Wednesday 29 February 2012

Halo: Combat Evolved

Game: Halo: Combat Evolved
Developer: Bungie, Gearbox, Westlake Interactive
Platform: PC (originally available on Xbox)
Release Year: 2001
Stephen's Rating: 6/10


Halo is one of the most infamous and recognized series in video game history.

Basic Plot

The story is set in a science fiction future universe where human kind has inhabited other planets. The SPARTAN and SPARTAN-II military projects have been developed on the planet Reach to develop biologically engineered super-soldiers.

An alien race called the Covenant starts attacking human settlements stating that humanity is an affront to their gods. The humans take severe losses. One ship, the Pillar of Autumn survives an assault on the planet Reach and initiates a random jump into slipspace to lead the Covenant away from humanity. In doing so they find Halo, a huge space-station shaped like a ring which is covered in plant life like a planet.

The story revolves around the protagonist, Master Chief, who is a product of the SPARTAN-II project. The game explores the Halo and the ongoing conflict with the Covenant.


Gameplay

Halo is a first person shooter. The campaign involves travelling through Halo and engaging in Covenant forces.

You gather both human and alien weaponry throughout the game to engage enemies. Every weapon has a unique purpose and retains its usefulness later into the game. Alien weapons often contain energy packs which cannot be reloaded, once they run out the gun needs to be discarded. They also overheat if used too rapidly over a long period of time. The player can carry two weapons at any one time which introduces a layer of strategy in picking the right weapon for the current situation. You can also perform a melee attack and throw grenades.

There are also vehicles which can be used in the game such as jeeps, tanks, alien hovercraft which switch the game over to a third person view.

The enemies in the game consist mostly of the Covenant but also include a third faction, the Flood, who are a parasitic life form. The Flood aren't much by themselves but they can infect both human and Covenant soldiers and take them over (deforming them in the process).

The game supports local network multiplayer for both deathmatch and co-operative play.

The Flood

Positives

Immersive and complex game world. The enemies, the setting, the scenery and music are all cohesive into a world that makes sense. The weapons were also well designed.

Negatives

Combat itself sometimes felt a bit clunky in comparison to other first person shooters such as Counter-Strike. I found the accuracy of the game mechanics meant there was always an element of luck involved in each battle rather than actually being able to dominate with pure skill.

Memorable Moments

I played a PC version of this on a fairly old computer, and the game engine didn't handle it well.

Monday 27 February 2012

Dragon Quest IX: Sentinels of the Starry Skies

Game: Dragon Quest IX: Sentinels of the Starry Skies
Developer: Level-5
Platform: Nintendo DS
Release Year: 2009
Stephen's Rating: 6/10


Basic Plot

The player character is a Celestrian, a being designed to look over mortal people. You are given the job of watching over the people of Angel Falls. By completing good deeds the player is able to obtain "benevolence" and gives this to the World Tree in the hope of obtaining a "fygg" which will allow all Celestrians to move to the Realm of the Almighty. Yes, it's freaking complicated already.

To cut a long story short, just as you obtain a fygg the Observatory is attacked. You end up losing your powers and become mortal, and spend the rest of the game trying to find fyggs and find out who attacked the World Tree in the first place.

Gameplay

Dragon Quest IX is a role playing adventure game similar in style to the early Final Fantasy series. Apparently in Japan the series is huge, but has had little limelight in America and Europe.

The graphics are 3D rendered but are basic enough for the Nintendo DS console to handle smoothly. Overall the visual aesthetic is nice to look at.


You have a primary character who is a Celestian who loses his powers, and party members of which there are many to choose from (but you can only take 3 with you at any one time, and it is highly recommended you pick 3 and stick with them to save re-levelling up characters).

Characters could be cosmetically customised during the game, altering traits such as gender, skin tone, hair colour, and body shape. The weapons and armour you equipped were also visible on your character which is always a bonus for me.

