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Modern Warfare 2 – The Verdict

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Call of Duty: Modern Warfare 2 is The X Factor of the world of video games. It’s not all that clever, it has a component that divides public opinion masterminded by a savvy businessman who needs to work on his people skills, and is in no way going to move their respective genre forward. Yet it’s very polished, is a great spectacle and is still going to get a massive audience no matter what the critics will say about it. So in a lot of ways, it’s a pretty tricky game to review.

The game is divided into three sections, the Single Player, Multiplayer and Special Ops mode. The first of these picks up from where the single player mode of the first Modern Warfare left off – the story following six months later – and par for the course for the CoD games, you are placed into the boots of various soldiers throughout the warfare of the title. Along with other surprises, the player character from the first game, Soap McTavish returns as one of your commanders, and you follow a very convoluted plot which plays on the fears of the US being invaded. It’s very much on the 24 version of ‘realism’ with plenty of ‘Did you see that?’ moments. Of course there’s your obligatory stealth section, and the on rails shooter bit which are expertly executed and polished to a gleam, a snowmobile chase being a particular highlight.

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The thing about the single player is, it’s all very well and good and showy, but it’s firstly incredibly short. You’ll probably scream through the campaign in about 4 or 5 hours, and it’s only certain annoyances with higher difficulties that may cause you to gain a few minutes. Fair play to Infinity Ward, they’ve made the enemies slightly less finite by adding the possibility of them spawning behind you, but it sure is frustrating if you’re taking your time to get somewhere, get into cover only for someone to spawn behind you and kill you while you’re taking a breather. Another massive annoyance for me was the fact that – especially in the latter half of the game, it plays out almost exactly like Modern Warfare 1 did, but with the locations changed. Perhaps I’m getting a bit full of myself, but with the last game it felt as if the scriptwriters were in control. This time it feels a lot more like the scriptwriters were just trying to think of a different plot to tie the levels together, which is a massive shame. And the infamous No Russian level literally adds nothing but controversy – I would say more but it’s pretty much been extensively covered elsewhere.

This isn’t to say it’s a bad game. Special Ops and Multiplayer are the real heart and indeed meat of the game, and are probably where you’re going to get the most enjoyment. Spec Ops mode can be played solo or co-operatively, and challenges you with a series of missions ever increasing in difficulty in order to earn stars and unlock more missions. It’s certainly addictive for those with the obsessive tendencies, and the missions picked are certainly the best ones from the single player game – with a few twists. But if you really like showing off your skills, multiplayer is certainly where it’s at.

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Like the last game, MW2 comes with a persistent stats system. As you play more, you gain experience points which in turn helps you unlock new weapons, perks and entirely aesthetic – but also entirely awesome – badges and titles for your ‘callsign’. The popularity of hats and unlocks in games like TF2 is taken to it’s natural evolution here, and there’s something deeply compulsive about completing the massive list of challenges on offer. Covering all the game modes available – Deathmatch, Capture the Flag, Domination – there’s literally something for everyone, and even the worst players can rack up the experience (you still get some even if you lose) and still complete challenges. The main advantage MW2′s multiplayer has over the first game is the amount of accessibility to all skill levels, there’s even Deathstreaks which give a perk to those players not doing as particularly well as others and customizable killstreaks so you can pick what you can aim for. The first Modern Warfare’s major problem came in the very best players would get enough kills for a devestating helicopter, which would then keep racking up the kills and usually resulting in the weaker players leaving as there was no chance for them to retaliate. The scales have been massively pushed in their favour now, as the randomly dropped bonuses in an airdrop package require far less kills and could contain rewards usually reserved for much better players. I cannot stress how much more accessible this has made the game for inept players like me.

As for negatives for the MP, well – here I was going to decry the lack of dedicated servers for the PC. It still is a massive shame that you’re unable to host true custom matches, with all the rules set how you want, disabling Killcams etc and the other benefits that dedicated servers provide. But to be quite honest I’ve not really had massively debilitating problems with IWNet. It does work – even if it’s claims of stopping cheaters are still dubious even to today – but functionality wise it at works on a broadband connection, and fairly well about 90% of the time. Be warned though, on the other 10% it’s incredibly irritating to see everybody lagging except the host. So yes, knock some marks off for the rather poor idea and thought processes behind it, but probably not as many as you’d think.

