Counter-Strike
Back in 1998, a modification of the Half-Life games on the PC sparked a universal gaming revolution of sorts. Counter-Strike, a first-person shooter that involves teaming up with other players on the internet to take on an opposing team acting as either terrorists or counter-terrorist, was a phenomenal success and is played often even today. Thanks to the mighty Xbox and its ability to play multiplayer games online with the Xbox Live service, it didnt take long for Microsoft Game Studios to realize that Valves popular shooter might just feel at home on this powerful console. So how well does this PC classic do on the Xbox? Lets find out, action fans.
First off, its important to note that Counter-Strike was made with multiplayer online action in mind. Its overabundance of playing maps will bring a smile to any die-hard multiplayer gamers face and the fact that you can play as an elite counter-terrorist group or a group of highly trained terrorist gives everyone a chance to feel what its like to be fighting for two very different causes. On the one hand you have innocent hostages to think about and on the other you have innocent lives to put in danger. Two very opposing sides and boy does this make for some really dramatic conflicts.
This Xbox version isnt really a direct port of the original but all the ideas, concepts and weapons are all there. The game offers a Single Player mode but if youre expecting a few levels tied in with an actual story you are in for a major disappointment. The single player games offer the same eighteen maps (downloadable maps will be available using the Xbox Live service) but you are accompanied by three bots as you battle against the opposing team made entirely of bots themselves. The result is a mode you will quickly get tired of after a few rounds of Hostage-Rescue and Demolition. Yes, online is where the real action truly takes place.
Online, Counter-Strike becomes an entirely different game since now you are joined by gamers (up to sixteen in total online or through a System Link game) that can communicate with you via the Xbox Communicator headset. This allows you to come up with strategies that you normally cant do with bots (although bots can be issued commands such as Follow or Need Backup). The maps range from an airstrip, a chateau, a subway, a bank in Miami or even a sports stadium and they each have enough places to stage ambushes or make your final stand. While the game suffers from the occasional stutter, it really doesnt stop the flow of the action. Were talking a pretty smooth ride for the most part.
The scenarios, though, are only limited to those two I just mentioned. For the counter-terrorist group, you must rescue a small number of hostages and lead them out alive by having them follow you out to a certain point in the game (usually where you started). As the terrorist threat, your main goal is to use demolition charges somewhere in the gaming environment and then guard it from counter-terrorist intent on disarming it. Successfully completing a round by killing all opposition or completing your task you can earn money to purchase different firearms (anything from a Mac-10 to a stylized Steyr Tactical Machine Pistol) as well as equipment such as body armor and grenades.
The games controls are very simplistic and this leaves you with the opportunity to concentrate on the action at hand rather than have you missing a beat by performing complex tasks. You can jump, change clips and fire rounds just as easily and this makes the action pretty fast-paced. The only problem is that the aiming reticule remains unchanged no matter what weapon youre currently using. This is kind of annoying since you cannot make precise shots or aim for specific body parts. Oftentimes you will be focusing the reticule over your opponent only to have the enemy focus on you first and get a shot out before you can even respond. As a single player game, the opposing team certainly has no trouble aiming so you will get shot very often in this game.
Unfortunately, Counter-Strike isnt a very gorgeous looking first-person shooter. The maps, while numerous and somewhat massive in size, look decent enough until you get a closer look at walls or long hallways. The environments can be a bit plain in some of the many maps but there is still plenty to see and interact with during a match. The characters also look pretty decent as well, although many of them dont move very naturally . . . most especially while jumping or getting killed. Blood does fly in the game, but it looks so pixilated that it will automatically bring early first-shooters like Doom to mind. There are some nice effects here of gunfire and explosions but nothing that will impress.
Sound-wise, the game doesnt really showcase an impressive display of sound effects. You might expect a game that supports Dolby Digital to offer various unique sound effects or at least any that sounds realistically like the actual firearms. The game does allow you to use your own custom soundtrack that just happens to be burned to your Xbox Hard Drive and play it during a match. Theres also a decent display of voice acting that is mostly heard during the single player mode when you issue commands to your team. Other than this, there really isnt anything here that will leave a lasting impression.
Counter-Strike is the kind of game thats got a lot of addictive action to offer but you will still feel as if the game could have been a lot better. While the game will hold your attention for a limited time as a single player experience, online the game really shines through enough that you will forget its few faults. If you love multiplayer fun on the Xbox Live, this game certainly wont let you down.
Halo
The gaming community has been known to be harsh on long-anticipated titles, and even less forgiving to those which are delayed. Halo created quite a stir when it was first unveiled at it's first E3, but as time went on, and delays occurred - many wondered the fate of Bungie's newest venture. Then it was revealed that the game would not debut on PC, as originally planned, but on the upcoming Microsoft Xbox console. Were the odds stacked against Halo? Would a long incubation time and release on a here fore unseen next-gen console be a recipe for disaster or redemption? Halo did far more that justify to the gaming community that it was worth the wait - it became the veritable gem of the Xbox release and it launched it's own following that took the RPS genre by storm.
