Archive | March, 2010

Dawn of War 2: Chaos Rising – The Verdict

The original Dawn of War 2 was an odd beast. Coming from a strong strategy heritage, one firmly entrenched by about a billion add-ons for the original game, it decided to step away from the base-driven confines of its predecessor and into a more squad-based realm. It was a slightly confusing take on things at first, but it opened up the developers to really grab hold of one of the more appealing aspects of the 40k universe, narrative.

Chaos Rising build upon its firm foundations and takes you deeper into the mysterious heart of the Blood Ravens. One year on from the crusade against the all-consuming Tyranids, your nameless force commander is thrust back into action when a rogue planet emerges from the Warp, bringing with it a heretical legion of Chaos Space Marines.

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Time for Games to Grow Up

I have been thinking about how gaming deals with serious real world issues recently, it stems from comments on this post talking about the next step for the Total War games. It is clear that many people want a modern setting for the series with World War Two being something you are all keen to see.

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Battlefield: Bad Company 2 – The Verdict

As a concept, it shouldn’t work. A sequel to a game which was both a console exclusive and a single player focused iteration of a popular series gets a release on PC and turns out to be a serious competitor for Modern Warfare 2′s multiplayer crown? It certainly helps that the pedigree of the larger series is that of course of one of the best loved multiplayer franchises for the PC in Battlefield, and DICE certainly remember their roots this time around.

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First Editors Blog

Don’t worry folks, your beloved Reticule hasn’t been taken over by aliens, no, this is the new site design. We decided the cobwebs had started to take over the place and a spring clean was needed. Spring cleaner, and web designer Mike Pelletier came to the rescue and, after fighting off many spiders, he was able to create what you see now.

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RUSE Open Beta Impressions

The first thing I learned about about RUSE when I jumped into the freely available public beta (available via Steam) is that I’m extremely bad at it. The good news is that I suck for all the right reasons.

When I lose in RUSE it’s not because my opponent clicked faster than me, or because he had a better knowledge of an intricate upgrade tree or knowledge of damage values and success ratios, it’s because he damn well outsmarted me. The simplicity of RUSE’s core rock paper scissors mechanics melds perfectly with the deception elements to create a competitive strategy experience that will genuinely match your wits against your foe.

RUSE’s basic tenants will be familiar to anyone who has played an RTS. There’s one type of resource which can be claimed by building supply depots on top of the yellow supply points placed across the map. Then your resources can be spent on base building and unit deployment. This entire process is condensed into a neat pop down menu that springs to life at the click of an icon at the top of the screen. Any developer who devotes half of the screen to the UI in an RTS (pretty much all of them) should take a look at RUSE’s neat system of sliding menus.

Zooming out turns the battlefield into a moving boardgame spaced in the middle of the general’s tent. The sounds of war fade and are replaced by the low hum of power generators and the faint chatter of your staff. From here the map is split into a series of sectors. Up to two Ruses can be played on a given sector. A Ruse is a special deception effect, you gain one every minute or so. Most of them last 2-4 minutes and can do anything from create a fake base to send out a dummy army.

Beyond the fog of war enemy forces are depicted by poker chips, large ones representing heavy units like large tanks and small ones lighter fare such as infantry and recon vehicles. Many of the Ruses revolve around piercing or distorting the fog of war. A spy ruse will reveal the units in a sector to the player, a camouflage net will hide your base structures for a few minutes, protecting them from discovery or artillery bombardment, there’s even a ruse that swaps round small and large poker chips, making your main strike force look like a platoon of footsoldiers.

There’s no micromanagement of your units, you stack up your chips and move them around. Anti tank guns beat tanks, anti air beats air, it’s all fairly straightforward. The trouble is those tanks rolling down your eastern flank might not actually exist and the only way to find out is to attack them or let them reach your base. That base your shelling turns out to be fake, and the real one was camouflaged on the other side of the map spitting out tanks big enough to mince your defences in a few minutes.

There’s a few small niggles. Fights often stretch across the sector borders, which results in the ridiculous situation where half of the units in the fight are affected by your psychological warfare and the those in the unaffected sector are fine. Ruses that effect combat should have an area of effect, or contaminate units firing into the sector to get around this. This is small stuff, though. It’s a slick and genuinely tactical RTS that will give you a fascinating contest and some explosive action in the space of a 25 minute game. The beta is still running so hop on to Steam if you fancy a go. It’s an extremely promising early showing and I eagerly await the full release but BEWARE: Ubisoft’s oh so sensible and popular new DRM system will apply, which means the game will require a constant net connection to play, even in the single player game. If this is a deal-breaker for you then do avoid the beta because it will make you excited and sad at the same time. /sob

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F1 2010 – Developer Diary

Codemasters have been hard at work on a new Formula 1 game and they are now ready to reveal all about the game in their first developer diary. F1 2010, due out this September will feature the whole 2010 season including all the world champions that are on the grid, Schumacher, Button, Alonso and Hamilton will all be in the game.

