevant tools you find within the zone. Why the inhabitants had the tools for customizing SMG’s in their houses I don’t know, but it adds a nice challenge and reason to go exploring.

So what else does COP improve over its predecessors? Well, the factions for a start. While they exist, they are not permanently at war and peace and the zone is not divided up the most common stalkers you will see will be operating as independent stalkers of Bandits. This makes the game much more streamlined as you’re not worrying about who controls what area and you’re free to follow the plot missions or side quests.

Now, I’m about to make a statement some may consider controversial, but I say it with confidence: COP’s side quests, are better than Fallout 3’s side quests. A FPS shooter, has better quest in it, then an RPG. Wow. I did not see that coming. Why are they better? Let me count the ways. You earn USEFUL in-game achievements when you complete them, they are varied and interesting enough to make you explore every corner of the Zone instead of just the plot locations and they actually have a bearing on what happens when the game ends!

The weather and lighting effects are top-notch and the melodious sound of the wind in the trees to the howling of the pseudo dogs will keep you checking your back to make sure nothing is creeping up on you and believe me, they will creep up on you…

I’m not going to talk about the monsters you face too much because it will spoil the surprise, but you’ll be seeing some new faces and some old ones to send shivers down your spine. You can go from hunter to hunted in a matter of seconds if you don’t have your wits about you.
The surrounding environments especially that of Pripyat itself have been lovingly recreated by the team to be as realistic to the actual location as possible. The desolate wastes, the empty buildings add to the tense feeling of loneliness before you get, jumped, shot eaten or hit by an anomaly. The artefacts that you find while risking your life in anomalies are much more worthwhile than in the previous game as they are integral to surviving radiation and attacks on the harder difficulties and later on in the game.

The daily emitions from the Chernobyl power plant have to be sheltered from at all costs, if yer out when the sky turns red yer gonna be dead. I know, it’s a bad rhyme but it’s true. You’ll find yourself ditching your stuff just to make it to a tunnel or bunker so your goose isn’t cooked.

However, the game is far from perfect. While the voice over’s have improved, the voice doesn’t always match up with the text and is still the grinding eastern European accent which makes it hard to discriminate one character from another. While the game has fewer bugs than its predecessors it still suffers from clipping issues and occasional messy A.I. For example, when I travelled between the areas all of a sudden all of the STALKERS in the safe area ran out as if someone had done a toxic fart in there!

But these are minor gripes. Ultimately COP is an enjoyable atmospheric shooter with a good 15-20 hours of game play and a satisfying ending. While it’s not perfect I’d definitely recommend it to fans and newbie’s alike.

- That Bloke In The Beanie

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09
Mar
10

Portal 2: The Next Slice Of The Cake

As you already know, Portal is one of those Xbox Live Arcade games that will never ever be wiped off my Xbox Hardrive. Even though the game itself isn’t that huge. The whole idea, game play and the very story telling is fantastic and something I have never come across before or since the games release.

So who can imagine my epic excitement when I heard about portal 2’s conformation yesterday. The beautiful people at Game Informer magazine gave us a nice slice of the Portal 2 cake and have given us some great information which I cannot help but be excited about.

All this started when the tech heads at Valve let loose some new content and patches for the original Portal on PC last week. There was one new achievement slapped onto the game and some weird new cryptic noises and sounds coming from the radio in your chamber when you start the game. These new additions to the game sparked off a lot of PC geeks out there in the vast universe that is the internet to decode these sounds, turns out they were some sort of morse code which could be subverted into images. Sounds blinking weird I know but, these were the images that were uncovered.

Confused much? I sure as hell am. But as I dug deeper into the wealth of information about these images, it turns out that these are images taken from the Aperture Science CCTV from the first Portal. I bet some of you are thinking, yeah? so what? Well these images contain vital equations and data that all of the portal geeks out there were hungry to find and solve. After slaving over a keyboard and staring at these images till their eyes bled, it turns out they all lead to a number that once dialed up would let you into Valve’s bulletin board system and then let the user download some more images. These images known as ASCII images are images that are made up of keyboard characters. Here is an example

These were the first ever images of Portal 2. A lot of hacking coding and problem solving boiled down to 3 of these images….

…Then valve went and confirmed that Portal 2 will be coming out and hitting shelves at the end of the year for Xbox 360 and PC. Game informer then scooped it up and hey presto we have a sequel to a truly awesome game.

So what is this next installment going to be like? I have been doing reasearch here and there and I have found a couple of things out. Whether they are true or not I don’t know but I am going to list them anyway.