Let me first say that Halo is not an FPS of the most mudane degree. You're not going to be able to just run around and shoot willy-nilly all over the place and think you're going to get anywhere. Instead, you are limited to two weapons at any time, and if run out of ammo - you better find some more right quick or consider a weapons change. Speaking of weapons, I doubt I have seen a game so intelligently well balanced when it comes to your array of weapons. Instead of having weapons climb in usefulness as your progress, leaving you with ultimately one weapons that far exceeds all previous ones, Halo forces you to choose your weapons wisely. Certain weapons that have more sniping rifle effects are fine when you need to pick off those annoying enemies who keep pummeling your from the flow above you - but if you've got that in your hands when you've got a force of shield carrying Jackals coming at you - you might as well be using a pea shooter.
Surprisingly, even though your enemy types fall into four main categories - this is not going to in any way make you feel that the gameplay is repetitive. Same enemy types do anything but clone each other's actions - in the same way your own team will act independently around you as you do your job. The classes in a summation: Grunts (pretty self-explanatory in name) are the less bright crayons in the box who depend more on sheer numbers and kamikaze runs at you to wear you down. The next level are the Jackals who behave with a little more reserve and tend to use shields to block your attacks. The Elites get all the firepower and tech-goodies - complete with super-powered weapons and personal cloaking devices. Hunters are the "techno-Barbarians" of the group - supplied with integrated weaponry and a pretty serious tank-like shielding capability.
But it's the enemy AI that makes this game the most impressive, and addictively challenging. Overall, you get the impression that the more sophisticated enemies are like a well trained SWAT team (and not those lame teams you see in the movies who, despite all their training, seem to get wiped out easily by the bad guys) - and the realism is really going to take you off guard. Make good use of strafing behind those corners and barriers like that action fanatic you are - Halo is the closest thing to living it I've seen on any console.
There's also a rightly touted selection of vehicles that are more fun (and more complex) than you might think. Everything from the simple Warthog with mounted Gatlin type gun, to the much more intimidating enemy machines - you're going to enjoy using and mastering them. What's really cool is when you're in cooperative mode and, for instance with the Warthog, you can have one gunner and one navigator. You can slide your way up to a pack of enemies and one player can stay on the gun while the driver can exit to do a little more personal visit. This independent action kept us busy - and it was a lot more fun that having to wait for the other player to keep up with you.
There are just so many added touches of realism in Halo that make it an exceptional experience that I almost don't know where to start! First of all, you've got this exceptionally helpful assistant known as Cortana, who can keep you updated on missions and the status of your team and of the known Covenant activities. Along with this you've got realistic sounding radio activity from the team and team leaders. With that and your handy visual navigation menus to help you locate enemies - it's got a multitude of people to hear and keep track of.
The graphics themselves contain an immense amount of detail, and if you're familiar with the trials and tribulations of heavy computer-graphics work, you'll know that amongst the most challenging aspects of creating realistic graphics is completing the most intimate details of objects. The textures, lighting effects, smoke, and fire visuals are spectacular and they really silence the nay-sayers that didn't have faith in the Xbox capabilities. And when it comes to the Dolby 5.1 availability - this just blows away anything you've heard before. Even with two standard speakers, you get the surround sound type effect of your team members' voices coming from different directions. It's also comforting to know that Bungie retains some of their greatest score talent, and you can be assured that the awe-inspiring opening theme is the same work of Marty O'Donnell, whose pieces have been praised (and more than regularly downloaded) for his feature work the Myth series and the dramatic accents of the Oni score.
There's just simply so much more to say about Halo, but I can't give it all away! What I can tell you is that Halo could very well be the ultimate launch title in all of gaming history - shocking, awing, and ensnaring fans of the genre and gathering a new group of addicts into it's grasp. Bungie has done above par work in creating sound gameplay, immaculate audio/visual, and a game that has such excellent AI that your replay value is almost infinite. I'm telling you, if you bought an Xbox, and you don't have this game - you just have no idea what this puppy can do! Thanks Bungie and thanks Microsoft for reaffirming the old adage that sometimes the best things do come to those who wait!
NFL Street
4th and goal from the trash can, McNabb's your man behind center, Vick's out wide, and The Fridge isn't just in the backfield, he is the backfield. As you scroll through your playbook, you can run a double reverse to Must-See Mike, call an option with Donovan and the big man from the Midway, or maybe even a running back pass to show off the Fridge's arm. These are the types of decisions that make NFL Street so fun, and to make things better, no matter what play you draw up in the sand, the game is so much about improvisation, laterals, flea flickers, and Gamebreakers, the play you pick in the huddle is never quite run to design, and that's a good thing, a very good thing.