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So overall it’s a bit of a mixed bag really. If you’re only buying this for the single player, wait until it’s much – MUCH – cheaper. But if you want a deceptively addictive and engrossing multiplayer, and are willing to put up with rare technical issues, then Modern Warfare 2 does come recommended. But despite all of this if you wanted this game you’ve probably got it already, and like the viewing figures for The X Factor prove, it’s not budging from the top for a while.

A Pretty Bloody Good Game

No marks for originality, but what it does it does very well indeed

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Borderlands: The Verdict

There’s something rather special about a shotgun that fires rockets. Sure, a normal shotgun is all well and good for dealing with close range foes and packs a mighty punch that can knock lesser enemies off their feet, but it does not match the sheer awesomeness of a shotgun that fires rockets for one very good reason: it doesn’t shoot fucking rockets.

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Borderlands is a Role Playing Shooter that puts you into the role of one of four mercenaries with different skills arriving on the planet Pandora in order to search for a promised source of great riches called The Vault. Each of these mercenaries has a different set of skills roughly equating to four typical RPG character archetypes. Each one of these in theory requires the game to be played in four subtly different ways; There’s Lillth, who resembles the ‘Mage’ of the group with an ability to move quickly away from (or toward) danger with her Phasewalk ability encouraging a hit and run style of play. Roland the Soldier with his trusty Turret gun able to be deployed to dispatch enemies or provide shielding and healing as a support class, while Mordecai fufills the long range Hunter role being especially proficient with Sniper Rifles and being the owner of a trusty pet Eagle. Finally there’s Brick, the tough guy rounding out the foursome with his role as a Tank, able to absorb a lot of damage and his berserk skill making his fists as deadly as any weapon found in the game. The four characters can then be further customised in the RPG tradition of skill points, able to be spent on your character to go down certain paths and customize them to your needs like many MMORPGS. This provides some more welcome individuality to your character, and meaning you can really play to your strengths with your character. For example you could upgrade Roland’s turret in order for it’s friendly fire to actually heal your teammates.

So like an RPG, you accept quests from the locals to gain experience and level up your character while killing many bad guys along the way. However like an FPS you’re using shotguns, rifles, pistols and many more weapons to shoot your enemies. These enemies include Pandora’s native dog like creatures known as skags, angry bandits and a hybrid of spiders and ants known helpfully as Spiderants. These are then backed up by the rather tougher versions known as Badass enemies – more resilient emeies which can be tougher to take down and may more than once cause you to rethink your strategy of running and gunning. Luckily, despite these toughies, shooting Midgets in the face as they run towards you with axes in their hand never gets old. Bosses too make regular appearances throughout the campaign, although aside from getting a glitzy intro don’t often offer much in the way of variation. That comes from the weapons. Every container or gun in the game is randomly generated, throwing up awesome combinations such as the aforementioned rocket firing shotgun, or the spectacular lightning gun that makes skulls explode. Elemental effects and bendy bullets are possible and it really makes for some compelling gameplay. For those not used to the RPG staples of looking for guns with bigger numbers, Borderlands will certainly convert you as you face the dilemma of swapping out the gun that fires faster for the one that does more damage, or dissolves foes in a spurt of acid and critical hit notifcations.

He may experience a slight burning sensation...

He may experience a slight burning sensation...

Much was made about Borderlands new visual style when it was revealed late into production, many accusing Gearbox of trying to chase on the back of success of Valve’s TF2. Of course these accusations were unfounded. The look fits extremely well with the whole deep south feel and atmosphere to the game. The characters you meet are for the most part certainly kooky in their own backwater way, even if you yourself are never really explored much beyond being an interplanetary mercenary. But special mention has to go to the Claptrap robots, who will certainly provoke Marmite like reactions, especially after being exposed to them for a while. Pandora nails the feel of a harsh desert world, although after a while a slight complaint may be levelled at the fact some later areas feel rather similar with only really certain landmarks providing points of differentiation.