1. This is going to be a full-blown title, unlike Portal 1 where it was an attachment to the orange box. This title will be a stand-alone. Meaning it will be a lot bigger. This make me think that Portal 1 was maybe testing the water for the actual main event which is portal 2

2. This title is going to be set way in the future. Meaning that the long abandon Aperture Science labs are going to overgrown with foliage and very forest like. But be rest assure that this will not stop GLaDOS one bit.

3. GLaDOS makes a welcome return. The next generation SHODAN is back Baby!!

4. You again play as Chell (the same woman you played as in Portal 1)

5. split screen and online co-op staring 2 biped robots. Apparently these robots like to hold hands alot…in teresting.

6. some of the games physics will be juggled about to make up for some interesting game play. An air vent can be combined with a portal. This in turn sucks the player into the portal and spits them out the other side. Sounds awesome.

7. there will be alot more interactive objects from things that fling you sky-high to cubes that will deflect lasers.

8. there will be some new characters and a bit more story. Meaning that Valve has probably going all out on this title.

And that’s about it so far, stay tuned to Plus XP for more Portal 2  info as I hear it. Untill then I may have another stint at 1. I love GLaDOS!

Garv

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28
Feb
10

Tropico 3, The Beanie’s Back

The sun shone down on the golden sands of Tropico as I longed on the beach with a cool glass of coconut milk. Then, out of the blur that was the background, a figure approached.

“El Presidente, there is a man here to see you.”

“Urgh, tell the US ambassador I’m not going to praise them unless they give us the plan to the power plant!”

“Er, president, he is not an American, he is British, says he says he is your boss.”

“Garvaos? Bring him over!”

“Si presidente!”

I sipped my milk and re-adjust my beanie, trying to look somewhat regal.

“BEANIE!”

An angry figure storms up the beach towards me.

“Oh hey Garv, wassup? What can El president do for you?”

“El president my arse! What are you doing!? Where are the reviews you promised me!? Why is your face on ‘Tropican Rum’?”

“Hey man chill. I just landed a sweet gig here. They needed a leader and I was available. Sorry about the lack of reviews, Manuel is still learning English, but he’ll have one done by next week I swear!”

“Oh well that’s alright then…no wait, no its not! I don’t care if you’re king-“

“Presidente!”

“…president of some Caribbean island, you have obligations! Now either you start your reviews or I revoke your staff writer status!”

“You wouldn’t dare!”

“Try me.” He said imposingly

“…Manuel! Escort Mr Gravaos to Ed international airport, see he gets a nice seat…”

“Si Presidente!”

“Not so fast! I brough some friends along to help persuade you to go back to work.”

“Oh yeah, good luck with that. What’cha gonna do? Force me to get on that plane?”

“Exactly.”

“You and what army?” I scoffed.

“Me and YOUR’E army!”

I looked down the beach in disbelief; all of the officers were lined up and weren’t looking happy.

“What did you do!?” I demanded.

“Oh they didn’t need much persuading, a few Xboxes and TV’s and they were only too happy to switch sides.”

“…Maneul, you won’t betray me for a game console will you?”

“Si president!” he said happily.

“…I’ll get my beanie…”

And thus begins my review of Tropico 3. I miss my personal dancing girls…

Tropico 3 is a society building simulator where you play the role of El Presidente, trying to hold onto power while you manage the needs of your citizens and your particular campaigns goals.

You can play any pre-generated dictator, like Castro or Guevara or create your own custom avatar. From there you choose your appearance from a painfully short list of options and then chose his or her traits as a ruler, how they come to power and their vices. While this is a nice addition from the previous Tropico games, it still feels lacklustre and unfinished. While I don’t mind playing a womanizing alcoholic man, it would have been nice to have some different options for a woman avatar, similarly, when the radio pronouncer Jaulito talks about in game events he doesn’t differentiate between male and female presidents.

I know it seems like I’m nit picking here, but I want you guys to realise that while Tropico 3 is a decent game, its let down by pretty minor annoyances and inconsistencies. Your citizens can also be incredibly unforgiving, especially in the later campaigns, becoming rebels if their every whim is not met near instantaneously. The learning curve is also pretty steep, even with the tutorial; it takes you awhile to get around the resource management in order to run your island economy. Are your citizens exporting Papaya and Bananas or eating them?

However! Once you get over these petty annoyances and cracks, you have an interesting and, well, quite addictive game in your hands. The island is beautifully rendered; the samba and jazz from the radio station may get a bit repetitive but really helps to give it that great Caribbean atmosphere. You can abuse your power to siphon off money into your Swiss bank account for your retirement, use your secret police to organise hits against those who would stand against you. But the most fun to be had is with the events that pop up during the campaign, such as when you discover that you are a hidden cyborg made by the FBI to rule an island.