Each character had a vocation (character class) which determined a lot about their abilities. Near the beginning of the game you obtain access to 6 vocations, and there are another 6 which are unlockable by completing different quests. Some of these quests are difficult to achieve. The vocations included:
  • Minstrel; Starting character, jack of all trades - basically the Freelancer from Final Fantasy.
  • Warrior
  • Mage
  • Priest
  • Martial Artist
  • Thief
  • Armamentalist
  • Ranger
  • Gladiator
  • Sage
  • Paladin
  • Luminary

Moving around as well as battles is identical to what you'd expect from a Final Fantasy game. Fighting is turn based. After all commands have been issued both you and your opponent's moves will play out based on which characters have the best speed.

The game was designed so you could play the campaign with up to 4 player co-operative multiplayer. I never played this, but I imagine it would be a lot of fun. Nintendo Wifi wasn't supported, only local wireless.

The campaign is huge and is said to take 100 hours on average, but for a completionist like me that could be well over 300 hours.

Positives

This is a really well made RPG. The mechanics are nice, the visuals and sound are also pleasant.

Negatives

The story is too convoluted. Especially considering you have to read all the dialogue. I put the game down for about a week, came back to it, and was COMPLETELY lost.

I also found some of the quests very frustrating. One of the quests involved doing a particular move on a particular unit without it fleeing (to obtain a new class) and I spent literally hours trying to do it without any success.

Sunday 26 February 2012

Warcraft II: Tides of Darkness

Game: Warcraft II: Tides of Darkness
Developer: Blizzard
Platform: PC
Release Year: 1995
Stephen's Rating: 6/10


Basic Plot

The story follows the event known as the Second War. The Orcs have previously conquered Azeroth in the First War (the story of Warcraft: Orcs and Humans) after arriving through the Portal from their homeland of Draenor. The humans have fled to Lordaeron since and now the Orcs have set their sights on taking Lordaeron too.

Both factions have gained new allies and forces (including spellcasters) and the war ends with the Alliance (humans and their allies) capturing the Orc leader and closing the Portal (stranding the remaining Orcs, and preventing reinforcements from arriving).

Gameplay

Warcraft II was a giant leap toward the modern day real time strategy game (RTS). As with all real time strategy games players gather resources (wood, gold, and oil) and use those to build structures and military units. Resources run out, so part of the game is about spending them wisely.

A big shift from the original Warcraft: Orcs and Humans was the emphasis on character and story. This theme ran strong in the sequel games as well as the StarCraft franchise. The ultimate culmination of the building up of the Warcraft universe was the development of World of Warcraft.

Unlike the previous game, units were divided into land, sea, or air, greatly extending the array of units available to both factions. It also meant different maps were played out with different strategies. For example; an ocean based map could be more easily won by investing in sea or air forces.

Multiplayer was included in this game and became the norm for every RTS game that followed.


Positives

Dynamic and free flowing gameplay and good multiplayer support. Being able to group select units was a major improvement on older RTS games.

Negatives

Unlike StarCraft one of the major issues I had was the similarity between the two factions. The Orc and Human units were identical in almost every way except how they looked cosmetically. This ultimately meant it didn't matter which race you went, both had essentially the same unit composition.

Memorable Moments

When you clicked on a unit for long enough they would say little "extra" comments such as "stop poking me!" if you clicked a peon for long enough. Quirky and memorable.

Tuesday 21 February 2012

Ultima IX: Ascension

Game: Ultima IX: Ascension
Developer: Origin Systems
Platform: PC
Release Year: 1999
Stephen's Rating: 4/10


Ultima IX: Ascension was the final installment in the illustrious Ultima series which spanned over two decades. It was also the most disappointing game I've ever had the experience of playing.

Basic Plot

After being banished to the world of Pagan by the Guardian in Ultima VIII: Pagan the Avatar returns to Britannia to face off against his ultimate enemy.