Your option pitch might run your back straight into a wall or chain-link fence if you flip it too wide. You'll encounter wheels rolling through the field, or junkyard as the case may be, watermelons and crates to smash, benches to knock over, and some of the most over-the-top, outrageous razzle-dazzle triple lateral, double fumble touchdowns ever seen in a football game.
NFL Street is the game that out-blitzes Blitz to revive the arcade football genre to a status worthy of the legends strutting their attitude across the asphalt. Names like Lawrence Taylor, Barry Sanders, and even Sweetness himself, Walter Payton enter the game in their own throwbacks to show the new school what street ball is all about.
It's about competitiveness, hard hits, style, and most of all, fun.
If you're looking for one football game to get you through the upcoming post Super Bowl depression, NFL Street is the polygonal Prozac you've been chanting for, and you don't even need a prescription.
All-Star Baseball 2005
All-Star Baseball is like the Inside Drive of baseball games. It might not knock you out with an abundance of flash or highlight showstoppers, but the more you play, the more you realize and the more you respect the level of depth and intelligence behind the engine. In fact, All-Star Baseball 2005 features the most intelligent managerial engine of any of the baseball games this year. Hardcore fans will love the fact that the computer not only subs in the right pitchers and pinch hits lefty for righty and vice versa, but will even go so far as to pinch run late in games in order to push ahead for the lead.
And while the smart AI and awesome feature set, including an incredibly deep franchise mode, win ASB some valuable points, it's what's billed as the games biggest innovation, fielder cam, that's ultimately its biggest irritation, and really holds the game back from making a championship run against MVP Baseball 2004.
Auto Modellista
We remember being all amped when we heard Capcom was in the process of developing a cel-shaded racing game that had a lot of Initial D influence. That was a few years back.
We weren't so excited when we finally got behind the wheel of said game on the Japanese PlayStation 2. Actually, we were very disappointed. Yeah, the game looked good enough, but its play mechanics in no way matched its visuals.
It didn't end there, though -- Capcom promised the control would be revised for the American release. The anguish continued when we got our grubby little hands on the American PS2 version and the control was actually worse than it was before. The fact that Capcom added a few cars didn't make much of a difference. Its online component was barely enough to make it a total dog.
Colin McRae Rally 04
Rally racing might be one of the most competitive sub-genres in videogames, but even so, Codemasters' Colin McRae Rally 04 has got to be at or near the top of any serious list of contenders. Exclusive to Xbox in North America, Colin McRae 4 comes in as a $19.99 budget title that could very well be one of the best values on any system. The game may be offered at a reduced rate, but all of the marvelous rally racing physics, splendid graphics and authenticity you'll remember from past Colin McRae games is still here. Even with Microsoft's own Rallisport Challenge 2 just around the corner, Xbox-owning rally racing fans who aren't obsessed with online play may have to give McRae 04 a serious look.
You get real rally vehicles, including SUVs from Mitsubishi and Land Rover, that take on dirt and damage like wildebeests in your favorite PBS special. The fact that you can go from a racing games where the automakers are to paranoid to let the developer create so much as a dent on their precious vehicles to a rally racer where you can smash the crap out of Fords, Subarus and Peugeot is just so satisfying that may not want to play another high-browed street racer again. The fact that you can incapacitate your car and possibly not even be able to fix it back to 100% health when the race is over, will thrill you at first and piss you off later when you're cursing your own lack of skill and inability to race.
The particle effects for smoke, water, rocks and other tidbits you'll be kicking up wouldn't be as impressive if McRae 04 didn't have that famous physics system that has your vehicle rocking, powersliding and ricocheting around tracks so believably. The sense of speed and feeling that you're barely in control of your ride are crucial parts of a rally game and this is the series that taught us that standard.
When you get into the game's outstanding Championship Mode where you can tweak the tuning of your car to match the terrain and driving conditions, you'll actually appreciate the slight differences in tire types, suspension stiffness and gear ratios should you change them. And you certainly should. In Championship Mode you have to plan ahead as you progress through the eight rally locations around the world. Each race has multiple stages, each with unique terrain features and dangers. Tuning your car becomes more than just tinkering since you don't want to handicap yourself on one stage just to give yourself and advantage on the next one. Utilizing the Shakedown option to give your ride a test run under similar racing conditions is far more valuable here than it is in most other racing games that encourage you to take a practice lap or two. You'll be kicking yourself if you make your suspension too stiff so that you're always oversteering and trying to correct yourself. Or taking things a step further you can try to stiffen up the suspension so you're fast on the straightaways on Stage 1, but you may want to adjust your steering so you get the response you want when you hit the second stage. Managing your vehicle settings beyond just the next race and keeping your car in good working order help bring novices into the world of rally racing.
The box for McRae 04 has the familiar orange stripe across the top hyping its Xbox Live functionality but you won't be competing against other rally fans around the world in this one, at least not directly. You can post your racing times onto Xbox Live scoreboards, but that's about as far as the online competition will go.