The combat is unfortunately lack lustre and by the numbers, you can’t control your forces and it seems like as long as you have more men you’ll win unless it glitches out. The other campaign modes offer some variety and replayability to the game which is a welcome addition and you can upload your scores online to compete with other like minded dictators.

So ultimately tropic 3 is a mixed bag, for those who enjoy pretending to be a dictator and running an economy and population, this is the game for you. But if that doesn’t sound like your bag then give it a miss. Now if you’ll excuse me, I have a score to settle with my manservant…

- That Bloke In The Beanie

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01
Dec
09

Dragon Age Origins: first Impressions

Well, it’s December and that means we’re being bombarded with more games, gadgets and gizmos than you can shake a stick at.  And leading the charge for the RPG genre is Biowares’ latest fantasy epic: Dragon Age Origins. Now, the reason why this is a first impressions rather than a review, is that I haven’t finished the game yet…after 70 hours. I haven’t even got a 3rd of the way through what the game has to offer in its total content. This, ladies and gentleman, is a serious RPG…even if it is so cliched as to be amusingly predictable.

Dragon Age title

You have your standard run of the mill character creation. You can choose to be male or female, human, elf or dwarf and then a warrior, rouge or mage with a background to suit you. There are also subclasses for each like a rouge Ranger or a Warrior Paladin. I played a male human rouge with a background as a former Noble; and my back story? Lord Howle took my land, killed my family and striped me of my title…and by my father’s sword, I will have my vengeance! *ahem* Needless to say I got fully into the swing of my chosen character.

Dragon age dragon

From your origin story, you’re plunged straight into the main storyline with one immediate goal: pass the trials to become a Grey Warden. Who are the Grey Wardens? Well, they’re basically the fantasy equivalent of Jedi’s, just without the lightsabers and force powers. Their role is to stop an invasion of hellish creatures called the Darkspawn who cause a ‘blight’, being lead by an Arch-demon, what looks to be a big black dragon. So, a nice big epic storyline set up, you have to unite the land to defeat a terrible evil, facing overwhelming odds with only a ragtag band of mismatched adventurers to help get you there.

So yeah, this isn’t anything an RPG fan hasn’t seen before, especially in a Bioware game. Some RPG fans expected more from this; fresh ideas that weren’t too similar to their previous work. Dragon Age is not revolutionary, it is not the next stage of the fantasy RPG genre, but it is bloody good! And Dragon Age does enjoy a lot of blood…maybe a little too much.

The storyline may be a standard fare, but it’s the presentation and delivery that make it an enjoyable play.  The world is beautifully created and rendered, on a decent PC at least, 90% of the NPCs are voiced and all the major ones are brought to life with solid voice acting and emotions. Even if they do look a bit plastic at times. While all the PC characters get generally the same storyline, even the slight variations are enough to intrigue the player and get plenty of replay value.

The various companions you pick up, clichéd as they are have interesting and likeable personalities and you do start to get used to having them around.  From Alistair’s wry wit to Stern’s stoic one liners, you want to see what secrets they hide and who they really are. Except Morrigan, she’s just a whore. The gifting system allows you to curry favour with you companions and make up for any…inappropriate decisions you made in their presence.  And yes, you can have sex with the various ladies and gents who fight alongside you. Well, not so much sex as a barely clothed writhing about for 30 seconds. An adult RPG indeed…

Dragon age romance

The combat is well managed, thanks to the ability to pause the action to issue orders. You can also take a bird’s eye view of the action to better adjust your strategy. That said, it will take you a while to adjust to using the various classes and combat tactics to defeat the various hordes and bosses you come across. At times it can be extremely frustrating   and uneven, especially if you don’t have the right mix of party members to take on your foe. The slimming down of the character classes and specialisation does make it easier for a player to adjust the way they play and the party you use; though you will most likely end up with two warriors a healing mage and a damage mage to cut the Darkspawn into chop seuy.

The lore and history of Fereldan is a nice departure from the Dungeons and Dragons universe in Baulders gate, familiar yet alien. For example there are no dwarf mages due to the lyrium (magic infused rock) that they mine makes them unable to control it. The humans are, of course, despised by the other races for being dicks in the past and having the audacity to have empires and a superiority complex to rival the most egotistical elf.  The Dwarfs live in a strictly Platonic caste society, the humans with their feudal lords and ladies and the Elves in their various tribal societies. Oh and not forgetting the thinly veiled Chantry standing in for Christianity.