The other double edged sword with Borderlands comes in it’s other much touted feature of co-op play. The game can be enjoyed single player – or if you choose – you may fight alongside up to three other people. It’s rather interesting to note mind, that the game can be played with any combination of the four characters it also makes the game feel as if the characters don’t really have a need to compliment each other that well. While it makes sense on a practical level for this to be the case, it does feel like it’s a bit of a shame that the game doesn’t quite have that sort of reliability on your team mates that a game like Left 4 Dead has, and makes co-op feel more than an optional extra than a truly integral part of gameplay. Of course, your co-op experience is going to crucially depend on the people you play with, which also makes it a bit of a crying shame that, at the time of writing, the technical side of getting a co-op game running on PC can be a major headache. With people reporting having to mess with port forwarding, the inability to turn your microphone off without having to tweak system files and even things as simple using a mouse wheel in the mission descriptions it really makes one wonder what exactly Gearbox/2K were doing with the extra week delay reportedly for ‘optimising’ the PC version. It’s especially frustrating when the core game is essentially so much fun once you’re in there.

Vehicles are fun, but can be a little too effective.

Vehicles are fun, but can be a little too effective.

Like many games that try to be a Jack of All Trades, Borderlands also falls into the trap of being a master of none. The game simply does not have the storytelling punch to match the best RPGs, and nor is the FPS combat quite epic enough to stand among the best of that genre. It’s certainly better than most hybrids of other genres though, and it’s a very enjoyable game. Obviously the mileage you get from the game is largely dependant on how much you generally enjoy the style of game of killing a lot of things in order to gain a more powerful weapon. If not, one playthrough might be all you really get through. But despite it’s faults, Borderlands is a genuinely enjoyable game with a hint of spark that deserves to be recognised as one of the better games this year. There’s just a few minor flaws in the game’s schizophrenic nature that prevent it from becoming a classic.

A Pretty Bloody Good Game

On the borderline of greatness

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Tales of Monkey Island Episode 4 – The Verdict

The name's  Threepwood... Guybrush Threepwood.

Agent Guybrush Threepwood: License to Keelhaul.

We’re now at the penultimate episode of Telltale’s adventures of Guybrush Threepwood, and it’s fairly easy to say that The Trial and Execution of Guybrush Threepwood is the best one yet. Indeed, it’s the best Telltale game out of everything they’ve produced. But at the same time, it’s also the episode that makes it very clear that these singular episode reviews are becoming more and more redundant. Which is a horrible thing to admit in any review, never mind the first paragraph. Bear with me here.

At the end of the last installment, Guybrush and LeFlay escaped from the belly of a giant manatee, and Guybrush has finally recovered La Esponja Grande in order to remove the Vodoo Pox currently ravaging all of pirate kind. However a betrayal from LeFlay sees the pair returning to Flotsam Island from the first episode to face his de facto nemesis (LeChuck without his vodoo pox working for the forces of Good) Marquis DeSinge. It’s a given to assume things don’t quite go according to plan and Guybrush finds himself in Pirate Court on trial for three completely unrelated misdemeanours – for which you must help Threepwood be found innocent, setting up your first puzzle for this episode. This episode also marks the return of a new classic character from the series is introduced and this time it’s the turn of Stan – the salesman with the funky jacket always trying to make a quick buck – who turns out to be your prosecutor, along with the reintroduction of some of the pirates from earlier episodes.

From used ship salesman to prosecutor. Not a huge career shift, then.

Telltale's version of Stan looks far better than his Escape incarnation.

This episode really shows that Telltale have been learning a lot this series. It’s a welcome relief to acknowledge that the rules of three puzzle system that had pretty much been the cornerstone of previous Telltale games finally put to rest, or at the very least be far less obvious this time around. There’s even a little nod to the annoyance of the rather lacklustre sound based jungle navigation puzzle of the first episode. The characters that were largely deadweight in earlier episodes have been culled, leaving only the really defined ones which is a marked improvement on earlier episodes. They feel as if they’ve had far more attention put into them, the bipolar judge/barkeep and Stan being particular highlights in this respect. There was a slight worry – and I know Steve mentioned this in his review of the previous episode – that Telltale would rely too heavily on the fan service to the detriment of the rest of the game, but this episode proves those doubts to be unfounded.

As has been the case all season, this episode continues the tradition of shining in the script department. Dialogue is genuinely funny and some of the scenes are marvellous. Anyone following the story so far knew Elaine and LeFlay were eventually going to meet and not only does the payoff deliver, it does so with aplomb – it’s one of the finest and funniest scenes in the episode. The puzzles are still for the most part well done, but I do hope Telltale start including less locks in subsequent episodes – it has the negative side effect of making it look like they’re slightly running out of steam with the current catch all solution to them with the same one being used three times. Overall they’re tiny components of the overall puzzles and thus a small niggle, but hopefully the last episode is setting up to solve this problem. There’s also a puzzle towards the end that, although makes logical sense once figured out, seems to ignore previously established game logic and might be a bit of a stumbling block. Again though, these are only minor faults in what is overall, an excellent adventure game.