Using minigames to award players with new car parts to keep them competitive as you progress through the Championship Mode is an example of how it's all about the realistic rally racing gameplay. Why just give you the new shocks when the game can have you earn them by "testing" them for the manufacturer and clearing 20 foot hops in less than a minute? Once you get 'em, you've got 'em forever and like we saw with tuning system, you'll feel the difference with the new gear in your ride.
Pitfall: The Lost Expedition
If you're old enough to recognize the word 'Atari' as something more than a brand printed on trendy T-shirts then you almost certainly also remember Activision's classic Pitfall adventure. The title, which debuted in 1982 for the gone, but not forgotten 2600, pioneered the-then-underdeveloped adventure genre and left a whole slew of budding gamers daydreaming about scorpion-filled tunnels and platform-ready crocodiles. Since then, the Pitfall franchise has been reborn again and again in sequels across a wide spectrum of consoles.
Now, Activision has teamed up with developer Edge of Reality (Spider Man and Tony Hawk's Pro Skater 3 on N64) to bring Pitfall to the third-dimension for current-generation consoles. The collaboration has resulted in a sometimes formulaic, but also occasionally inventive game that's just as much platformer as it is adventure. Pitfall: The Lost Expedition is fun and engaging, not to mention humorous and full of franchise trademarks, though it may prove a bit too forgiving for veteran gamers who were raised on the original and have since graduated to more challenging software.
Steel Battalion: Line of Contact
Who can forget Steel Battalion? The game made big waves in the gaming world not because of its core concept (a mech simulator), but because of its gargantuan controller, and equally gargantuan price tag. It literally cost as much as an Xbox itself! But did that stop the game from selling well? Not a bit. Every copy of the limited run sold out instantly, with aftermarket prices reaching nearly double the original price.
But was the game any good? Sureto an extent. The AI was kinda shoddy, and missions could get a bit repetitive, but Steel Battalion isn't your average game. More simulator than anything else, the game transcended its gameplay with sheer scope. A monstrous 40-button controller and three foot pedals, not to mention the little details like losing your game save if you failed to eject in time, gave gamers the closest experience they could get to piloting a real mech. And that's saying something.
Roughly a year later, we finally get what we begged for: multiplayer. Steel Battalion: Line of Contact is an online-only version of Steel Battalion, plain and simple. You must have the controller to play it, but if you don't already have it, you'll have to buy the original package (new shipments have been made), as well as Line of Contact, as it's not offered in a bundle with the controller. That makes your total purchase $250. The question is, is the game worth it?
The Suffering
As if prison weren't bad enough, with hazing in the yard, shanking on the row and brutality in the shower room, imagine having to put down a horde of monsters from the bowels of hell in your spare time. That's exactly what you're charged with doing in The Suffering, a brand new title from Surreal Software and Midway Games.
Touted as an action horror game, The Suffering is the story of Torque, a man sentenced to death for slaughtering his family. The moment he arrives in the prison, as the tagline says, "all hell breaks loose." Torque must fight to stay alive in a pitch black penitentiary crawling with grotesqueries, the whole time exploring the events that led to his incarceration.
When The Suffering was announced, those of little faith were already preparing headlines that equated the name of the game with the experience of playing it. But those premature thoughts are far from being true of the final product. In short, The Suffering is a great game, not just a great horror game. It does effectively what all story-based games seek to dot o suspend your disbelief and transport you into the realm of the game. There are jump moments and creepy thrills here that will affect most gamers on a physiological level, and tons more to chew on psychologically.
Furthermore, The Suffering proves that games can be made with thick atmosphere, creepy events and tons of gore without having to cinematically focus your attention on each and every detail. You are able to look around at almost any time (there are only a handful of cut scenes, as most of the story unfolds real time). The game does a good job of leading you where it wants you to look, but if you do happen to miss actually seeing an event, you will certainly hear it, and that makes the experience more realistic, and sometimes even scarier.
The game is not without its problems, voice acting is spotty, textures are sometimes weak and the frame rate can be suspect at timesbut overall The Suffering succeeds as both a horrific thrill ride and fun action experience.
Tenchu: Return from Darkness
The Xbox loves ports. That's often seen as a negative thing because oftentimes games aren't optimized for the console, and sometimes turn out worse than the original. But on a brighter note, sometimes the ports feature upgraded graphics, features, etc. Such is the case with Tenchu: Return From Darkness.
Return from Darkness is essentially Tenchu: Wrath of Heaven, originally released roughly a year ago on the PS2. The game is the third in the much-loved Tenchu series, and is known for its stylized stealth kills and intriguing storyline. The good news is, the cool stuff is still in the game. The bad news is that the problems in the game, namely shoddy AI and a wild camera, have also made their way over in the porting process. But that doesn't meant Return from Darkness isn't worth your time.