So for fans of the old school fantasy genre you have a nice mix of the mostly old with some new features. It won’t make any conversions for the RPG uninitiated, but they are not its target audience so that’s unsurprising. This is a very able and solid game but it will occasionally leave you with frustrations with combat hardness and glitches. The story while solid, is nothing new, but entertaining none the less. Now if you’ll excuse me, I have a land to rescue and a family to avenge. For Ferelden!

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26
Nov
09

The Dragon Age Origins Debate.

After Garvaos’ encounter with Dragon Age Orinins at Eurogamer and That Bloke In The Beanies’ newest RPG chrush. The two gamers decide to talk about this latest RPG fernominon in Plus XP’s first game disscussion.

Garv: Well my main gripe about Dragon Age is that I played the console version, my god it royally sucks on there maybe it’s a translation problem but I didn’t get on with it at all

Beanie: The 360 version I assume?

Garv: Indeed, and the flecks of blood over everything, though it is a nice idea, look cheesy to me.

Whatever you do, don't turn around.

Whatever you do, don't turn around.

Beanie: I’ll grant you, the gore is a bit over excessive. Looks like someone got a bit slap happy with the paint tool

Garv: Too true, I mean, after a battle my character looked like a DIY decorating accident

Beanie: Heh heh

Garv: Personally, I found the game play clunky and glitchy at times, NPC’s get in your way during battle, and I kept swapping between me and my dog for no good reason, and as much as I like Maralin Manson and  His song ‘This is the new shit’, it feels really out of place in a medieval setting, and also, I didn’t see a single dragon.

Beanie: Wow, I feel as though we were playing totally different games, or at the very least versions of the game. Now, I’ll back you on the hate for the 360 version, because, if you’re gonna make a next gen RPG for the 360, you need to spend a lot of time to make it work.

Garv: Agreed, To make an RPG work on any console you don’t port it from the PC, you build it from scratch; this is blatantly a ported PC game, and it has gone pretty damn wrong.

Beanie: So we agree on that side of the debate. Now, what about the plot and characters?

Garv: Now remember I didn’t play the whole game when I got my hands on it at Eurogamer, but the characters I found were pretty RPG generic. I was the soldier/sword man, with my trusty fable II dog on acid.

Beanie: Oh no, you didn’t like the dog?

Garv: Fable II did the dog awesomely; somehow Dragon Age didn’t hit the mark.

Beanie: But you didn’t find the Fable dog a bit too gimmicky?

Garv: What? Hell no! He was the awesome, he found you stuff alerted you when enemies were near by. He also, led the way to treasure and you could teach him tricks. He was with you from the start, his personality changed with yours and he was your trusted friend through out the game. My heart literally sank when he got a bullet to the face.

If all else fails, use fire!

If all else fails, use fire!

Beanie: Fair enough, do you think they relied too much on a similar Knights Of The Old Republic (KOTOR) setup and character types then?

Garv: Yeah it stank of KOTOR to be honest, just set like a billion years in the past, and I know my mentality is if it isn’t broke don’t fix it but seriously? You have to have a little innovation.

Beanie: You didn’t find any of the lore interesting? What little you saw of it?

Garv: I saw very little really so I didn’t get into the story much, the demo I played was more game play orientated. Which all things were at Eurogamer to be honest because you only have a set time.

Beanie: Ok, it’s a real pity that on first impressions that you see all the various clichés and worst parts of the game.

Garv: Yeah it is a shame because to be honest, I was kind of psyched about this game. I downloaded trailers from Xbox LIVE and was like oooh!

Beanie: Yeah, unfortunately it suffers from being over hyped, but I think you’d feel different if you played the PC version.

Garv: hmmmmm maybe, thing is I’m more of a console gamer as you know
Mind you, CAD did a hilarious comic on one of the trailers

Beanie: Yeah that was pretty funny. For me, I’d seen relatively little of Dragon Age so I didn’t have a large expectation for the game. It’s pretty (but only on the PC and PS3) and well voice acted and written, though I’m not a big fan of the silent protagonist.

Hey, we're here for Steves' Stag do.

Hey, we're here for Steves' Stag do.

Garv: Only GTA III nailed the silent protagonist well

Beanie: Yes, some of the character archetypes are a bit clichéd, but this is a genre that is pretty much saturated at this point. Most of the good ideas have already been used up.

You know what I’ve come to see Dragon Age as? A parody of the RPG genre, not in a bad way though. It’s still entertaining and fun but if you allow yourself to laugh at it, it really comes into its own.

Garv: Oh I see what you mean actually, if you look at it from that aspect and not take it seriously you’re probably gonna enjoy it more.