Ahh, typical marital bliss.

Ahh, typical marital bliss.

So, back to the original point about this review being largely useless: as it stands, I’m telling you how good each individual episode is. The main problem with the game is that without playing the other episodes, this one is simply not going to make much sense on it’s own. To truly get the best out of it, you’ve got to play through the series. Yet at the same time, the episodes are not available individually. So as a review I’m faced with a bit of a dilemma – why should I mark this episode down because it doesn’t stand well on it’s own when it’s not even available alone? Well, it’s more of a self inflicted dilemma – this episode is certainly good enough to justify a purchase of the entire season. If you’ve been holding off buying until the complete package is out I dare say this may make you bring your decision forward a month, because it’s already worthy of standing proud in your collection and certainly to stand alongside the other Monkey Island games on it’s own merit.

The best TV series provide plenty of “Did you see?” moments the next day you want to talk about to people who’ve seen it, while simultaneously not give away too much to those that haven’t because you want them to experience it themselves. Sam & Max and Homestar became repetitive, and Wallace and Gromit massively ran out of steam towards the end. With Tales of Monkey Island, Telltale have finally nailed it. If the ending to this episode doesn’t make you look forward and excited for the next episode then it’s simply not for you. For the rest of us, The Trial and Execution of Guybrush Threepwood cements it – Tales of Monkey Island is good enough to deserve a renewal for another season.

A Pretty Bloody Good Game

Sail of the Century

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Russian Games Development

Kings Bounty

The Russian games development scene is home to some of the brightest minds in the industry creating games like The Void and Men of War, yet all is not rosy in the motherland, the economic crisis has hit hard and developers are having to adapt to a new world. Despite the financial pressures there are still many great, and other not so great, games coming from Russia. These are challenging times for an industry which is still young and has already had to deal with one economic crisis. In 1998 financial problems in Russia set back growth of the games industry, it is only now that it seems to be getting back on its feet.

Anatoly Subbotin of 1C Company, one of the largest publishers and developers of games in Russia, feels that it is only in the last four or five years that games development has moved from being a hobby and turning into a business that is comparable to what we see in the West and that it is this which allows titles like Kings Bounty and Stalin vs Martians to be developed. Despite the rapidly developing industry, Anatoly reveals “There are still some peculiarities. Many Russian developers still put a lot of effort in the creative side of their project, many teams still want to deliver something original. This is the reason why a big number of innovative products come from Russia.” These are ideas shared by Aleksey Luchin of Ice-Pick Lodge, a developer which has created a reputation for making experimental and innovative titles with Pathologic and The Void. Aleksey thinks that “The industry here is rather young compared to the ones in Europe and America, and …since the market is rapidly developing and due to the fact that doing business in Russian is different in its paradigm, the work patterns and traditions that the Western industry has accepted and follows, are still forming here. This fact lessens the control over the development process, and leads to developers being able to experiment with the game more.”

Unfortunately because of a lack of investment in some areas of the industry many games are released in extremely buggy condition. Aleksey says “the quality of games that come from Russian is in general worse than abroad – the games suffer from bugs, strange design decisions, often hard and requiring skill to beat the game and patience to look through the flaws to see a gem.”

It is not just a lack of investment that is causing problems, the economic crisis has hit the retail industry in Russia very hard. Alexander Scherbakov of Dreamlore (Stalin vs Martians) reveals some shocking statistics about the decline of the Russian retail market: “The traditional PC market we had is almost dead. By the New Year 2009 holidays local publishers were selling half from what they expected (compared to the same period of 2007). By the end of spring, they were selling 5 times less, than during the spring of 2008. Right now (compared to Fall 2007) the publishers are selling like 7 or 8 times less.” This is not just affecting the poor quality titles, Alexander thinks that all types of games are suffering: “Yes, you can’t sell unremarkable supercrap without any unique selling point as the publishers used to, since the retailers won’t order that. But everything else is just selling bad. Even AAA titles.”