Britannia has been corrupted. Giant pillars which eminate the Guardian's influence have sprouted up around the land. The eight runes of the virtues have been twisted into glyphs and hidden inside the pillars. The Avatar's companions have been brainwashed into defending these pillars. Lord Blackthorn has allied with The Guardian and leads the Wyrmguard in forcing the populace to follow the Guardian.

The Avatar on Earth, showing the moongate to Britannia.

The story involves the Avatar travelling to the heart of each of the pillars and reclaiming the glyph inside. The glyphs are then cleaned at the corresponding shrine. The Avatar then learns that the Guardian is in fact the shadow half of the Avatar; they are two faces to the same coin. In order to defeat him the Avatar casts the Armageddon spell inside the Barrier of Life to send both himself and the Guardian to a higher plane.

The original plot for the game was quite different (and much better in my opinion) but was cut and altered significantly before the release.

Gameplay

Ultima IX: Ascension was a third person role playing game set in the Ultima universe.

The player controls one character, the Avatar, and guides him through the world of Britannia through various combat, puzzles, and conversations to complete the game.

Combat is action orientated and requires real-time movement and clicking (rather than turn based strategy of earlier games).

As with Ultima VIII: Pagan there was an emphasis on puzzle solving within the dungeons.

Advancement was achieved by bringing glyphs to shrines and cleansing them. Each time you did this you gained a level and chose a stat to raise. Magic ability was determined by karma, which was obtained by doing good deed and lost by performing bad ones.


Positives

The visuals were ahead of the time. The detail was stunning, and the world itself was a pleasure to be in. The one part of the story I liked was when Lord British realises he has to stop relying on the Avatar to solve all his problems, and the people must fight for themselves.

Negatives

The story was patchy and weak. One of the strengths of the Ultima games was their intricate storylines. This one felt incomplete, rushed, and misplaced. For the final game of the series this was very disappointing.

One of the things that really annoyed me was the lack of references to the previous games. All of these new characters were introduced who were not part of any of the other games, but about characters from Ultima VII: Black Gate such as Spark? Or Tseramed? Why had the entire layout of all the cities changed? Who was this Raven woman? Why couldn't they have used one of the multitude of characters from the previous games?

One of the things which gave the Ultima series comic relief and a sense of fun and lightheartedness were the companions of the Avatar which were present until Ultima VIII: Pagan. Both that game and this one lost something important by only having a single playable character without companions, and I think the choice to exclude them was a bad one.

Lord British.

Unlike the other Ultima games the plot and gameplay was linear. There wasn't a lot of exploring that could be done; the world wasn't as open as previous games. I believe there were entire sections of the world that exist in the game files half-completed but never used.

The game was exceptionally buggy. Due to rushed release dates the game had so many bugs that it was practically unplayable. Every time I played the game there were major issues which forced me to use console commands to progress. In the last game I played the entering the city of Britain forced the game to quit, but luckily I found a way to progress to the end of the game whilst avoiding the city entirely (I was able to enter the castle).

The controls were unnatural and I don't believe you could change them. Compared to other third person games such as Neverwinter Nights they were frustrating.

All in all Ultima IX: Ascension is a perfect example of what a tight budget and limited deadlines can do to a game. Shame on you Electronic Arts for ruining one of the greatest series in history.

Memorable Moments

The most fun I had in the game was collecting the Blackrock armour and sword.

Monday 20 February 2012

Star Wars: Knights of the Old Republic

Game: Star Wars: Knights of the Old Republic
Developer: BioWare
Platform: PC
Release Year: 2003
Stephen's Rating: 8/10


Basic Plot

Set 4000 years before the Star Wars film series, Knights of the Old Republic (Kotor) was set in a time where both Jedi and Sith were spread throughout the galaxy.

Darth Malak (Darth Revan's former apprentice) has unleashed his armada against the Republic. The aggression has forced many Jedi into hiding, while others have joined Malak on the dark side.