Beanie: I’ll bet once you get a few hours with the PC version you’ll warm to it or at least be a wee less critical. But I can understand and condone your views about the 360 version and the plot, combat and character types

You got a final word?

Garv: Indeed I have. To be honest, I really did have a bad experience with Dragon Age. But in heindsight, if I take a little time to actually take in the story more and not take it so seriously, I could end up enjoying it….Just get it away from my 360!

Beanie: Ha ha, true that!

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15
Nov
09

Welcome to the Zone comrade, you’ll never leave!

The first person shooter genre, ladies and gentlemen, perhaps the cradle of civilization for modern gaming. There were many games before, some good some bad, but none gave the popularity to gaming that the FPS did. Wolfenstein 3D was the first, but it was Doom that set the standard which was then adopted by Quake and every other FPS.  It’s been nearly 20 years since the blocky grey trend setter graced our screens and its many children wriggled their way into our hearts. Some were big names: Medal of Honor, Halo, Far Cry, Golden eye and of course Half Life. But today I’m going to talk about, what is in my eyes, a lesser known classic, a game forgotten or dismissed out of hand for what it appears to be.

Lovely weather

Lovely weather

Im talking about S.T.A.L.K.E.R: Shadow of Chernobyl.  Now before I go on I should explain that it is a very Russian game, not just in the nature and name of it, but in the way it was designed. By which I mean, despite being released in 2007, it looks a good 5-6 years older and it plays, harder than an Ex-Marine with an attitude problem. Also, the game takes a detour from the 1986 meltdown setting it in an alternate timeline where instead of radiation killing everything around it, these things called ‘anomalies’ some of which produce valuable artifacts that have positive properties making them much sought after by the STALKERS in the ‘Zone’ around it.

Not your typical Stalker...

Not your typical Stalker...

S.T.A.L.K.E.R. stands for “Scavenger, Trespasser, Adventurer, Loner, Killer, Explorer, Robber” which, unsurprisingly is the character you will be playing. You play the nameless one a fella who fell off a truck and ended up on a fat Russian merchants table on the outskirts of the town around the Chernobyl reactor. You have no memory and you only have a blackberry with a two word command: Kill Strelok.

From here you’re dropped into the cordon surrounding the Zone with nothing but a knife and a pea shooter pistol, welcome to hell and it is glorious. Even on normal or easy difficulty, this game will hand your ass to you within the blink of an eye.  Whether it is humans, blind dogs, invisible cuthulu like monsters or the anomalies that you bump into, the Zone is out to kill you.  Now, I know I’m a sticker for the more ‘hardcore games’ as my last few reviews show, but this is a game any FPS lover should play because it’s so unforgiving an unrelenting. Whether you’re out in the middle of the night with nothing but a flashlight, or down in some poorly lit tunnel you’re always listening, waiting and praying that you see you’re for before they see you.

If you see these guys, yer in trouble...

If you see these guys, yer in trouble...

The plot is also a nice change from you standard FPS fare, even if most of the dialogue is pretty stilted from its original Russian and it would have been nice if the writers had spent a bit more time, ya know, writing. I not going to ruin it for you here but I will say that the devil is in the detail, and if you want to complete this game you’re going to need to look closely.

What sets even this old FPS above the others are  the weather effects are second to none, with sun, rain and blood red storms when there is a ‘blowout’. The enemy A.I even follows a life-cycle, eating sleeping, tracking and fighting making them seem much more human that the normal wave of uniformed soldiers that you’re normally up against. Shooting feels much more realistic too, if you want to be accurate you’ll need a rifle with a scope so you’ll need to get up close and personal if you want to hit anything with a pistol.
Now for all my praises there are almost as many problems. At time of release and even a year after the game is still plagued with bugs corrupting files and crashing the game, showing even more how ‘amateurish’ the games production and coding was. Thankfully that’s been pretty much fixed by now with several patches. Also like I mentioned before, the game is not all that good looking, although there is a mod out now which drastically improves the various caves and vistas you traverse across. The game also feels unfinished in that your equipment will degrade but you will be unable to have it fixed, something that was probably meant to be implemented but ended up being left out until fixed by the Oblivion lost mod.

Thankfully the STALKER community have lavished much love on this game with patches and mod’s making the experience much more fulfilling and much less frustrating. So, yet another flawed gem from my collection, and perhaps one of the best things to come out of Russia since the AK, Vodka and warm furry hats. Oh, and in case you’re wondering, no, vodka will not help you reduce radiation sickness, despite what STALKER tells you. It will get you smashed though.