Men of War

There are various factors stemming from the economic crisis that has led to the dramatic collapse of the retail market, the inflation of the rouble and wage cuts mean that consumers buying power has decreased twice over. Alexander thinks that this is leading to a rise in piracy as people can’t justify spending money on games when it is needed elsewhere. In turn this leads to a downward spiral where retailers won’t stock a game because they don’t think it will sell which leads to publishers closing projects because they won’t get the guaranteed sales.

It may seem a grim picture for the games scene in Russia, but Alexander doesn’t think all hope is lost, he identifies three ways to survive as a developer in Russia and the ex-Soviet republics. “First option is going online or successfully going online. Second, is working directly with a Western (or Eastern!) publisher. Third option is outsourcing, but this one is pretty hard right now, not much orders nowadays.” Dreamlore is looking at moving into the online world for future projects and 1C has come together with another developer, Soft Club.

Anatoly feels that joining with Soft Club is the best way to tackle the economic crisis and drive business forward. “1C is the leading PC publisher in Russia and Soft Club is strong in console games sales. Together we plan to withstand the economic crisis more efficiently and moreover develop our business in the future more rapidly.” Creating a stronger console presence is important in Anatoly’s eyes, he sees changes coming in the traditionally PC focused market with console sales getting bigger each year.

The Void

The Russian games development scene is certainly unique, without it I am sure we would never see such artistic masterpieces as The Void or games like Cryostasis which use environmental effects like few others. As the industry continues to develop in Russia there is likely to become a clearly defined split between groups like 1C which make bigger titles and start to reach to the console audience, Dreamlore which will move into the online world and Ice-Pick Lodge which will continue with artistic and unusual games. Time will tell how the industry in Russia copes with the economic climate, some studios seem to have plans put in place while others may not be so lucky as to keep going past the development of their next game. It is a critical time for developers in Russia, hopefully we will see more gems like Kings Bounty and Men of War. Indeed, the next time you see a game coming from Russia, don’t rule it out as a buggy mess straight away, you may be surprised at what you find when you delve deeper into it.

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Operation Flashpoint: Dragon Rising – The Verdict

Just what was Operation Flashpoint’s chief achievement? I suspect, everyone has a different answer. Was it the fact that every shot fired conformed to physical principles? Was it the careful attention to detail in bringing countless real world killing machines to the table? Read the full story

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Aion – The Verdict

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Aion comes from South Korean based MMO powerhouse, NCsoft. You may recognise the name from titles such as City of Heroes, Guild Wars and Lineage 2. All enjoyable MMOs but all lacking a certain something that would propel them to greatness. Aion on the other hand certainly has a hell of a lot of promise for such a new MMO. It’s worth noting now before I begin that I adore MMOs, they provide ultimate escapism. I’m not just playing a game with a linear storyline, I’m living in a world full of people who are as human as me and I can finally feel like a pioneer. Sure this escapist’s world tends to involve a lot of teenagers with aspirations to be ‘l33t’ but make friends with the right people, and there’s something truly special about the experience. Aion reminds me of this vision very much.

A lot of MMOs are reminiscent of modern society; they all seem to thrive upon instant gratification. Everybody wants everything right now, right this second. Understandable really considering life being so fast now. Long gone are the days where it took hours of playing to level up and then one simple death put you right back where you were five hours ago. These days we are used to the likes of World of Warcraft where you can reach level 60 on your own in a mere 2 weeks of gaming, even less with the recruit a friend scheme. Aion is rather different from this instead focusing on the levelling journey itself as well as the destination.

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I found out quickly that this meant that players actually stuck together, just like they used to. When it takes a while to level up in the 20s or 30s (Aion has a level cap of 50), it made sense to form groups to complete quests and gain experience. That’s not to say that it is a slow ‘grind’ to level up in Aion. Sure it might not be as fast to level up as World of Warcraft is, but nor is it as slow or as torturous as Everquest 1 or Dark Ages of Camelot. It’s great middle ground ensuring that levelling up felt like an achievement but not a slog. The first 10 levels or so are quite simple to gain meaning that it’s not long before you’ve got some power under your belt.