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Need for Speed: Underground
Need For Speed: Underground is one of those games that tries desperately to be cool, in every single frame. From the considered choice of (mainly Japanese) vehicles, the music selection, even the attitude of the actors in the cutscenes; the game screams out to the current youth generation's car-tuning ethos. Whilst it's not zeitgeist-defining in itself, it connects perfectly with films like Fast and the Furious, which is exactly the intention. And amazingly, it works. Sure, it's cheesy in parts, and some of the script is quite embarrassing to anyone over 16, but for what it does, NFS Underground is a shining example of how to 'do' cool - forget Midnight Club, this is street racing done properly.
The game is divided nicely into three areas. The first, and most developed, is the Go Underground mode; essentially a progressive story based around the player being an up-and-coming street racer, starting from scratch and moving loosely through a scripted set of races, drags and tournaments. There's over a hundred such 'levels', and each is harder than the last, but successfully completing each highlights one of the game's positives - the player is constantly rewarded with new cars, upgrades and other unlockables.
Which links nicely to the second area of the game - Customise Ride. Whilst the range of cars isn't particularly expansive (there's roughly only 30), each car can be massively customised, tweaked and generally completely changed. From body kits, side skirts and headlamps to neon lights, screen tinting and paint jobs, the visual aspect of the customisation is quite limitless. There's also hundreds upon hundreds of vinyl stickers, sponsor logos and unique decals for your car - and that's without mentioning the huge array of performance upgrades too, including bigger engines, weight reduction, new tires, turbo kits, and the boy-racer favorite, nitrous oxide kits.
Each upgrade adds to your reputation multiplier, useful when going for style points (similar to Gotham's Kudos) which in turn allows you to unlock even more visual upgrades. It's a highly rewarding cycle, and although you can only hold one car at once in your 'garage', all customisation is carried over to any other cars you decide to trade-up for, meaning you won't have to splash out twice on your favorite spoilers. The vinyl section is almost a game in itself, and whilst the Xbox version misses out online, it's still nice to play around with how your car looks even if no one but the computer is going to see it.
There's multiplayer, naturally, and herein lies the third section of the game - the Quick Race mode. Here, all the tracks, race modes and cars unlocked are laid out for you and a friend to race on (or alone, if you prefer), and any style points gained are added to your Underground profile, which means that you don't have to stick with the main game to unlock new parts for your cars. Drift mode is especially good for style points, being that the whole theme of Drift is to pull off huge powerslides and combo these together.
The highlight for Gamestyle, though, is the Drag races. In both Go Underground and Quick Race, these are the essence of the street-racing scene and are realised expertly by EA. Forcing you to work with manual gears is expected, but it's the way that you really have to learn (and know) each car's powertrain to succeed at the drag strips that makes it so effective. The tachometer is enlarged to fill the entire left side of the screen, and as you move up through the gears the needle flashes green at the ideal shift change point - hit it dead on and you'll get a small speed boost; miss it and you'll lose speed or even risk blowing the engine. Couple this with deciding on the best time to use the nitrous - as well as dodging traffic and other racers - and you've got reason enough to invest the $50 just for this mode alone. It's stunning, and not overused in the main Underground mode so doesn't get old quickly.
Elsewhere, the racing is rather generic, and although it's solid enough it's not exactly Gran Turismo in terms of being accurate to real racing - in fact, it plays more like the racing sections in the recent James Bond EA games. It works, but just enough to get by. The stuttering framerate doesn't help things either, and the bonnet cam is a little too low for most of the tracks - as it's often difficult to make out oncoming walls, cars and trees given the game's omnipresent glow to each night course. The graphics are fine, just nothing extraordinary; it's clear that little has been done over and above its PlayStation 2 roots. There's no widescreen 16:9 aspect, either, which is a disappointment.
The audio is much better, though. Whilst Gamestyle feels that the music isn't entirely appropriate sometimes, the car sounds (from the engine to the turbo whistle) are the best yet heard in an arcade racer. Through a 5.1 set-up, the whipping of passing objects and the screeching of other riders is highly involving and adds massively to the sense of immersion - EA should be commended on their aural work, and it's all THX-certified too. Hook up to a big sound system for full effect.
So, you're left with a competent racer with stacks of available customisation and stacks of replay value, even without any online features. The multiplayer is solid, theres a lot to do in single player, and you'll feel totally fashionable playing it; it's slightly pretentious, but given the target market, it pulls it off flawlessly. Some of the track design is lamentable, and it might feel too arcadey for the sim-purists, but for those of us that just want to recreate the Fast and Furious films, there's nothing around that even comes close.
True Crime: Streets of L.A.
