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Saturday, Oct 11, 2008

Though slightly less epic than the original, Warhead is a stunning game that delivers on all fronts.

Released just under a year after Crysis stunned the entire gaming community, Crysis Warhead is everything the fans were hoping for. It's packed with more of the same exhilarating open ended gameplay that made Crysis such a joy to play, along with a more focused, action oriented level design, and visuals to die for. It's a slightly less epic ride and it carries a few of the quirks of the original (regarding enemy AI), but it's an outstanding action game nonetheless that delivers on all fronts.

Stand still Mr. Alien, we're just taking some pictures.

Warhead's story runs parallel to the events after the midpoint of Crysis, but this time the action centers around the character Psycho, who was a bit part player in the original. Psycho is a no-nonsense type of soldier who isn't afraid to disobey orders and do things the way he sees it. And while he has no problem defying the establishment, there are certain codes of ethic he does respect. He also cares a lot for his partners and friends and will go beyond the call of duty to protect their lives. Part of the back story in Warhead centers on a past incident involving one of Psycho's close friends, something that allows the game to dig deeper and develop the Psycho character. There's also a particularly important artifact Psycho must prevent the Koreans from acquiring, a mission that will stretch itself through out the entire game. Though the story is a bit confusing at parts and isn't as developed as the story in the first game, it doesn't detract from the experience and it's fairly enjoyable even if it somewhat prevents the game from reaching the same epic heights of Crysis.

The open ended gameplay on the other hand is back with a vengeance. Though the level design in Crysis Warhead is bit more linear this time around, you still have all the freedom in the world to tackle missions in any way you want. Be it guns a blazing like Rambo or stealthy like the Predator (my personal favorite), you'll always be able to come up with something different every time you're in a firefight. Perhaps you want to sneak into a camp undetected and hit everyone when they least expect it. Maybe you want to setup a few land mines, sit back and lure your enemies towards them, laughing as their bodies fly into the sky. You could also soften the opposition first by sniping them from a distance. How about hijacking one of their vehicles and giving them a taste of their own medicine? Or maybe all that's too fancy pants for you, so you just activate your maximum strength suit function, walk in with your chin held up and choke them to their deaths.

Apparently some North Koreans were standing there...

What's best, the gunplay has been improved from the original game. As good as the gunplay was in Crysis, there were times when you'd hit a regular enemy several times from close range and he'd still be hard pressed to fall down. That's not the case in Warhead (at least from my experience). Enemies absorb a realistic amount of damage which makes for less frustrating situations, even when faced with dozens of enemies at a time. That's not to say Warhead is easy, because it certainly isn't. The combat in Warhead can sometimes be much more intense and you'll have to make smart use of all your abilities and weapons to make it out of a battle alive. But with the refined shooting model, every gunfight feels like a fair fight. If you want the best possible experience I strongly suggest you play the game on the Delta difficulty, as it offers the highest level of immersion due to the intensity of battles and the fact that Koreans actually speak Korean.

Unfortunately one negative aspect of Crysis that remains on Warhead is the occasionally buggy AI. First of all, on the vast majority of situations the AI in this game is spectacular. Koreans will try to flank you and will run to take cover if they feel overwhelmed. They will also make good use of grenades as well as run away from yours. And should you warn them of your presence too early, they will come out and look for you. But there are times when it's as if they'll stop making use of their brains and just stand there gladly taking that nice bullet you sent to their heads. This is especially true when you're sniping them from afar. Sometimes they'll run to take cover, but other times they'll just stay in their positions even as they just witnessed one of their buddies get killed right beside them. It's a minor annoyance on the whole and it doesn't happen too often, but when it does happen it's very jarring.

Cutscenes are now viewed from a third person perspective.

On the other hand, the alien AI has been vastly improved. While in the first game aliens mostly charged straight at you, here they'll exhibit a more complex behavior, flanking you and doing their best to take cover or stay out of your weapons range. This makes the alien firefights a challenging proposition and you'll want to make use of all your heavy weapons when you encounter them (especially since you'll always fight them in large swarms).