The player character begins on a Republic ship under attack by Malak. He or she has no memory of their past, and the story revolves around gathering companions, fighting Malak's forces, and uncovering your lost memories.

The player is trained to become a Jedi, and also learns that Malak is after the "Star Forge". Before reaching the Star Forge the player finds out their true identity - Darth Revan. Revan was betrayed by Malak and injured, and then subjected to memory alteration by the Jedi Council.

When arriving at the Star Forge the player is able to choose between the dark and light paths; either defeat Malak and the Sith, or take Malak down and become the new lord of the Sith.


Gameplay

The game plays out as a third person role playing game with elements of D&D.

Being based on D&D, each character in the player's party is able to level up by gaining experience. This is obtained by defeating enemies and completing quests. Upon levelling up a character is able to choose from various skills and abilities (including force powers if they are a Jedi). Force powers are split into dark and light.

The player characters are also divided up into classes such as "Jedi Guardian" who is a combat based (light sabre using) Jedi Knight.

Equipment plays a big part in the game, and there is a degree of item creation which involves having armour and weapons with "slots" which can be filled with various other items which enhance them.

Combat runs a lot like other BioWare games such as Neverwinter Nights. You can pause the game, issue combat commands, and then resume the game and watch them take effect. This gives the player time to strategise and make the most of every battle.

The player is able to travel to various planets in the system, each one has a unique environment and mini-story.


Positives

Great story, especially the Revan reveal halfway through. A fun and satisfying twist on the role playing game, which in my opinion blew its contemporaries out of the water.

Negatives

None. Some people didn't like the slower pace of combat (compared to Jedi Knight: Jedi Academy for example) but I personally liked it a lot.

Memorable Moments

I played the game twice, once as a Jedi Guardian with a lightsabre in each hand. I was very powerful, and found the game quite easy. The second time I chose a Sith and used my force abilities mostly (only had a short lightsabre). I enjoyed the challenge of that a lot.

Sunday 19 February 2012

Hitman 2: Silent Assassin

Game: Hitman 2: Silent Assassin
Developer: IO Interactive
Platform: PC
Release Year: 2002
Stephen's Rating: 7/10


Basic Plot

You play the role of Agent 47, a clone, who was created with the sole purpose of being the ideal killer. The game opens with Agent 47 having given up his previous life for one of peace with Father Vittorio in a remote church in Sicily.

Just as things seem to being going well Father Vittorio is kidnapped and a ransom note is left. 47 is forced to contact his old agency to track down Father Vittorio along with the bonus of earning money to pay off the $500,000 ransom.

47 completes various missions and eventually tracks Vittorio down. The Russian mafia kidnapped him to lure Agent 47 out of hiding. They have obtained a nuclear warhead and need to silence everyone who was involved or knows about it (including 47). After freeing Vittorio, 47 decides he is incapable of forgiveness and thus resumes his life has a hitman.

Gameplay

Hitman 2: Silence Assassin is a third person stealth and assassination game. The game is broken up into missions which are all at completely unique locations.

Each mission has an objective which is always to assassinate one or more people and then escape. The game encourages the use of stealth by awarding higher rankings for the less people you kill. The highest ranking "silent assassin" is usually only obtained by only killing the targets.

Within a mission the player needs to avoid detection. This requires finding disguises and avoiding people who might see through it. A common way to obtain a disguise is to kill or put someone to sleep and steal their clothes.


Putting people to sleep is required if you want to get the Silent Assassin ranking, but means 4-5 minutes after doing so they will wake up and alert everyone. This requires you to find new disguises often to keep safe.

Every person within a mission has a schedule they will keep. This allows you to study people and find opportune moments to slip past them, or take them out.

Missions usually have multiple possible strategies. For example; you may be provided the means to poison your target's food, but you could also slip in and kill him with a silenced pistol instead. There is a certain level of creativity involved which is left up to the player.