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12
Nov
09

Plus XP Exclusive: Aliens Vs Predator Interview

After getting my hands on Aliens Vs Predator at Eurogamer, I was given the opportunity to catch up with AvP developers Rebellion via e-mail. The Head of Art and Design, Tim Jones, took some time out from the game to answer some questions.

avpinterview3

What made you decide to create a new Aliens Vs Predator game?

It was a very simple choice for us. We made the original AVP game on PC in 1999 so we were delighted to get a chance to work on a new AVP game. The Aliens and Predator franchises have a huge following so there’s a lot of pressure in creating a game which will please all the fans, and we’re really enjoying the challenge.

Are you a fan of the previous Aliens Vs Predator games and films?

Of course, we’re all massive fans of everything Aliens and Predator, from the movies to the comic books to the video games. We actually made the first Aliens vs. Predator game for PC in 1999 so we’ve got a lot of history with the franchise and it’s a privilege to come back and work on a new AVP game a whole 10 years after our first game.

Regarding Campaign mode, will this be a totally new storyline? Or rather a follow-on from the previous games/films?

Our game has a brand new story to the Aliens and Predator universes. We worked closely with Fox on the story and they’ve allowed us to even add in some brand new weapons and enemies that you’ve never seen before in any movie or comic book for Aliens or Predator.

In the game, you can play as the Marine, Predator and Alien, and each species has its own separate story driven campaign and right from booting up the game for the first time, the player can choose to play any of the three campaigns. Each campaign’s story interweaves with the stories of the other two species’ campaigns so there will be crossover in the narrative between the three.

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A Predator, From Aliens Vs Predator Back In 1999

Having played the game myself at the Eurogamer Expo I must say the design for each character type is fantastic. How did you go about creating them? Did you have to analyse each film closely to get them just right?

There’s been a huge amount of research done in creating the game and making all of the character types exactly right. We’ve immersed ourselves in everything Aliens and Predator, including the movies, and have also gone back to our original 1999 game to remind ourselves about what elements are key to the AVP experience.

Which of the three character types was the most challenging to create?

Definitely the Alien was the most challenging. The Alien as a playable character is genuinely unique, with its ability to cling to any part of the environment, even tracking its prey as it crawls along the ceiling… We’re working hard to ensure that the Alien character will retain this powerful (and fun!) advantage with a control system that allows gamers of all abilities to scurry over every surface in the game without any difficulty.

With the Alien being able to climb walls and pretty much scale any surface, did you have to take a different approach when it came to designing levels for multi-player?

Yes, it’s true to say we did as each of the three species has different means of traversing the environment. As a Marine you’re pretty much rooted to the ground, as the Predator you can leap onto rooftops or into the trees, and as an Alien you can crawl anywhere – up walls and trees, along the ceiling! So for example, as the Marine you could be walking through a jungle, while a Predator could be tracking you from a tree top and Alien could be scuttling up the tree to attack the Predator. It makes for a pretty unique multiplayer offering, that’s for sure!

Which is your favourite character to play as, out of the three types?

I’d have to say the Predator – he’s got some pretty awesome gadgets and his ability to cloak and hunt his prey from above feels very empowering.

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And finally when is the game due out?

Aliens vs. Predator will be out on Xbox 360, PlayStation 3 and PC in February 2010 so not too long to wait now!

Plus XP would like to thank Tim for taking some time out to answer questions for the site, and I can safely say I am looking forward to this title come February. Now if you will excuse me I am off to watch the first Aliens Vs Predator movie.

Garv

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11
Oct
09

Operation Flashpoint: Dragon Rising

Sometimes it’s easy to forget that there are other first-person titles other than Halo or Call of Duty, with all the hype and attention they get, but maybe its just the fact that I’m not really a huge fan of the genre in general. However, being a journalist I do my best to cover anything that might be interesting to you. However, last Friday saw the release of Operation Flashpoint: Dragon Rising.

Dragon Rising is the sequel to Operation Flashpoint: Cold War Crisis, which was released on PC and Xbox a fair way back in 2001. The sequel has been released on PC and Xbox 360, but has also been published on Playstation 3, so it looks like they’ve branched out from just Microsoft consumers this time as a multi-platform title, as with many other game developers this generation.

The game comprises of a “war simulation” FPS title set in the future as the Russians and Chinese fight over oil-rich land. In true cliche style however, you play as an American soldier who has been hired (by the Russians) to fight in a war with relatively little to do with you. However, I often find war game plots to be fairly bland, so I’ll move right on to the important part – the gameplay.

