Showing posts with label Games for windows. Show all posts
Showing posts with label Games for windows. Show all posts

Monday, March 17, 2008

Lost: Via Domus (All)

According to the television show Lost, in 2004, Oceanic Airlines flight 815 crashed somewhere in the Pacific Ocean. Whether you think the survivors are stranded on an island or bottled up in a different location, Ubisoft has added one more survivor to the mix in its latest adventure game. Lost: Via Domus tells a good story, but it's far too short to justify the game's price of admission.

In Lost: Via Domus, you take control of an amnesiac photojournalist who was also aboard the fateful transpacific flight. During the game you must slowly regain your identity through completing quests, talking with the other survivors, and correctly identifying clues during flashbacks. Early on you find out you had a camera on the plane with you. Evidently one of your photographs made another survivor mad enough to want to destroy the photograph and kill you. The events in the story unfold in a great parallel to the TV series. Most of the game's storyline occurs during the first two seasons of the show, but characters appearing in season three of the show are also included in encounters and exposition. The core characters are all there: Jack, Locke, Kate, Sawyer, Charlie, Claire, Sun, Jin, Hurley, and Sayid. Tom, Ben, and Juliet--of the Others--appear as well to ensure that the hostile, we-were-here-before-you storyline is kept alive and well.

The environments are hands down the best-looking part of the game, particularly on the PlayStation 3. The as-seen-on-Lost locations and the few new environments are beautifully and accurately rendered. The lighting, feel, and sounds of the environment are all spot-on. Frequently, we found ourselves walking out to precipices just to take in the sights or zooming in with our camera to see how detailed the hatch's bookshelves were. The crash site looks true to the show's pilot episode, even if the chaotic initial few minutes don't play out exactly as they do in the TV series. The areas look great, and their diversity keeps you from feeling like you're spending too much time in one place.

The biggest problem is that there is not enough gameplay to fill more than seven hours, even if you go out of your way to find all of the Easter eggs, take in all of the sights, and unlock all of the achievements available on the Xbox 360. The bartering, exploring, hot-wiring, and occasional pistol-firing sequences are all a clear part of the Lost milieu. You'll spend so much time in the fuse-plugging minigames, though, that you'll feel like an electrician by the end of your adventure. That's because the same minigame is played when you need to access everything from old hatches on the island to the crashed jetliner's fuselage.

One standout portion of the gameplay is the way photography is used in the playable flashback sequences. At the outset of each trip down memory lane, you get a glimpse of a torn-up photograph. From that flash, you have to use your camera to take a picture to match the broken image as the sequence of events plays out. The same sequence will loop repeatedly for you as you try to zoom, focus, and position the framing to match what the image was. Upon successfully capturing the required image, you are then treated to a cutscene with a portion of the main character's backstory. The whole premise makes flashbacks interesting, immersive, and enjoyable. The fact that flashbacks fit so well within the main character's photojournalist vocation also makes the functionality feel natural and engaging.

Interacting with the cast should be enjoyable, but that isn't always the case. Your character's dialogue isn't always voiced, but when it is, his comments are often natural and believable. At other times, however, his remarks get repetitious. The voice acting in Lost: Via Domus is generally decent, but the lip-synching leaves a lot to be desired. Aside from the occasionally great delivery by Hurley or the infrequent encounters with the Others, most of the exchanges look and feel flat. Even the nicknames delivered by Sawyer crash and burn most of the time. The characters are instantly recognizable but generally fail to do their real-life counterparts justice. Also, the 360 version has some instances of inconsistent shading on the characters' faces.

All three versions of Lost: Via Domus look and perform in a similar manner. The PlayStation 3 version looks a little cleaner and brighter than the others, but it can be played only after a seven-minute, onetime install. The PC version allows for seamless mouse-and-keyboard controls. The Xbox 360 version looks a little darker than the others. Still, you'll get the same story and a pretty similar experience on every platform.

For the most diehard of Lost followers, the time spent with the game will be enjoyable. Unfortunately, it is over way too fast. Via Domus is full of little hang-ups, and it requires some knowledge of the show that could potentially isolate outside players and keep them from becoming immersed in the gameworld. Ultimately, this game can be recommended for purchase only to the most diehard of Lost fans.

Sunday, December 30, 2007

Universe at War: Earth Assault (PC)

Universe at War: Earth Assault is this year's Rise of Nations: Rise of Legends. In other words, it's an attempt to deliver an old-school real-time strategy game that features three incredibly unique and distinct factions. And in that regard, Universe at War delivers because it does introduce three alien races, two of which feel like they haven't been seen before in RTS gaming. At the same time, Universe at War also sports some major flaws that hamper it quite a bit.

This is an alien invasion tale where, refreshingly, humanity takes a backseat. When a malevolent alien race known as the Hierarchy invades Earth to turn its inhabitants and belongings into raw material, all hope seems lost. Then, a crusading army of sentient machines called Novus arrives to battle the Hierarchy. Their fighting awakens a long-lost race that was hiding on Earth, the Masari. And, thus, the stage is set for an intergalactic war on Earth's surface.

The differences among the three factions are deep. The Novus build a network node that can encompass the map, which allows them to quickly shift forces around in the blink of an eye. The Hierarchy is like a destructive force of nature because their harvesters scour the map for raw materials while their lumbering walker war machines are like land battleships. Then there's the Masari, which might be the most conventional of the three because they center on the construction of a powerful base and defenses. However, the Masari have the most powerful and expensive units in the game. They can also alternate between two modes: light and dark. The former lets them move faster to inflict more damage, while the latter grounds all their air units to slow their enemies. When you drill down and get used to them, each faction has a lot to offer. For instance, if you're the Hierarchy, it's a lot of fun to just crush your enemies using walkers, but it's also fun watching those same walkers run headlong into your layered defenses if you're the Masari.