One of the best parts of the game was the weapons shed. In between missions you could roam around the monastary, and you had a shed with all the weapons you had collected in the game so far. To add a weapon to the shed you only had to finish a mission with that weapon in hand, and you could replay missions as many times as you wanted. Additionally you could unlock special weapons by meeting certain achievement criteria. These weapons could then be taken into missions when you re-played them.


Positives

Decent story, excellent gameplay. Well designed and fun levels which are replayable. I like how you can replay levels to try and get a better ranking or bring back a new weapon, and I loved the weapons shed.

Negatives

The start didn't really grab me, but I am glad I stuck in for the first couple of missions. I don't really like the ending... it seems a bit futile to do all of this when in reality he's just going to give up and go back to his life of violence anyway. Reminds me a little bit of how the story of Terminator 3: Rise of the Machines completely and utterly negated and shat on all the concept and story in Terminator 2: Judgement Day. How did "There is no fate" suddenly turn in to "Your fate is inevitable"?

Memorable Moments

There was one ballroom/hotel mission with lots of guests. I failed to stealth when I first played the mission so I ended up having a full on fire-fight with everyone in the entire hotel. 

Monday 13 February 2012

Warhammer 40,000: Dawn of War

Game: Warhammer 40,000: Dawn of War
Developer: Relic Entertainment
Platform: PC
Release Year: 2004
Stephen's Rating: 7/10


Dawn of War is Relic Entertainment's real time strategy game based in the Warhammer 40,000 universe.

Basic Plot

The player takes on the role of the Imperial Space Marine faction on the planet Tartarus. The planet is besieged by a large Ork force. The story is long and convoluted but involves several characters and coming into contact with the Ork, Chaos, and Eldar factions. The planet Tartarus is found to house a Chaos artifact, the Maledictum, which is turning the inhabitants to Chaos. The story involves both the Imperial and Eldar forces joining together to defeat Sindri and destroy the Maledictum but unwittingly releasing the daemon Khorne (who is the antagonist in one of the expansions).

Other units never really stood a chance against space marines.

Gameplay

This is a real time strategy game but different from other games such as StarCraft or Age of Empires in a few aspects.

Firstly, armies are broken up into squads. Squads behave as a single unit but are made up of several individual units who act in unisen. When a squad is hurt its numbers dwindle but can be replenished. If no-one remains in a squad, the squad has been killed.

Secondly, income is based on holding waypoints rather than gathering resources. The income is limitless and constant and depends on which waypoints you hold on a map. This makes map control a very important part of the game and encourages skirmishes between players.

There are "commanders" who play the role of hero units and can gain experience during a game. These are somewhat similar to heroes in Warcraft 3. There are some buildings the player needs to research and upgrade, as well as building units - but the emphasis is on battle and squads as well as map control.

There is a single player campaign which tells the story, as well as multiplayer (which I never played).


Positives

The Warhammer 40,000 universe is interesting and diverse, and this game is an accurate and well presented window into it. It was nice to see a different kind of real time strategy. It detailed and polished graphics for the time.

Negatives

The mechanics which work so well in the model/board based game don't translate as well into a video game. The mechanics of the more traditional games such as StarCraft end up being more fun. Particularly having "squads" which is frustrating if you're used to micro-managing your units individually.

Memorable Moments

In this original incarnation of the game it is worth noting that you play Space Marines, who are inherently more powerful than your enemies. This is pretty satisfying, and I missed it in the expansions.

Half-Life: Deathmatch

Game: Half-Life: Deathmatch
Developer: Valve Software
Platform: PC
Release Year: 1998
Stephen's Rating: 8/10


Basic Plot

There was no plot. This was a purely multiplayer deathmatch mod developed using the GoldSrc engine.

Gameplay

This was ultimately a first person player versus player deathmatch game.

Players spawned at one of several fixed (but randomly chosen) spawn points on a map. They started with a pistol and full health (no armour). The objective was to gain armour and weaponry and kill your opponents.