Vehicle handling has also been improved, but what's best is that you'll never be forced to use a vehicle if you prefer not to. This is certainly a good thing since many people complained about the vehicle sections in the original game. It's also another example of the open ended gameplay the game offers. On certain occasions you will be prompted to use a vehicle or sit a top of one (such as a train ride), but you're totally free to ditch the vehicle and complete the mission on foot, something that I found to be a very entertaining challenge.

Sneaking into Korean encampments is still a viable strategy.

The campaign in Crysis Warhead could be completed in little over five hours if you decide to stick to the main path, but you're always free to wander around searching for hidden goodies or just do some sightseeing. It's shorter nature make this experience feel somewhat less epic than the campaign in Crysis, but rest assured it's a thrill ride from beginning to end.

Warhead is also the perfect game for sightseers. One year after it's debut, there's still nothing in the gaming world that comes even close to matching the technical prowess of the Cry Engine 2. This is the very best looking game out there, no arguments. It's incredible how close Warhead can come to looking photo realistic with all the settings turned all the way up. But make no mistake, as much as a technical marvel as the game can be, it's backed by a terrific art direction. The game delivers stunning sights one after the other, so much that it will be easy for you to deviate from the main campaign and just sit around enjoying the beautiful vistas. Be it the lush jungles, beautiful sunsets, frozen tundras, underground mines, everything is packed with meticulous detail.

Sightseeing is a game of its own in Crysis Warhead.

You probably want to know how well it runs too? One of the most hyped aspects of Crysis Warhead was that it was a more optimized game and would run much better on PCs that struggled with Crysis. If you've searched online for information on this subject you'll find some very mixed opinions, with some claiming it runs much better, while other saying it runs exactly the same. What I'll say is based strictly on my personal experience. First of all, my setup consists of a Core 2 Duo @2.4GHZ, 2GB of RAM, a 256MB Geforce 8600GT, and I was running the game on Windows XP. Not a high end setup by any means, but decent for all of my games (all the screenshots in this review are from my playthrough of the game on this PC).

I played the original Crysis with all the settings on High (except Shadows on Medium) at a resolution of 800 * 600 with an average of 30fps. With Warhead I was able to turn all the details to "Enthusiast" (Very High), except for Shadows which I kept on "Mainstream" (Medium) and Objects which I lowered to "Mainstream" (I had it on High in Crysis), at the same resolution of 800 * 600, and I was still getting an average of 30fps. What's best, even when the framerate dipped, the game still felt very smooth. With Crysis anything around 20fps felt too laggy, but with Warhead the slowdowns weren't really felt until the framerate dipped into the mid teens. So to sum it up, in my experience Warhead did run significantly better than Crysis. Mind you, Crytek can't work miracles and if your PC was choking with Crysis it won't magically run Warhead at max settings, but odds are you'll experience a much smoother experience with Warhead.

Oh yeah, this guys are back too...

Switching the attention to the sound department, Warhead also delivers here. Guns and vehicles sound realistic and the ambient sounds are always there to keep the atmosphere alive. Warhead doesn't feature the same orchestral score of Crysis, but rather a more techno soundtrack. It does the job alright, though I preferred the orchestral sounds of the original. The voice acting is great. Psycho's voice sounds a little more subdued than in Crysis, but his voice work is nonetheless terrific. The same goes for all the other characters in the game, something that helps sell the story during the cutscenes and audio diary sections.

Crysis Warhead is every bit as amazing as Crysis. It's more focused on frenetic action, yet it still allows for a cerebral approach, while serving us the most delicious graphics outside of a Pixar studio. If you haven't played Crysis I recommend you play that game first, but by no means let Warhead pass you by. It has all the pizazz and intensity of a blockbuster movie and will keep your adrenaline pumping long after the credits have rolled.

Category: Games
Posted by SYdoggXxX, 11:14pm
12 Comments | Post a Comment
Sunday, Sep 7, 2008

Welcome to Rapture, where your sweat is valued, lunatics abound, and little girls suck juice out of the dead... it's glorious!