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This actually sounds rather interesting - rather than the difficulty affecting damage or AI, the game’s engine is supposed to simulate a real life scenario as realistically as possible – on any mode it is said that it’s possible to get killed by a single shot. So, to make things easier or more challenging, difficulties actually alter the amount of visual information you are given as support. Easier settings have indicators that may point out enemy positions, allow you a set of HUD crosshairs, compass and other information on ammo supplies, health etc. Harder settings will remove these features, stripping you down to the harsh reality of life, with no radars that tell you where the enemy is, and no visual support that’s so common in video games. This is an interesting take on difficulty in my eyes, and I applaud the creators for trying something more inventive rather than just modifying damage values and cheapening the AI.

Dragon Rising consists of doing various missions in squad based combat – and the different types of troops are equipped accordingly, depending on their role in the squad. They have also made sure to have a large range of face designs, so characters should be easy to distinguish and interact with. The game has been criticised for buggy AI, so this could be a bit of a problem, with characters getting stuck or lost and hampering the game. However, Codemasters have announced an upcoming patch which will fix the AI, but we will have to wait and see until we know how much this actually solves.

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The game has impressive visuals, with the real island of Kiska represented beautifully in game form. To be honest, being a simulation it seems to be very “what you see is what you get” – it tries to recreate an island environment and succeeds well. It also seems to do a good job of giving soldiers distinguishable features with different faces, and all of their character-specific gear visible – if the character is carrying a sniper rifle, you’ll be able to see him carrying it. Most, if not all, of the character animations have been motion captured using real soldiers, so theres some genuine content in there.

There are over 70 weapons, and they have all been based on their real counterparts, adding to the simulation side of things – apparently Codemasters actually used real gun data from the experts to work everything out, including ballistics systems to make sure that they act and react as they really would. There’s a wide range, covering everything you could want – pistols, machine guns, sniper rifles, the lot. They can also be modified with suppressors and laser sights, which adds a degree of customisation to the title. The title also includes various vehicles of all types, including land, sea and air. It’s also possible to call in support vehicles such as artillery, so it seems that they’ve really tried to include everything you could need.

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Aside from the main campaign, Operation Flashpoint 2 offers some missions that can be unlocked via codes that can be found on their website. There is also word of upcoming DLC, so it looks as though the game will offer a good amount of play value with more to come. A standard FPS style multiplayer mode has been included, so if you like online play you won’t be missing out.

If you’re into war simulators, this game seems to try very hard at focusing on the realism, so war game fans should definitely give it a shot. The game seems to have been created with a real enthusiasm and care, which is something that can never be a bad thing. However, with the huge selection of war-based FPS titles around this generation, it’s going into a market that already has plenty of alternatives. So, if you’re a big FPS fan I’d say its worth a shot, or if you think you might like it, give it a rental. But if it doesn’t interest you too much, I wouldn’t say that you should go out of your way to look for it amongst the legions of other war-based titles out there lately.

-Leon

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23
Sep
09

Empire Total War (PC)

I’ve been a fan of Creative Assembly’s Total war series since the first instalment Shogun graced computer screen at the turn of the century. The graphics were pretty (for the time), the score was ambient, the little assassination cut scenes gave it real character, the A.I was able and the strategy was near perfect. It created a new brand of strategy game, combining both turned based and real time into a beautiful unity. However it wasn’t until Rome Total war arrived on the scene in 2005 that the Creative assembly really grabbed the wider gaming nation’s attention. A fully 3D map with dozens of beautifully modelled 3D units made battles on a large scale such a joy to behold. Now we are entering the next phase of CA’s series development into 18th centaury warfare, a great departing from their previous work. How well do they pull it off? Well…the results are mixed…

The Bad

The initial version of the game had more than its fair share of bug, even after pushing the release date back by a few months for tinkering time. While these bugs didn’t make the game unplayable it did add a lot of frustration for players (cannons refusing to fire or failing to deploy properly, units stuck in tree’s etc). This is such a pity because CA has usually been so good with realising a very competent game with only the occasional minor bugs that only detracted slightly instead of being a real annoyance.

Also the balancing of the sides especially when the difficulty level is changed is enormous. Factions like the Netherlands, Russia and the Ottomans become infuriatingly tough to play as their neighbours turn on them at the drop of a hat and their early economies rely either on poorly funded and producing towns and farms that failed to contribute as much as the more developed nations in Europe and in India.

Another problem is the sheer number of factions involved not including the main playable ones. This means when you finish your turns you’re waiting a good two and a half minutes minimum and sometimes even longer before you have control again, even with following all units off! I play a game of how much stuff I can get done before it’s my go again which isn’t something that endears the game to you if you’re so bored you seek out other means to keep you occupied.