There was a large variety of weaponry to suit different styles of play. The weapons included:
  • Crowbar: Everyone started with this weapon and I used it surprisingly often in close quarters combat.
  • 9 MM Pistol: Starting weapon. Weak but can attack enemies at range.
  • Magnum: High powered pistol which had a small "zoom". Could be used as a pseudo sniper rifle if needed. Very slow to reload.
  • MP-5: A lsub-machine gun which could also fire grenades with the alternative fire key.
  • Assault Shotgun: Close quarters shotgun.
  • Fragmentation Grenade: Could be thrown and exploded on a timer.
  • Satchel Charge: A small bomb you could place somewhere on a map and detonate remotely. Useful for ambushes.
  • Trip Mines: Mines which shot out a blue light. If a player passed through the light it would explode. This was one of the funnest items in the game and caused all kinds of chaos.
  • Rocket Launcher: A rocket launcher which had an optional ability to be able to control the path fo the rocket once it was launched (with a red laser sight).
  • Crossbow: A sniper crossbow.
  • Gauss Gun: We just called this the laser gun. Fire a laser beam which could be charged up with the alertnative fire key. This charge could then be used to assist your character in jumping - allowing you to get up to areas of a map that were normally inaccessible.
  • Gluon Gun: Affectionately known to us as the Fire-hose. Fired a constant beam of energy in front of you which didn't lag at all if you turned around. My weapon of choice :)
  • Hive Hand: An alien weapon which fired heat-seeking bugs.
  • Snark: Critters which work like grenades who will seek out and attack enemies.
The gluon gun, which we called the "Fire-hose".

Players could replenish their health but also gain armour in the game by finding kits on the ground or using a recharge device. There was one other item which played a huge part of the game - the super jump. It took us years to work out how to use it, but essentially once you got it you could quickly press crouch, then jump - and your character would hurl forwards at a high speed. This was essential. With it you could avoid all kinds of nasty situations or pursue your enemies with unstoppable speed.

Some maps had other mechanics such as buttons which created environmental hazards for the other players, or automated machine turrets which fired upon all players. There was also conveyor belts, and trains, and underwater sections.

Positives

Well balanced game, fun but not overpowered weapons, suited different play styles, awesome that they opened the game up to the public to create maps. The only reason we stopped playing it was that the GoldSrc engine became very dated. Very replayable. It was excellent for both two player and many player games which is unusual. Modern games often put a lot of emphasis on many-player internet action.

It wasn't as realistic as Counter-Strike in terms of weapon aiming, movement, falling, etc, but that was what made it so fun. It wasn't trying to be realistic, just fun.

Negatives

None. For what it was, it was perfect. I've not found a deathmatch game quite the same or as balanced and fun.

Memorable Moments

This game was a very big part of my life for many years. I've spent countless hours playing head to head two player battles, but also games with four or more players.

My favourite map was Crossfire. The map was small and fast paced, and contained a button which would set off a nuclear strike. Anyone caught outside the "bunker" area died after a count-down. This meant you couldn't camp, because the other player could draw you out of hiding with the nuke.

This was the infamous "Perch" on the map Bounce.

Another favourite map was Bounce. This was a large map with wide open spaces and various tunnelled areas. The focal point of the action was a very high up ledge accessible by ladders which we affectionatley named the "Perch". Although there were no good weapons that spawned up there, you had visibility of every entry and exit into the main cavern. Our two player games often revolved around one player taking a crossbow up onto the perch, and the other player trying to "dethrone" them and take the perch for themselves.

The previous maps shipped with the game and were developed by Valve, but there were two really nice maps developed by the community we got into as well. One was called 2play and was perfect for two players as it was small and open enough to be in direct contact often, yet large enough to be able to sneak around and gather weapons if you had to. The other was called Farmland and was a very fast paced map with fields to hide in. Interestingly there was no armour in Farmland, only health kits.