Is a man not entitled to the sweat of his own brow? That's the question you'll be greeted with as you first enter Rapture, where great ideas and visions were once contemplated, but the very men and women behind those ideas proved to be the end of that city. It's a place that was envisioned to be heaven on earth, but instead it turned into a living hell. And in Bioshock, it'll be your playground, where you'll attempt to uncover the mysteries behind it's downfall, fight for your life against the remaining mentally deranged inhabitants of the city, as well as debate on the moral implications of turning yourself into a larger than life human being. Though not without it's faults, Bioshock is an incredible game that features a fantastically well written and unique storyline that will constantly surprise and probably even challenge your own personal beliefs, as well as a deeply immersive gameworld that's practically begging to be explored.

Petrified ballerinas in a bathroom... only in Rapture.

In Bioshock you play the role of a nameless man (at first, eventually more information about him is revealed), who happens to be the sole survivor of a plane crash in the ocean that coincidentally (or not?) took place near a lighthouse that signals the entrance to the underwater city of Rapture. At first you'll be treated to some spectacular views of Rapture, as well as a brief introduction by Andrew Ryan, the mastermind behind Rapture, but the minute you actually enter the city you'll notice that Rapture has seen better days. It won't be long before your first encounter with a Splicer, the mutated inhabitants of Rapture that have experimented too much with genetic modification and are now mentally insane and ready to kill anyone who steps into their path. What's worst, you won't have anything in the means of self defense so it's now you by yourself stuck in a torn city with lunatics on the lurk.

You will have a guide of sorts however, as some mysterious man named Atlas will contact you via a Radio and attempt to help you get out of the location you're in so that you in return can help him rescue his family. Though at first it doesn't make sense why this man is helping you or how he managed to contact you, everything will be explained later on. In fact, one of the best things (or worst, depending on your point of view) about Bioshock is how the story will unfold little by little. You will encounter numerous audio diaries scattered through the city that will reveal small tidbits about the history of Rapture, its many characters, and the events that unfolded prior to its downfall.

Most of the story will be revealed via audio diaries.

There really is a lot of story to digest here and it can be really easy to miss out on a lot of Rapture's background if you don't dig deep for those diaries. It won't be quite clear what was on everyone's agenda, and you'll have to make the most of Atlas' help, but it will be very clear that morality wasn't much of an issue here and that most everyone's intentions on Rapture weren't exactly pure. Every character in Bioshock is truly memorable and the story is carefully woven so that it manages to keep you in a state of suspense where you simply must know what happens next. And while I'm not going to spoil anything, there's a certain twist in Bioshock that is truly masterful. Though part of that twist can be foreseen, the other part is just shocking and I was honestly in a state of "WTF?" for several moments after it happened. This is one story you won't soon forget.

As you explore Rapture, it will be clear enough that in order to survive, you will have to mutate yourself. In order to do so you'll need to acquire all sorts of plasmid powers and gene tonics. The plasmids will give you supernatural abilities like shooting fire, ice, or electric blasts from your hand, while the tonics will enhance your regular abilities. But to get them you need to gather a substance called Adam. Adam will not just be your currency to obtain plasmids and tonics, but it will also be the source of a moral dilemma. Adam can only be found on the bodies of little girls roaming around the city, affectionately called Little Sisters, who will always be accompanied the big bruising Big Daddy, a genetic freak of a different kind. The Little Sisters themselves can't be dealt with without you killing the Big Daddy first, something that won't be easy. But even more difficult will be the decision to kill the Little Sister so that you can obtain the maximum amount of Adam, or save her and only obtain half of the aforementioned Adam. It's a tough choice where regardless of your decision, there will be good and bad consequences, and will also determine the cutscene you get at the end of the game.

Twisted individuals are the norm in Rapture.

But while genetically enhancing yourself is a priority, you'll also have plenty of conventional means of defense, or in other words, a full arsenal of weapons. Most of the weapons are the standard fare of modern FPS games, but given that the game takes place in the 60s (and Rapture itself was built in the 40s), some of them are of the post WWII era, like the revolver, submachine gun, and shotgun. Others however will sport a rudimentary homemade look, such as the grenade launcher and the chemical thrower, the reason for it being that weapons weren't actually permitted in Rapture and the citizens had to make do with most of their trash to craft more powerful weapons. Also, there will be multiple types of ammo for each weapon, which will vary depending on the weapon, and each type of ammo will prove of particular use during specific situations.