Experience the hard-boiled life of a Los Angeles city cop, and choose to either uphold the law or take it into your own hands. True Crime: Streets of LA puts players in the role of LA cop Nick Kang on missions to take down major crime syndicates. True Crime recreates a 400 mile area of bustling Los Angeles California cityscape , where players will be able to freely roam, or take on missions that span from trendy Santa Monica to the gritty streets of Hollywood. City activity is similar to Rockstar's popular Grand Theft Auto series, allowing for "police acquisition" of civilian vehicles. True Crime also features deep "bullet-time" shootouts, and martial arts battles.
James Bond 007: Everything or Nothing
Try as it may, Electronic Arts has been unable to shake the legacy of Rare and Nintendo's highly respected GoldenEye 007, a standard-setting first-person shooter for consoles and fantastic adaptation of the Bond movie. It seems that with each release, The World is Not Enough, NightFire and so on, fans of the franchise were always stacking it up to expectations that are almost impossible to meet. This time with the release of James Bond 007: Everything or Nothing things have changed. EA's internal development team has crafted a hugely entertaining third-person action title that offers up a bevy of gameplay styles, mostly centered on strategic shootouts and gripping driving sequences.
You haven't played a Bond videogame like this before and, yes, we remember that big "oops" that was Tomorrow Never Dies on the PSX. The new third-person perspective for Everything or Nothing is a welcomed change of pace with a caliber of polish and execution that has been long overdue.
EA's new dose of 007 challenges the movies in production values, making for one of the most compelling and faithful Bond games ever created.
Crouching Tiger, Hidden Dragon
Back in the glorious year of 2000, the dot-com boom was as big as it could get, the Xbox was yet to come out and moviegoers were mesmerized by the Asian stylings of Crouching Tiger, Hidden Dragon. Three years later the boom has long since popped, the Xbox is on the scene and that fantastic cinematic experience has finally landed on your gaming system. I wish I could say it was worth the wait. That would be assuming that anyone was actually waiting and the game was even remotely good.
It must have sounded great on paper. Take a beautiful kung fu movie with lyrical flair to spare and translate that experience to gamers. There were so many sets to work with: the restaurant, the bamboo forest, the desert, and many, many more. There were so many characters to work with as well: the guy with the half-shaved head, the feisty girl-thief, and that woman from that Bond movie, Tomorrow Never Dies.
Put those pieces together and you think, "damn, if you just have some hot kung fu action with those people and those places and some tasty morsels to flesh out a meal, you got yourselves a GAME!" Yeah, well, almost, but not quite. It sure looks like the movie but plays like a stale Double Dragon wannabe.
Curse: The Eye of Isis
Adventure games don't appeal to as many people as most other genres anymore. Typically there's very little action and lots of talking to people looking for clues and searching for items. Dreamcatcher Games' solution: an adventure game that plays like a third person shooter. Curse: The Eye of Isis has the storyline and looks of an adventure game and the zombie-splattering action of Resident Evil. Along with a decent story and setting that reminds me of The Mummy movies without the annoyance of Brendan Frasier, it's a winning combination that breathes some new life into a genre that's fallen out of favor in recent years.
At the center of the plot is The Eye of Isis, an ancient Egyptian artifact recovered by archeologist Dr. Stanley Dane in the mid 19th century. The Eye gained a reputation among superstitious collectors for bringing its owners misfortune over the years. Dr. Dane himself went mad and was committed to a mental institution where he died years later. Nevertheless, The Eye is considered priceless and is highly sought after by black market collectors and thieves.
The player begins controlling Darien Dane, the son of the late Dr. Stanley Dane, as he enters the British museum where The Eye is about to go on display in 1890. Stopped by police, he's told that the museum has been sealed off. Determined to find his childhood friend Victoria Sutton, the curator of the Isis exhibit, Darien ignores the police warning and enters the dark museum anyway. Inside, he finds a gang of thugs, a mysterious cat burglar, and of course an evil yellow mist that reanimates the dead and bears a grudge against the Dane family.
Helping Darien along the way is Abdul Waheed, the Egyptian government's liaison to the museum and loyal friend of Darien's father, who acts as a guide, save point, and inventory storage. At certain points in the story the player controls Victoria Sutton while Darien is under the influence of the Curse. Playing as Victoria is identical to playing as Darien, though she does get a fancy jewel that glows when danger is near which comes in handy when dealing with the numerous traps in the Egyptian tombs. It can sometimes be frustrating if you forget to keep both characters well armed.
In addition to your standard issue life meter, Darien and Victoria have a Curse meter. The Curse meter goes up when you come in contact with the swirling yellow mist that possesses zombies and mummies. You'll run into it when fighting enemies, who breathe it at you like fire, and spew a cloud from their bodies upon death. It also shows up in floating clouds that obstruct your path. The Curse works like poison- the higher your Curse meter goes, the faster you lose life. You can cure your Curse affliction with a dose of ethanol (which just goes to prove that you can solve all the problems in life with alcohol) and restore your life meter with smelling salts, and later in the game amulets dropped by mummies cure both at once.