There was a mod for this mod called "Rocket Crowbar" which changed the effect of all the weapons. Added a bit of spice to the game if you wanted to mix it up.

Wednesday 8 February 2012

Big Red Racing

Game: Big Red Racing
Developer: Big Red Software
Platform: PC
Release Year: 1996
Stephen's Rating: 5/10


Big Red Racing is an unusual 3D racing game released in 1996.

Basic Plot

None.

Gameplay

Big Red Racing is a third person "comic" 3D racing game.

The game was broken up into the various courses which could be raced on. Each course had a choice of two different vehicles to race with. Courses weren't always "tracks" - there were rivers for boat racing, helicopter racing, many different kinds of terrain and vehicles.

Players could customise their driver (look, colour) as well as the colour and decal on their vehicle before a race.

A big part of the game was the audio. The menu, interface, and the game all contained "humorous" sound effects and commentary.


Positives

The game engine itself was pretty advanced for the time. My brother and I would play the game and purposely not complete the race, instead we'd just explore the maps and do jumps. One thing we often did was slide down hillsides which would create a "surfing" effect.

Negatives

The sound effects and commentary was truly painful. It wasn't even that they were bad quality, it was just really out of place and quite weird. I didn't get it, the game and the sound effects didn't work together. I can still hear that horrible stock American laughter sound from the menu in my head to this very day.

Likewise some of the fonts and style used in the interface were also pretty bad. It was as if the game engine and the interface and sound design were designed by two different teams with different agendas.


Memorable Moments

I only ever played the shareware version of the game which had two tracks.

Tuesday 7 February 2012

Commander Keen in Keen Dreams

Game: Commander Keen in Keen Dreams
Developer: id Software
Platform: PC
Release Year: 1991
Stephen's Rating: 5/10


Basic Plot

Billy refuses to eat his vegetables one night. When he goes to sleep he finds himself in a strange vegetable kingdom. He must defeat the evil Boobus Tuber who has captured many other sleeping children in their dreams.


Gameplay

Unlike the original series, Keen does not have the use of his ray gun or pogo stick. Instead he uses seeds to turn enemies into flowers. Other than that the engine and gameplay are similar to the previous games in the series; a 2D platform scroller.

Monday 6 February 2012

Left for Dead

Game: Left for Dead
Developer: Valve
Platform: PC & Xbox 360
Release Year: 2008
Stephen's Rating: 7/10


Basic Plot

"Green Flu" has broken out in Pennsylvania turning the population into zombies. You play one of four characters who are immune to the disease and have to fight their way to safety.

Gameplay

Left for Dead is a team based first person shooter. The game is broken up into campaigns, and each campaign is broken up into zones which have a safehouse at the beginning and end.

Players work together to move through different zones, avoiding or killing zombies as they go. The game is unique in that it adapts to your play style. If you are a team who rushes ahead and tries to make it to the safehouse without dealing with the enemy, the game will throw obstacles in your path in the form of special zombies and zombie hordes. If you are a team who is too careful and loiters in a particular spot for any amount of time, a zombie horde will come and destroy you. The game forces you to keep moving and work together.

Players start with a pistol and can obtain more powerful weapons in the game. Ammunition is also limited, and there are new weapons and ammunition scattered throughout each level. Players are bound to get hurt, and there are health kits (which can be used on yourself or on a teammate) as well as pain pills which temporarily give you a boost to health. The more injuries you sustain, the slower your player will be able to move.

Boomer.

There are several special zombies of whom you will encounter on a regular basis. These include the Boomer who is a very large fat zombie who will try and vomit on a player. If he succeeds, a zombie horde will rush to attack that player. There are also hunters, who will prowl anywhere (even on rooftops) and pounce on a player and begin slashing at them. Smokers are another. They will fire a grappling hook like tongue long distances to drag a player to their death. Witches are horrible female zombies who cry. If you approach them they'll chase you and flay you with their sharp fingers. The Tank is the best example of a "boss" monster. He takes significant punishment before going down and even has his own theme song.