Unfortunately enjoying all this weapons will prove to be tough, because if there's one flaw in Bioshock is the combat. It just never manages to feel right. Part of this has to do with the fact that your weapons need to be upgraded as your progress through the game, which means that at first they will be very weak and it'll be hard to take out multiple Splicers. For instance, at first the shotgun might as well be substituted by a peashooter since it takes multiple close range shots to bring down an enemy. The revolver itself won't be of much help either. To make matters worse, the Splicers move very fast which makes accurate aiming almost impossible. In order to survive during the early stages you need to make smart use of both your plasmids and your weapons. But this is also something of a chore because unlike other recent FPS games (Crysis, F.E.A.R., Call of Duty), Bioshock goes the old school way of allowing you to carry every weapon at the same time. Managing eight weapons as well as switching to plasmids on the fly as you get charged on by splicers is a hectic task. I really think Bioshock could've benefited by limiting the amount of weapons you could carry at once. Though not awful or too detrimental to the experience, the combat really isn't the star of the show.

It appears that empty spot in the wall was reserved for you...

And there's also the issue of the Vita-Chambers. Though their purpose in the game is to make things easier for you, personally I hated them. Every time you die you will respawn at the nearest chamber which means there's no death penalty aside from taking a few steps back to your previous location. But while I appreciate the effort on part of the developers, I just felt the chambers to be detrimental to the experience since they reduced the tension of battles and effectively killed any challenge. I also felt it affected the level of immersion, since it was jarring to only see yourself get resurrected at the chambers and not any of the Splicers. Of course, you can always ignore the chambers and load up a previous save game which is the route I chose to take. To the game's credit, though not explained at first, there is a very rational explanation as to why you're the only one who can use the chambers (I actually found that answer on an FAQ, but it appears to be something that's mentioned in the game).

However the deeper you immerse yourself in Rapture, the easier it'll be to forgive Bioshock's few faults. Rapture is an incredibly absorbing gameworld, where you won't want to miss a single thing. Despite being a broken city, the place just feels alive and you can almost hear the walls cry stories of the tragedies that have taken place here. You'll get to explore most of the city during your main quest, but certain areas require that you stray from the path. Deep exploration is rewarded, since some of the hardest items to find in the game are located in places you won't be forced to go through should you stick to the main objectives. Among this rewards can be audio diaries, hard to get plasmids or gene tonics, rare ammo, or plenty of spare cash. Some of the most bizarre sights will also be found in hidden areas.

This guys apartment (as well as himself) has seen better days.

Money plays an important role in the game since there will be plenty of vending machines scattered everywhere where you can buy health items, ammo, or Eve powerups (whereas Adam allows you to obtain plasmids, Eve functions as the "ammo" for your plasmids). You can even have plenty of fun hacking those vending machines to obtain discounts on the items as well as access to previously unavailable ones. It's also possible to hack gun turrets, cameras, safes, etc. The hacking minigame consists of rearranging a set of circuit tubes to make the charge flow from one point to another. It's a very simple game at first but eventually some tubes will be broken while others will be replaced by alarms that will release attacking bots on you should they be triggered, forcing you to think fast as you rearrange the tubes in a proper way. Strangely, in the latter stages of the game there will be occasions where hacking a certain puzzle will be impossible due to the way the tubes are arranged. It's a relatively minor issue, but it can be frustrating. If hacking puzzles isn't up your alley, you can bypass them with autohacking devices or with money.

Aside from being an incredibly immersive game, Bioshock is a feast for the senses. The art direction behind the design of Rapture is simply astonishing. There's just so much detail in it that you'll want to sometimes just stand back and enjoy the views (as dark and grimmy as they may be). Whether you're in the forests of Arcadia, the casinos and theaters of Fort Frolic, the boiler rooms of Hephaestus, you'll always be treated to something different and spectacular. It also helps that Bioshock is powered by a modified version of the Unreal Engine 3. Though not as cutting edge as other games, the technical aspect of the visuals in Bioshock is without a fault. Ok, maybe you could complain about the bodies of people having a bit of a plastic look, but it's something that actually helps them look creepier.

Would you kindly play this game?