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Aliens VS Predator – The Verdict

Last semester, I had a module at university devoted entirely to the alien films. This culminated in a screening of the Alien Vs Predator movie which, as I’m sure you are aware, is very Paul WS Anderson in every regard. This was a bit annoying, having come to the film expecting something like Monolith’s rather snazzy AvP2. I gather that Rebellion’s original crack at an AvP game was rather good, but I missed it myself. Perhaps I was too young, or it was overshadowed by something else, I can’t remember. What this means, however, is that Rebellion’s return to the franchise is, for me, similar to Anderson’s film. It has a lot of expectations to live up to.

Does it manage it? Well, short answer, it doesn’t fail.

Aliens vs Predator drops you into the boots/exoskeleton/fashionable fishnet hunting gear of one of three characters: a Colonial Marine, or the titular Alien or Predator. The game gets off to a good start by having the three races control in subtly different manners, providing a different feel to each portion of the campaign.

Each race embraces different styles of play, from the pure run and gun antics of the marine (coupled with a bit of survival horror at times) to the more stealthy predator and aliens. While your time with each character in singleplayer is relatively brief, perhaps three or four hours, the knowledge that their stories all tie in with one another is a blessing.

AvP’s story takes place on a colony run under the watchful eye of Weyland-Yutani, the evil ultra-corp that any fan of the series will recognise. Karl Bishop Weyland has spent a great deal of time and money on this specific colony, unearthing an ancient predator ruin while simultaneously entering into some ethically and morally dubious research regarding the xenomorphs. Naturally, something goes wrong, the aliens escape and the predators turn up to ensure that no primitive human is going to take possession of their revered dead/technology. And when things go bad in the arse end of space, the Colonial Marines are the ones sent in to clean things up.

As plots go, it’s not going to win any awards, but it will keep you entertained long enough to be worthwhile. A generous scattering of audio logs help to flesh it out to some degree, but they are not essential to understand the motivations of the newest member of the Weyland family, merely an insight into some of the various characters you may hear about.

The three interconnected plots fit quite well, although they never truly overlap. You’ll go to the same places in the three campaigns, lending some credence to the argument that it is artificially lengthening the game, but each time the challenge will be different. For the marine, a march through a deserted garrison may be concerned with trying to deal with the bleeping of your motion tracker, desperately searching the scene for that one scuttling horror lurking in the shadows. For the alien perhaps you are that horror, trying to find your way from one side to the other without an army of synthetics blasting your limbs off. Even the predator, with his cloak and dagger mentality, will have a different challenge, trying to sabotage a specific system so that he can reclaim some much revered technology.

Rebellion have done a good job of nailing the motivation and feel of the characters, although they have made some unusual design choices in order to achieve this. The aliens and the predators are mostly perfect, both fast and deadly, strong when played in line with their movie mentalities and the perfect fodder when not. The marines, however, fare somewhat differently.

At first, all seems well. When the demo came out, there were complaints that the marine had no crouch ability, although this could easily be explained away with the notion that you should be spending the game running, always moving, otherwise you’ll be lunch. At first, this seems to ring true. Standing still in multiplayer does indeed equal death, and singleplayer is much the same; standing your ground against a rampaging horde of xenomorphs is a sure-fire why to see the game over screen. Then you reach the end portion of the marine campaign, and the synths are introduced.

For those of you not familiar with the series, “synths” are androids designed to appear the same as humans, but to have all the expected mental superiority. They are, technically, bound by the Laws of Robotics, but Weyland-Yutani have circumvented these rules and invented combat-synths. What this means, then, is that these robots have perfect eyesight, perfect aim and can shrug off recoil like nobody’s business.

They can also crouch and take cover.

I had never truly realised how useful the crouch key is in a fire fight until I didn’t have it any more. Trying to fight the synths as a marine is an exercise in frustration, your ridiculously huge boots give away your position instantly, and they will be ready for you. Perhaps in the future, knees have been made obsolete by genetic engineering, or some hideous disease has resulted in deformed children with no joints, but it is suddenly very jarring when presented with enemies that fight back.

This is avoided in the other campaigns being as your primary goal is to go unseen. While you can survive a straight up fight if you are skilled, it feels like a personal failure to get spotted, much as it does in Splinter Cell for instance. The fact that you are largely reliant on melee combat encourages this, with gruesome animations for stealth kills and successful counters in combat. The combat itself can be reduced to a rock, paper, wrist-blade equation, but by the time it starts to grate you will be moving onto the next campaign, so it’s not too big a deal. Also, the predator’s cloak no longer draws from his energy reserves, which is just wizard.

I have a problem with the multiplayer, however. That problem, put simply, is that I hate it.

As a disclaimer, I’m not particularly fond of competitive multiplayer at the best of times, but clever ones will allow you to have fun even when you suck. Team Fortress 2 and Modern Warfare 2 manage this extremely well. AvP doesn’t. The matches are very fast paced and you will die a lot, but that’s fine; you don’t have much downtime and the game result is never a forgone conclusion.