The class system might look a little limited at first but it opens up nicely. The initial choices comprise of the scout, mage, warrior and priest classes. Anyone who has played an MMO before will recognise these archetypes: damage dealer, caster, tank and healer. Each class then opens up further at level 9 adding specialisations to each, so that one can become a gladiator (a strong tank), a spiritmaster (a pet class) or an assassin (sneaky damage dealer). This is simplifying things quite a bit but with MMOs being so huge, it would be quite easy to write an entire essay on each class. From experience, I found that pretty much all the class types could solo when required but this really is a game that’s engineered more for group encounters than lone ranger style exploring. This is made even more vital with the presence of the much anticipated PvP elements of Aion.

At level 25, the option to enter the Abyss opens up. This is where flying (I did mention flying, right? Yes you can fly in Aion, but only in select areas) comes into its own and so does sticking together. It’s a pure PvP area which not only unites the two player based races, Elyos and Asmodians, but also an NPC based race the Baluar which is also out to get you. It’s an intense experience, made all the more so by the fact that you must fly across from platform to platform but it certainly sticks in your mind, and is a great experience. The game really does open up once you reach the midway level point with group instances becoming near essential to gain better items and to level up effectively.

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After playing such a solo friendly game as World of Warcraft, it was a slight culture shock to suddenly need to devote time to grouping together to achieve a common goal but it also quickly reminded me just how much fun it is to do so. You can’t underestimate camaraderie and I’ve always found it is the friends I make in an MMO that keep me playing for longer than any amount of content offered to me.

I spent much of my time in the city areas, such as Sanctum and Verteron, building up my crafting skills. Not only did they provide me with experience but I’ve always been a sucker for tradeskills in MMOs. Aion offered me plenty of choices with the likes of cooking, handiwork, weaponsmithing, sewing, alchemy and armoursmithing. In the early levels, the experience gains from such tradeskill related quests were particularly beneficial. While spending time in the city areas, it becomes quickly apparent that they are bustling hives of activity: full of quests and NPCs, but also full of excited new players keen to join together.

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To be cynical for a moment, I do wonder if this excitement will last longer than these early first months, but it does seem to have a strong chance of it. With increasingly strong legions (guilds) emerging across all servers, the community certainly seems to be powerful enough to maintain the momentum that the launch of Aion has produced. That’s not to say it doesn’t have its faults. Besides the incessant gold spammers plaguing all servers, some quests are perhaps a trifle dull at times. The combat although initially involving, eventually turns into a slight monotony of hitting the same few buttons in sequence to ensure an adequate combo is performed.

Overlooking these flaws however, Aion was a great experience and one that has enthused me to levels that I haven’t felt in a long while. I don’t have a crystal ball so can’t tell if it will reach the heady heights of the likes of World of Warcraft or Ultima Online, but it is certainly well worth a look if you fancy something a bit more group orientated than previous MMOs.

It is a hit, no question about that.

It is a hit, no question about that.

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Machinarium – The Verdict

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Robots. Beautiful artwork. A haunting soundtrack. ROBOTS. There’s a lot to like about Machinarium, the latest game from Amanita Design that won the Excellence in Visual Art award at the 2009 IGF. A point and click adventure game in the very definition of the genre, you play as one of the many robot citizens of the city, you begin the game disassembled on a scrapheap, your first port of call to piece yourself back together and find out what happened. This game wants to prove it has a whole lot more to offer than just a pretty face? I’ll admit now, however, that I never have been down with the art gaming scene. The Graveyard was a bit too clever for me, and The Path passed me by without even a glance. So in looking at this game, I admit I did have some trepidation.

However, even the most art ignorant dunce like me can see that from the moment the game starts the visual style is striking, stunning and there’s certainly no room for doubt as to it’s breathtaking nature. The screens are gorgeous to look at, and as you can tell from the screenshots there’s clearly been so much care and attention thrown into every scene of this game. There’s truly nothing like it. Every building and every location is drawn and coloured to fit perfectly, and every character seems unique and defined. Most notably, Amanita achieves this purely through aesthetics of visuals and sound – there’s not a single line of dialogue to be found anywhere in this game. As the visuals capture you within their spell, so too the music and sound of this game work some incredible haunting magic, again fitting the style of the game perfectly and really giving your ears almost as much of a treat as the eyes.