The Different

Diplomacy is also another difficult area for the game. It’s nice that you no longer have to rely on diplomats running all over the map to make a deal. You only need concern yourself with either the Rake (a spy, saboteur and assassin) or Thugee and the gentleman (a researcher and duellist with either other gents or the wicked Rake) or eastern teachers (their non-violent counterparts). But core problems still remain. The A.I can be incredibly unpredictable, declaring war despite having a trade agreement and their government being friendly towards you.

Not only that, but on normal and higher difficulties making a deal is harder than haggling with Apu on a bad day! They literally expect you to empty double your coffers for a trade deal or Alliance (which they may never honour) and expect you to part with your best money making province for a handful of peanuts and some as yet un-researched technology.

Now the navel battles, the first time CA have enters this arena. Again the result is mixed. On the one hand the sea and ships are beautifully realised (though a large sea battle will slow all but the best rigs down). It’s incredibly detailed: every movement of the crew, the cannon shot, the explosion as a lucky shot hits the powder magazine and the entire ship is engulfed in flames and the way they list and sink beneath the waves after one too many broad sides. Unfortunately, this also initially suffered from way too many bugs, including crew suicide on attempting to board a vessel and clipping issues with waves and other ships detracting from the immersion.

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Even after the fixes were made, there were still aspects of navel combat that made it fall short of being a potential show stopper. The fact that other nations were somehow able to field more and better ships than you was a common problem. There was also the lack to tactical depth, if you had the bigger and better ships or just enough to make your firepower count, you could win by simple strategy. While it’s fair to say that due to the manner of the combat we can’t expect it to be as complex as it is on land and so is limited in its appeal; I still believe that more balancing could have been done to make it more engaging.

Finally, the new technology system and agent spawning.  In previous games you enhanced your army by upgrading your various barracks, shipyards and armouries to get an edge over your enemy.  Now this is replaced with universities and new technologies. You evolve new ways of dealing with cavalry charges by researching square or new farming methods by crop rotation. So planning on building a lot of professors to get in there first? Not going to happen, the geniuses that come up with these ideas can’t just be plucked from obscurity, they appear as and when they’re recognised. The better the buildings, the more likely they will spawn and the more able they will be. Again, this is a nice idea and works fairly well if a bit unevenly. Almost everyone is one step ahead with more agents and techs than you putting the pressure on and pissing you off. And why should you need to ‘research’ the idea of forming a square? Shouldn’t you just be able to make your men do that?

The Good

First and foremost in my mind is a small feature that makes the real time battles better for its implementation, the slow down button. Reducing the action to roughly a third of its actual speed allows you time not only to admire your armada and army in their beautiful detail, but to set orders and react to enemy manoeuvres without needing to pause the action to do so.

The land battles have always been the staple of the Total War’s series strength, especially after Rome. Empire is no exception. You must acclimatise to the new style of warfare and do so quickly. Luckily the historical campaign, ‘America’s road to independence’, is a good option, not only into bringing new players to the series but showing the old guard the new way that combat works. That said, the battle for Bunker Hill was fairly hardcore and as about as accurate as ‘The Patriot’ in what really happened and how, but hey in the grand scheme of things it’s forgivable.

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Hand to hand combat has never been more messy or costly than it has here. Getting in close should only be done to finish off a weakened or wavering unit; else you’re in for a long and bloody struggle. The tension as your men line up and prepare to fire volley after an approaching enemy, hoping to make the most of stopping before they did to get the first  shot in is something that still get me every time I play. Artillery and cavalry have also changed with the revolution of gunpowder. Especially after the first few military technologies researched do you realise how cut throat and quick you have to be to make a shot or cavalry charge work. A single screw up can cost you a good portion of your regiments as they’re decimated by grape shot or a surprise charge in their flank.

Not only that but choosing your battlefield has never been as crucial. A built up area with plenty of buildings for infantry to hide in is going to cause a lot of problems if you’re fighting with a army largely comprised of cavalry or even cannon will take time to get though the cover to your troops. Similarly with woods or hilly areas diminishing your artillery’s ability to hit targets accurately.

Empire has changed the game completely, from new trading avenues and navel combat to the way in which you manage your government, not to mention the new arenas of India and America to do battle in.

While this is a game with its problems and let downs, there is still a rich and immersive work with beautifully rendered battles, a decent soundtrack, a reasonable yet punishing A.I (either punishingly stupid or just brutal) and several small yet delightful details showing some creative flair still burns in the heart of my beloved Creative Assembly. I highly recommended this to any strategy fan.

- That Bloke in the Beanie

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