The weapons available include a baton, pistol, rifle, shotgun, crossbow (with three kinds of ammo), flamethrower, and mortar gun. They are all 19th century versions, so you have to reload a lot with most of them- they didn't have fancy banana clips and belt-fed ammunition back in the day. You also have to take your time aiming. There is a targeting reticule that appears when you lock on to an enemy, and unless you hold still and let the crosshairs line up you'll shoot wild.
There is a fairly cool feature where you can target various parts of enemies' bodies. You can shoot thugs and zombies in the chest or head, with head shots doing slightly more damage. Mummies are a little more fun- you can actually blow parts like arms and heads off of them. Unfortunately, the system is underutilized when fighting most enemies, since it doesn't make a whole lot of difference where you shoot them. The only place it's really used is when fighting some of the larger boss type enemies, who are only vulnerable in certain spots.
The most striking features of Curse are the environments. There are four different areas in the game: the museum, the sewers/train station, a cargo ship, and an Egyptian tomb, all of which are beautifully done with an eye for detail. Lighting and shadows are relatively impressive and add to the creepy atmosphere, which is topped off with good weather effects like rain and fog. The only problem with the environments is the bare minimum of interactivity. Things like chairs and other small items are built in to the map and are completely unmovable, and there are no bullet holes or burn marks left on the walls after you shoot or fry them. It really does give you the feeling of being in a museum where you can look at all the pretty things, but not touch. So even though the environments are rendered in real time, they still feel pre-rendered to a degree, not unlike Resident Evil.
Most of the gameplay is typical of adventure games- find a key to get to the next area, and then find a key to get to the area after that. The levels are well enough designed though that you don't really get sick of searching for keys- behind every locked door is something new and interesting. There are occasional block-pushing puzzles, but fortunately they're not overdone. We've all had plenty of that kind of thing, thank you very much Tomb Raider.
The character models are decent but not spectacular. One major problem is the facial animations- more often than not the lip synching is totally off, if the mouths move at all. Still, while not the most technically impressive models, they do have their own charm, with their slightly cartoony appearance. The enemies' transformations into undead zombies are a little cheesy but nonetheless cool, as are their throbbing, exposed hearts, but the single death animation gets a little repetitive- there are no rag doll physics and skeletal animation here. The game moves at a brisk framerate, but this isn't really a surprise as there isn't that much going on onscreen. Overall the graphics work, but don't expect grade-A quality, or an abundance of special effects.
Unfortunately the enemy AI isn't too bright. Zombies and mummies will simply walk towards you, occasionally getting stuck on obstacles, and then attack in a very predictable pattern. Mummies are just like in the movies, walking slowly after you at a lethargic pace- you can usually just run right past them if you want. But then again, how smart are the walking dead supposed to be?
There is not a whole lot of voice acting, but when there is it is done fairly well. However, there are some problems with the volume of the voices, as if the sound source is moving too far away to be heard. There is some fight music that fades in when enemies come near, but for most of the game all you hear are footsteps and creaking doors.
Control, unfortunately is a little clumsy. It's not as clunky as, say, Resident Evil, but it's far from perfect. See, you have full 3D control of your character, but the sudden camera changes often cause the directional orientation to get reversed. So, if you're holding up on the analog stick to move forward, you can suddenly be moving the opposite direction when the camera changes. This has always been a problem in games without user-controlled cameras, and Curse is not different. Also, there were more than a few occasions where the main character would start moving the other way, even in the same camera angle. Letting up on the stick for a moment fixed it, but it sure doesn't make the game any friendlier. Overall, the controls aren't super responsive, but they work just about as well as any other horror game.
MVP Baseball 2004
Remember the simple days when EA's Triple Play was so bad it was never even a consideration as a purchase? Call it the Jeremy Giambi of video games -- recognizable name, not the one you wanna give a $100 million contract to. That changed last year when EA wiped the slate clean and introduced their new franchise MVP Baseball. What we saw in 2003 was a ball game with some innovative ideas, but in need of a lot of fine tuning. Fielding mechanics were bad at times, the AI had problems, and there wasn't much depth to the Dynasty Mode. MVP Baseball 2003 was a good game, no doubt, but EA Canada had its work cut out if they were to topple Sega from the baseball throne.
Guess what? A year's passed and it's clear MVP Baseball 2004 is the game EA originally envisioned as the crowning jewel of baseball titles. There is no aspect of the game that hasn't been improved. Yes, kids, even if he's not on the cover, this game is swinging like the good Giambi brother. But is this great title right for you? After all, baseball video games are like a steroid cocktail, perfect for some and just not the thing for others. If you're a doubter, allow me the chance to convince you that MVP 2004 is one hell of a game.
Unreal II: The Awakening
It seems that a lot of the goodies and special things that were promised to anxious Xbox owners in Unreal Championship actually ended being thrown into Unreal II: The Awakening. It's the Xbox version of the PC sequel that appeared last year as a separate product from Unreal Tournament 2K3, which was very similar to the Unreal Championship that appeared on Xbox. Confused yet? Just know that Unreal 1 was never on Xbox even though Unreal II is the second appearance of the franchise on Xbox.