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Gameplay wise however, Machinarium isn’t quite as sure-footed. The first flaw comes in the story telling – and as much as it pains me to be brutually honest, I had no idea of most of the story until I visited the game’s webpage. In keeping with the rather minimalist take on extraneous things such as dialogue and text, I had a vague idea what was happening, but more than once during the game found myself not knowing why exactly I was say, helping the band or throwing myself down chutes other than it was the only thing I could do. Occasionally the game throws up hints as to what certain people require but there’s a definite sense of being left to fend for yourself almost too much. A massive offshoot of this is the lack of hotspots, and bringing back an often hated problem of point and clicks – the pixel hunt. Already having waxed lyrical about the graphics, it seems a bit of a double edged sword that for a lot of things in the game it’s impossible to tell what can be interacted with or picked up without mousing over it or even, in some cases, without moving the character next to it before trying to interact with it. Something as simple as the game automatically realising you want to walk over to the object before interacting with it might be helpful – and granted this does occur occasionally, but it does seem to be entirely random which objects this works on and which it does not.

The puzzles within the game are also very hit and miss. When done well, they are really done well, satisfying and at times there’s a real sense of achievement on some of the puzzles. Some of the puzzles are absolutely fantastic in their concept, but their solutions can be downright devious to the point where even after you’ve figured out the solution, you might still be scratching your head. To alleviate some of this frustration, the game has two ‘hint’ functions. One invokes a pictorial clue coming from your character in the form of a thought bubble, and the other in a rather genius move sees you playing a little minigame in which you have to guide a key to an exit while avoiding or shooting spiders. This mini game mechanic actually crops up throughout the game a Space Invaders clone and a literal head maze proving the highlights and invoking comparisons with DS title Professor Layton. And like that title seems to invoke a similar balance of frustration to a sense of cleverness when you beat it. Be warned though, if your diet of adventure games has mostly consisted of titles of the last few years you may find this game to be pretty tough going at times and find yourself seeing the spider minigame far more than you want to. In addition, sometimes the hints aren’t exactly what you’re after – most annoying is when you’re told the thing you’re after but not how or where it can be found, and you may end up spoiling other puzzles by looking at the solutions to current ones because the things happen to be on the same screen and you’ll have to backtrack to it later.

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But overall, it’s really really hard and seems so wrong to condemn this game. Beautiful aesthetics which are unlike anything else – even little incidental details you don’t notice the first time, the subtle animations and music cues. The way the entire game feels like one of those classic Ivor The Engine cartoons that make you feel all warm and fuzzy inside. I’ll be honest, it’s a game that makes me wish that we at the Reticule had a more detailed scoring system, as I don’t think it’s a miss by a long way, but it’s still a tough game to recommend to everybody. Machinarium as an art project ticks all the right boxes. As a game, it can veer a little too haphazardly on the side of frustration thanks to the interface issues. Certainly worth a try – moreso if you like artistic games – but make sure you’ve got a lot of patience if you’re going to give it a shot.

The most beautiful game this year, but be prepared to work for progress

The most beautiful game this year, but be prepared to work for it

Posted in Featured, ReviewComments (11)

Halo, is it PC you’re looking for?

“You can write about anything” he said. “Anything?” I said. “Anything” he said. “As long as it is PC related”. Well as much as this post might therefore seem like a defiant “fuck you!” to Chris’ only brief, I nevertheless want to share my recent experience of playing Halo 3 on the Xbox 360 with my fellow PC brethren. Why? Well aside from the fact that I had no internet for two weeks and was slowly becoming a desperate, games-deprived Neanderthal, everything I’d heard or read about Halo beforehand made it out to be the single greatest FPS of all time. Words like ‘innovative’, ‘revolutionary’, ‘flawless’ and ‘perfect’ seem to get thrown around willy-nilly when it comes to Bungie’s poster child and the few friends I have who play it with an almost religious devotion get quite defensive, angry almost, at the mere suggestion that it could possibly be anything other than those things.

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Being the pretentious purist that I am, what I had seen so far really didn’t strike me as that impressive or original and so I spent most of my brief encounters with it turning my nose up and getting frustrated at my ineptitude with the primitive control system. Don’t get me wrong, I thoroughly enjoy a challenge, but after playing a lot of FPS with a mouse and a keyboard, trying to do it with a 360 controller is like trying to run an obstacle course drunk off your tits.