The problems arise firstly with the maps. While they are deliciously detailed, with one being particularly memorable for replicating the pyramid from the AvP movie complete with moving walls, they are just too small. This is exemplified by the game’s inability to find a safe place to spawn you, often resulting in just dumping you in front of an enemy, leading to a never ending stream of spawn deaths or, worse, the death train.

The death train comes from the game’s trophy kill system, all the gory one-button kills from the singleplayer but transplanted into multiplayer. Using one is largely pointless, as the time it takes to complete will allow any nearby enemies (and there will be many owing to the tiny maps) to get behind you and prepare one of their own. This can repeat to a ludicrous degree, only stopping when the next man to board the train is a marine, owing to their lack of a trophy kill. The simple solution would be not to use the trophy kill at all, but then you have to contend with the annoying melee system, which ceases to be fun once lag gets involved. Even on the newly implemented dedicated servers, you’ll be lucky to see a ping below 100, which doesn’t seem much, but is just enough to make timing your punches and blocks harder than it needs to be.

My biggest gripe, however, is survival mode. All my problems with the competitive multiplayer can be written off or explained away as it not being my kind of game, and there may even be some legitimacy in that, but the failures of survival mode cannot. We were promised a compelling co-op experience wherein we and three friends would fight off the slavering horde on a number of maps. What we get is two maps (unless you shelled out for the special edition, then you get an exclusive extra pair) that are little more than a square room. It just seems so lazy, as if they’ve gone ‘here’s a room, put some aliens in it, done’. They could have put choke points, deployable turrets, doors to weld, anything. Allow you to relive that scene from Aliens when they are holed up in the colony and preparing for the inevitable alien onslaught. I don’t say this often, but they could have learned a lot from Killing Floor.

Overall, AvP does well at replicating the feel of the universe and the character of each race, at least in singleplayer. You never feel as though you are retreading your steps as you progress through the campaigns, and the individuality of each is maintained throughout, although by the third time you reach the final map you might be losing patience. It is unfortunate, then, that for every good decision Rebellion made they seemed to balance it out with a poor one.

Personally, I think that Rebellion could have adopted a few of Monolith’s innovations to the series, especially in the multiplayer department. The game does feel a little like a step back in that regard, with the multiplayer component being a bit archaic for my tastes, especially when the predecessor had such entertaining options as Lifecycle. Apart from the presentation, which is above par, there is a bare-bones feel to the whole product which hurts it more than a little. That said, however, it is still worth a go if you are a fan of the series, or a decent place to start.


Xeno Clash

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NecroVision Lost Company – The Verdict

If you’re looking for smart AI, squad tactics and precision gunplay you’ve come to the wrong place. If you like been rushed by hordes of enemies and dealing death with some ridiculous weapons then you can do a lot worse then NecroVision, which takes Painkiller and adds a dose Clive Barker to deliver some old school FPS thrills.

Your descent into hell takes a while to get going. Meagre clusters of enemies and dull objectives make for a poor start, but it’s worth persisting because about a third of the way in things go quite insane. Not just the predictable ‘hordes of demons wading through pools of blood to kill you’ kind of insane, but the ‘riding a dragon and incinerating your foes before bashing their heads to a pulp with a demon glove’ kind of insane. Doctors widely regard this as being the best form of madness.

The splattery chaos is fairly well realised and the environments, while never original, are good enough arenas for the mindless action. Again, things improve a lot once you leave the grey environs of Germany and enter the more hellish locales. At times you’ll fight with squads of fellow soldiers but horrible dialogue and voice acting meant I was always desperate to leave them to their inevitable deaths at the earliest opportunity.

There’s a melee system here but it doesn’t translate very well to keyboard controls. You can string together combinations by mashing the control, middle and right mouse buttons. This lets you dispatch your foes with a comical and fairly random flailing of your limbs while the game rewards you by proudly displaying the name of the combination you’ve executed at the top of the screen. Farmer’s Revenge!

String together headshots and combinations and you’ll get the rage ability, which slows down time and lets you headshot everything charging you, or repeatedly kick them in the nadgers for comic effect. There’s a challenge mode as well, which distills the best parts of the single player into a series of tasks, most of which ask you to kill a huge number of enemies in specific ways. If you’re looking for a fast dose of action that bypasses the sluggish opening of the single player campaign, unlocking challenges might be the best way to play.

It’s all solid fun. It’ll never engage your brain, but turning large groups of enemies into a fleshy soup has been the cornerstone of shooters since Doom, and NecroVision is a fairly fitting follow up in that school of unchallenging but ultimately fun FPSes. It lacks the bonkers humour and huge bosses of Serious Sam, the weapons aren’t quite as mad as Painkiller and the slow start puts it below both of these games, but on a budget this NecroVision prequel is a worthwhile bet if you’re a fan of the FPS as it was ten or so years ago.

NecroVision will scratch that mass-murderer itch.

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Editor's Blog

Last Updated: 30 July 2010

Years ago my parents bought what was at the time a new PC, it came with a few freebies, one of the best was Battlezone a game which mixed first-person combat elements with base control and resource management normally found in real-time strategy games.

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