And the sounds of Rapture are even more disturbing and delightful. The voice acting is masterful and it really manages to sell the story. You won't go long in Rapture without hearing deranged Splicers talking to themselves (twisted things nonetheless) or singing (which is even creepier), and there will always be plenty of moans or bizarre sounds emanating from the city to comfort you in. And nothing will be more intimidating than hearing a Big Daddy walking just around the corner.

Though Bioshock doesn't quite nail it when it comes to the shooting aspect, it delivers on all other accounts. Between a deeply immersive gameworld, plenty of character customization options, a terrific and intriguing story, and delightfully twisted characters, Bioshock is a true masterpiece.

Category: Games
Posted by SYdoggXxX, 11:32pm
10 Comments | Post a Comment
Friday, Aug 29, 2008

(Disclaimer: Thanks to Gamespot's introduction of Gamespot Wide, posting a blog with images has become a nightmare due to the way blogs differ in width when viewed through the main profile page and as separate blogs. I chose to keep the images in tune with the width of the main profile page, so if the blog looks funny when viewed separately, blame Gamespot.)

A perfect remake of a timeless cIassic.

Remaking a cIassic game can be viewed as both a safe approach to making a game, as well a a risky one. It's a safe approach because the ground has already been paved for you and not a lot of creative juice has to be spent. But it's also a risky one, because a simple job of updating the graphics and leaving the gameplay unaltered won't sit well with demanding fans, while changing too many things about the original game can upset long time fans. With Tomb Raider Anniversary, developer Crystal Dynamics has hit a perfect balance between paying homage to a series (as well as its fans), and refreshing the gameplay to deliver a game that's up to contemporary standards. Plain and simple, Tomb Raider Anniversary is the best game in the series, and is now one of my favorite games ever.

Lara's quest for the Scion is revisited in Tomb Raider Anniversary

Though it follows the same basic storyline and structure of the original Tomb Raider, Anniversary is more of a reimagining of that game, which means that most of the gameplay has been heavily reworked to make the game much more accessible and enjoyable, as well as fit in with the events of Tomb Raider Legend. It is here where my biggest praise for the games comes in: the amount of creativity invested in reworking virtually every puzzle is staggering. The developers didn't just tweak a few aspects of those older puzzles, they pretty much rebuilt them from scratch. Some puzzles share the same idea as the original ones, while others are completely different.

A good example is a section in the Midas Palace level where the original game featured three successive pillars of equal height with fire breathing from the top of each pillar, and Lara had to cross them by traversing around their edges. In Anniversary, those three pillars have been replaced by five pillars of different heights (which make for a spectacular scene the moment they lit up), and this time around the pillars can be climbed from top to bottom, but in order to reach the desired spots you actually have to make use of the walls surrounding the room as well as Lara's grapple. Also, one of the pillars contains a hidden relic that can only be accessed after completing a very challenging timed run. This is an example of how the developers retained the concept of the original puzzle, while totally reworking it to make it much more exciting.

It's hard not to be in complete awe of some of the imposing structures Lara will come across in the game, as well as her breathtaking moves.

The story has also been slightly tweaked. Whereas in the original, Lara's quest for the Scion was a case of fetching ancient items for sport, in Anniversary Lara believes the Scion to be a source of power and information that can help her solve the mystery of her mother's death (or disappearance), something that ties in this story with the occurrences of Tomb Raider Legend. Given that Legend was something of a reboot of the series, it's not unexpected for Crystal Dynamics to try to jiggle the story to their needs. Also, considering most of the previous Tomb Raider games had stand alone stories, this doesn't really affect the canon that much.

The actual gameplay in Anniversary is very similar to the one introduced in Legend, which means most of the moves and gadgets introduced in Legend make an appearance here. The controls are as smooth as ever. The keyboard and mouse combo works really well here, as the game features a layout similar to most third person games. Pulling off all the crazy moves in Lara's arsenal is a breeze since the game doesn't require you to count your steps or aim Lara's body with pinpoint accuracy, unlike in the original game where the grid based gameplay was something of a detriment. And just like in Legend, you're able to make Lara climb or traverse through ledges at a quicker pace with the simple tap of a button, something that eliminates the tedium from climbing high structures and actually makes it a thrill. A minor issue lies in the camera which can go occasionally haywire, but it's easy to reorient it with the mouse (though sometimes it'll keep battling with you even as you reorient it).