Annoyingly, my housemate is obscenely good, and could probably shoot my bollocks off with his eyes closed. But give me a few hours with a mouse and keyboard and he wouldn’t stand a chance, even with the hundreds upon hundreds of hours he has accumulated online. Aiming with the mouse is, quite simply, better, and being an uncompromising PC gamer means I’ll never be fully comfortable with a controller. Rest assured, I am aware of the fact that this is all relative; everyone playing online is using the same infuriatingly inefficient control method and so is facing the same challenge (I do, however, get a certain amount of amusement, as smug and pompous as this amusement might be, at the sort of things that are considered “awesome moves” in Halo; things that a monkey could probably perform with ease on a PC).

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What can I actually criticise Halo for then?

Well there isn’t actually an awful lot wrong with the gameplay itself, and as the bleak, internetless days went by I found myself (with a certain reluctance I might add) slowly enjoying the multiplayer more and more. But to grant any game the extraordinarily special status that fans and critics have given Halo would demand equally extraordinary design and execution, which Halo simply doesn’t have. It’s a good game, but no better than any number of the great shooters on the PC.

The argument I find myself having with Halo fanboys is a continuous regurgitation of the same old nonsense, and the one thing I seem to hear time and time again goes something like: “But the engine is so robust bla bla bla”. True, the engine is good, great in fact, but a solid engine is no longer a mark of distinction. We are in a technological golden age (at least as far as video games are concerned) where having a decent game engine can no longer be flaunted as a remarkable feature. Call of Duty, Team Fortress, Counter Strike, Battlefield, Quake, Crysis; all of these titles have solid engines that have withstood the test of time. Granted they’re not as good as Halo’s in some respects but they’re certainly good enough to facilitate a balanced multiplayer experience, which, when you think about it, is all you really need. A good engine is not what gamers actively look for in a game anymore; it’s something that should just be there as standard.

There is also an on-going debate about the problem of servers. The lack of third-party, dedicated servers means that players are forced to host every game on their own internet connection (the problems of which I won’t bother reiterating here). I don’t pretend to understand the technical or financial obstacles stopping Microsoft and Bungie from implementing the system used in multiplayer FPS on the PC (although as far as I’m aware there really aren’t any or, at least, many), but when comparisons are drawn by Halo’s own fanboys between it and, say, Call of Duty or Quake, then they immediately place it on the same table of discussion, including the efficiency of matchmaking/server browsing. And Halo’s is mind-bogglingly stupid.

Without any kind of server browser, players search for available games and are automatically grouped according to their current skill level, completely ignoring the highest skill level that certain players may have reached in the past. This results in the most ludicrous match-ups often pitting one side that may have played 5000 games between them against another that could have played as little as 100. The veterans barely even break a sweat, yawning as they effortlessly pummel the opposition, who spend the entire game headbutting their controllers screaming “OMG!!” and “WTF?!?!?” as they are sniped in the face or bludgeoned to death for the gazillionth time. No one finds this fun and it happens to me frustratingly often (because I’m usually on the latter team).

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The lack of a server browser also means you get absolutely no choice over what map is to be played in the match. It is randomly generated and players get to veto just once, after which they have to settle for the alternative, which is also randomly generated. This results in players being forced to compete on some of the most unimaginative maps known to man, with their only options being to play through it regardless, or quit the game, suffer the XP penalty and leave the remaining players to fight it out with unbalanced teams.

It seems odd that a developer as well respected and acclaimed as Bungie have let such glaring errors remain in their principal title and it reflects poorly on the Halo community that the developers have been allowed to get away with some of the most heinous mistakes, mistakes that would have been instantly condemned had it been released on the PC.

I certainly enjoyed playing Halo, but in no way has it revolutionised the genre or competitive FPS in the way it has been lauded as doing- its huge success can be attributed simply to the fact that, with the exception of its flawed matchmaking system, it is the only console FPS that actually gets all the basics pretty much right, nothing more. It stands alone in this respect, and with no decent challenges to its crown, it has had a free ride with fans who are essentially none the wiser. Valve have raised the bar as far as feedback from their community is concerned and Bungie will have to match this if they are to see continued success with current and future titles.

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We’d love to hear about your experiences of Halo 3, and what you think of it from a PC gamer’s perspective. Alternatively, if you would like to criticise my argument, complain about the fact I managed to use the words ‘fuck’, ‘tits’ and ‘bollocks’ in one article, or just tell me that I’m an obstinate little shite, then you can do that too.

Let the commentathon commence!

Posted in Articles, FeaturedComments (10)

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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