You may have to hop back to some of our initial UC coverage to refresh your memory but all of Xboxdom was giddy at the thought of team-based multiplayer games and vehicles scurrying about on Xbox Live. Now that Atari, Tantalus and Legend Entertainment have finally delivered Unreal II to Xbox, we know what all the fuss was about. All of those features do indeed make for decent FPS experience even if it does feel a bit dated and outgunned --so to speak-- by more popular shooters on Xbox. The fact that Unreal II feels too closely related to its PC counterpart from a year ago ends up costing the game a few points in terms of control and just overall tuning.
MX Unleashed
Back in late 2001, THQ announced that it had acquired Rainbow Studios, creators of some of the best extreme racing games this side of MXC's opening spurt. You may recognize such franchises as ATV Offroad Fury, Splashdown or Motocross Madness. While THQ was having decent success with its MX Supercross games, it was looking for a fresh start to its motocross lineup with Rainbow Studios.
For the record, if Rainbow Studios hadn't been snatched up by THQ, MX Unleashed would undoubtedly have been called Motocross Madness 3. This game is everything that the past games in the Motocross Madness series have been and then some. It's also a completely fresh start for THQ's MX franchise, and quite a good one at that.
MX Unleashed, as far as basic design goes, is not unlike any other motocross game you've ever played. You want to come in first when you're racing and score a lot of points when freestyling. Unless you've got serious problems, you can figure this stuff out without reading the manual.
But where this game shines is in execution. Everything is tuned to near perfection. The career mode, while not exhausting, lets you choose your own play style. The trick system is fairly basic, yet showing your stuff feels fluid and natural. The physics are top-notch, and best of all, the controls are tighter than your belt after a Thanksgiving feast. Mmm.... turkey and wine...
NBA Ballers
When the creators of NBA Jam and the original Spy Hunter get together to make a new basketball game, you know you're in for something special. Forget the bling, the mansions, and the NBA players, the real stars of NBA Ballers are its producers who've managed to piece together a game, that in concept sounds like a sure-fire rental. But they've thrown in so much game-recognize-game, jaw-dropping, drop-the-controller and pump-your-fists-in-the-air excitement, that NBA Ballers is a must-buy for both the hardcore sports fan and the casual jock who traditionally enjoys the Midway adrenaline series, including NFL Blitz and the aforementioned classic, NBA Jam.
E-40 might have already coined the term ballaholic, but you won't know its true meaning until the first time you bounce the ball off your opponent's noggin' then sky toward the rim to throw down the off-the-head oop. That's what NBA Ballers is all about: Humiliation and exhilaration all in one move. And the more you play, the more you learn how to demean your opponent, including jumping off of their chests for a monster stunt dunk, rolling the ball between their legs, and even tearing down the backboard to win the game.
And it's that type of one-on-one, trash-talking experience that really makes NBA Ballers rise to a level beyond most arcade sports titles. The best part is, even though the game sticks to the producers' arcade roots, you won't have to pay for it a quarter at a time.
It's time to ball 'till you fall. No tokens necessary.
Ninja Gaiden
Hype is tough to live up to and it seems whenever Team Ninja and Tomonobu Itagaki create a game for Xbox, the expectations go off the charts. With Ninja Gaiden, Itagaki pledged to create a game with incredible graphics, lightning-fast gameplay, an ocean of blood, and an experience to remember. Throughout the long development process, numerous things could have gone wrong to foil those lofty promises. With the wrong type of enemy AI, combat could have become a derivative experience. Had Team Ninja gone for cookie-cutter level design, a long game could have felt a whole lot longer. If the controls weren't perfect, the Prince of Persia-like platforming would have been a nightmare. However, none of these horrible things happened. If you've been tootin' the horn of the hype train, keep on chuggin', because Ninja Gaiden is one of the best action games around, filled with innovative design, a deep combat system, tons of secrets and oh yes, enough blood to satisfy Carrie on Prom Night.
Splinter Cell: Pandora Tomorrow
Make no mistake Splinter Cell was and still is one of our favorite titles for the Xbox. The ideas behind the sequel, Splinter Cell Pandora Tomorrow, including more spy gadgetry, more intelligent enemy AI and the unprecedented online multiplayer mode, were more than enough to get us salivating all over again. Now that it's here and ready to be enjoyed by all, we're convinced more than ever that this franchise is here to stay and this game in particular is a major contributor to the evolution of the stealth-action genre that used to be dominated by Konami's Metal Gear Solid series. This time, the solo campaign isn't the main attraction. In fact that component of the game is slightly improved over the original. It's the all-new online multiplayer mode that steals the show for Pandora Tomorrow and makes this a must own videogame experience.
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