The four playable characters have their own backstories. They will interact in cut scenes and throughout the level. The layer of depth added to them gives the game an extra dimension.


Positives

Adaptive gameplay, no game is every the same. Challenging. Intense - action packed. Good characters.

Negatives

I can't seem to find anyone online to play with anymore. It was largely superceded by Left for Dead 2 which came out only months after the original.

Memorable Moments

None.

Thursday 2 February 2012

Oddworld: Abe's Oddysee

Game: Oddworld: Abe's Oddysee
Developer: Oddworld Inhabitants
Platform: Sony PlayStation & PC
Release Year: 1997
Rowan's Rating: 8/10


This time we have a guest reviewer, Rowan Bettjeman, who has played this game recently and who I thought would have a more educated analysis of the game. Thanks Rowan for writing this up!

Basic Plot

On the alien planet of OddWorld, a humble if not endearingly stupid race of humanoids called Mudokon's have been enslaved by the evil Glokkon's. They are forced to work in the Rupture Farms meat packing factory, mindlessly scrubbing floors and pulling levers. You play the character of Abe who appears to be just another slave in the factory (Has slightly bluer skin tone than the others). However one day Abe stumbles upon the Glukkon management talking about how all the animals that they butcher for the works (Paramites and Scrabs) are running out and that they need to come up with a new way to keep profit margins up. They need something new to cut up, package and sell...You guessed it, the Mudokon's are next on the menu. With this discovery, Abe realizes that he must escape and save all the other Mudokons.


Gameplay

Originally for the PlayStation 1 console, this is a classic platform game. You have no weapons and must solve numerous puzzles and use quick reflexes to get past various areas. As you journey through the extensive world, you encounter many enemy such as Sligs, Slogs, Paramites, Scrabs and the evil Glukkon. As well as a zillion other ways to die (falling rocks, cliff edges, electricity, poison, spinning blades, etc). Each enemy is unique and has various strengths and weaknesses that need to be utilized to defeat them. Most of the time, success is obtained simply by finding a way to get past them unnoticed.

Along the journey there is the non compulsory option to save all your Mudokon brethren. This is done by speaking with them and using simple voice commands, beckoning them to follow you to nearby groups of circling birds. Abe can chant to turn the birds into a portal which sends the Mudokon slaves back home. Although it is optional to save the Mudokon slaves, it does alter the ending depending on how many you save. The Mudokon are also INCREDIBLY simple and stupid. So a big part of the challenge is guiding them past the dangers to the portal.

The game is broken up into three main chapters: Escaping Rupture Farms, The trials of the ancient Mudokons in the forest, and going back to Rupture Farms to shut it down. The art work of the different parts of the world make for a beautiful refreshing game play experience. Even though they firmly stick to the 2D platform style, there is a nice use of layers to the platform style. So you can be right up close and then walk through a door and be way in the distance on a background platform.




Positives

A very well rounded game. Well thought out challenges that go just to the brink of requiring a walk through. This keeps it challenging but not impossible. Great artwork. Really nice sound effects and music. The best platform game of its generation.

Negatives

Frustrating save points. There are some really challenging points that require getting a whole lot of individual obstacles achieved over a long period. If you fail at any point you start back as much as 5-10 minutes earlier. This can get mind bendingly frustrating at points, when you fail a challenge 20 times. Also the load menu is very confusing and it's very hard to locate where abouts you were up to last time you played. These days games automatically check in at the latest point in the game. However in the second game 'Abes Exodus' they added a quick save feature, which allows you to save at any exact moment. This made for a much better playing experience.

It's quite difficult to save enough Mudokons to get the 'Happy ending'. It doesn't pre-warn you exactly how many you need to save. As a 'lawful good' player type, I found this very heartbreaking when I genuinely tried to save as many Mudokons as I could, but still got the unhappy ending.