Things are about to get ugly...

A neat addition is the ability to run across walls while hooked to something with the grapple. This move plays a very important role in several twitch based puzzles. However certain gadgets, such as the PDA and binoculars of Legend are gone, as well as her headset that allowed communication with Allister and Zip (two characters from Legend that don't show up here). This was obviously made to keep the game more in tune with the feel of the original, and it was a successful move. The original game conveyed a sense of isolation that is perfectly recreated here. Lara will hardly come across other humans as most of the enemies consist of wild animals or ancient creatures.

Dealing with those enemies will be a blast, as the combat in Anniversary has received an excellent addition in the form of the "Adrenaline dodge" move, where Lara must dodge an incoming enemy in time, while carefully timing a headshot that if successful will result in an instant kill. The adrenaline dodge certainly makes even the most basic of confrontations much more exciting as it's both a challenging move to pull off as well as a spectacular one. All of the boss fights will require that you make use of this move too, so it's a good thing to practice it frequently.

The boss battles, particularly the one against the centaurs, are thrilling.

Speaking of which, the boss fights in Anniversary are terrific. The first one is the highly memorable battle with the T-Rex, which is much more impressive and menacing this time around. There's also a battle with two centaurs, which was my particular favorite. This battle requires a lot of quick thinking as you must find out how to inflict damage on the centaurs while avoiding their petrifying rays. The last two battles take place in the final level and are highly reminiscent of their original counterparts, but are much better executed this time. And unlike the final boss battle in Legend, which was sadistically hard (at least on the highest difficulty), all of the battles here feel like a fair fight.

Perhaps the only thing that doesn't feel fair in Anniversary are a select few twitch based puzzles (some of them under a timer) that require pin point accuracy at the time of making jumps and hanging from ledges. While most of this are optional, as they are only required to reach hidden objects, such as relics and artifacts, some of them are necessary to advance in the game and you're bound to feel some frustration by having to repeat several of them a few times. This is only aggravated by the implementation of the same checkpoint system introduced in Legend, where manual saves will always bring you back to the closest checkpoint. But while those sequences may feel a bit frustrating, they never feel impossible and it's always clear from the beginning what you have to do in order to clear them. To be honest, a Tomb Raider game without a few highly challenging sequences wouldn't be a Tomb Raider game, and most fans won't be bothered by them.

The comparison screenshots are among the best rewards in the game.

Visually speaking, Anniversary has the same look as Legend, which means the game is gorgeous. The lack of a "next-gen" graphics option means Anniversary doesn't look quite as spectacular and sharp as Legend did, but it's still a graphically impressive game, thanks in no small part to the terrific art direction behind it. The sheer size and scope of certain structures or statues are bound to leave you jaw gapingly impressed. The audio is also impressive, although the soundtrack is a bit toned down in this game to help convey that feeling of isolation and exploration. But there's still a lot of music to enjoy, particularly during combat and boss battles.

Unlike Legend, Anniversary is a much longer adventure, with around 15 hours of gameplay to be had here, and that's not counting a lot of the time you'll spend retrying certain sections. Anniversary also features a plethora of rewards such as concept art, character biographies, new outfits for Lara, developer commentary, the ability to listen the game's soundtrack on the Croft Manor, cheat codes, a mini-level that was used for testing purposes, and my personal favorite, comparison screenshots between the 1996 game and this one. To obtain this rewards you must find the artifacts and relics scattered through the levels, some which are easy to obtain, while others will require quite an excursion. Between the meaty adventure and all the rewards, Tomb Raider Anniversary is a very complete game package.

The image speaks for itself.

As someone who has been with the series from the very beginning (through the good times and the rough ones), not only was I very grateful at the chance of reliving the original adventure, but I was completely blown away by this game. Honestly, I wasn't expecting much from this remake other than a graphical upgrade, but the developers showed just how much intent they had on leaving their own mark on this remake. It's hard to believe it, but Anniversary is better than the original game in every way, not just because of the technical advances, but because it's simply a much smarter and well designed game. With Tomb Raider Anniversary, Lara Croft and the Tomb Raider series have finally reached their full potential.

Category: Games
Posted by SYdoggXxX, 7:28pm
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