Universe at War's single-player campaign at first follows the traditional scripted campaigns of most RTS games. You begin as the Novus then move onto the Hierarchy as the game's tale of war and betrayal unfolds. When you pick up as the Masari in the third act, things change. Out goes the scripted storyline and in comes the global strategic metagame, which is like a big game of Risk. You decide which territory to invade next and then resolve the battles in real time. It's not a particularly deep strategic layer, but it does help shake up the formula a bit. When you're done with the campaign, there are various scenarios that let you play the global metagame different ways, or you can jump into regular skirmish mode against the system.

The game shines in the multiplayer realm, where a human opponent can exploit each faction's advantage to the maximum. The artificial intelligence in the single-player game can knock you around if you're not careful, but it generally doesn't vary tactics: a human does. Universe at War has the standard ranked and unranked skirmish modes that you'd expect; however, the game's most ambitious online feature is pretty neat. Conquer-the-world mode allows you to try to take over the world by yourself. You try to conquer the individual territories on the planet by battling someone in multiplayer. If you win, you seize that territory in your game. However, to partake in conquer the world, you have to have Games for Windows - Live Gold. This isn't an issue if you already have an Xbox Live Gold account and own an Xbox 360, but if you don't, then you'll have to pay up to become a Games for Windows - Live Gold member.

Universe at War suffers from some key issues. The most noticeable is the zoom level, which is almost nonexistent. If you can imagine playing a game with your face just inches from the screen, that's what Universe at War feels like at times. It's annoying to see a single Hierarchy walker fill up more than half the screen and realize that you can't pull the camera back any farther. It's such an artificial and painful limitation not being able to actually see the battlefield. The controls are also clumsy. If you try to click on a unit, at times, it won't register. Or if you try to double-click on a unit to select all of its type on the screen, it won't register at times.

Graphically, Universe at War has some pretty units, like the aforementioned walkers. They look almost organic in nature, with their glistening skin and bulbous curves. However, the rest of the game's visuals are a bit dated, from the blocky, polygonal look of many of the characters to the generally bland textures. The game does feature support for DirectX 10, but DX10 performance comes to an absolute crawl, even on a high-end PC that can run Crysis at maximum detail. This occurred even when all the graphical settings were dropped to the absolute lowest. Performance in DirectX 9, on the other hand, is excellent and smooth, even at the highest graphical settings. There's very little noticeable difference in image quality between the two.

Upon load, the game starts with a chilling and brutal cinematic scene that wouldn't be out of place in Spielberg's War of the Worlds movie. The scene shows human infantry brutally and mercilessly cut down by relentless, unstoppable alien war machines. Unfortunately, the tone of that scene is quickly lost because the game features corny dialogue that seems taken from a cartoon. The cigar-chewing human protagonist is all macho bravado. Meanwhile, the sentient machines of Novus sound like Data from Star Trek: The Next Generation trying to be cute, the Hierarchy leaders talk like they're dripping evil, and the Masari are haughty nobles. The music can be pretty engaging, but because each faction has its own distinct theme, the rest of the audio is also inconsistent. The background sound effects of civilians fleeing in terror are neat, until you realize they're the same for every single map. So whether you're battling in the Sahara or South America or Siberia, they all sound like Middle Americans.

Aside from the unique races, Universe at War doesn't really introduce anything new to the genre. If anything, this is a very traditional real-time strategy game in the vein of Command & Conquer. Given that Petroglyph was formed by many veterans of the original C&C, that's not too surprising. What's perplexing is that the game seems to miss a lot of the innovations that have rolled into the genre since C&C. These include newer concepts, such as the ability to zoom the camera back and see broad swaths of the battlefield. So while there's stuff to like in Universe at War, there's also stuff to dislike.

Sunday, November 25, 2007

Unreal Tournament 3 (PC)

Unreal Tournament 3 probably shouldn't feel as fresh and as exciting as it does. When you get down to it, UT3 doesn't change a lot of the things that you liked about Unreal Tournament 2004. It's still the same fast-moving and action-oriented first-person shooter. Yet the game's new maps, the requisite graphical overhaul, and easy-to-understand gameplay modes all feel great. The way the shooter genre has changed over the three years since the previous game is also a factor. With most other games slowing things down and going for a more realistic, militaristic pace, UT3's hypercharged gameplay explodes out of the gate feeling refreshing and new.

The UT games have never been about single-player action, but like in the previous games, there is a campaign mode in UT3. It's a series of matches against bots wrapped around a basic but uneventful storyline. The big switch this time around is that Unreal Tournament is no longer a sport. Now it's war, and you play as a character on the hunt for revenge against an evil Necris woman who led an assault against unarmed civilians on your colony. You and the survivors of the attack join up with a corporation, fight to gain territory held by other corporations, and so on. It's little more than a five- to seven-hour training mode to help you get up to speed on the maps and the modes so you can go into multiplayer with a fighting chance. One cool addition is that you can play the campaign mode online with up to three other players. Although joining other humans to combat the artificial-intelligence-controlled bots isn't exactly the most fun you can have in this game, it's more compelling (and easier) when you're playing with other people. You can set the skill level of the bots, too. At the lowest setting, they're complete idiots that won't even bother to turn around and fight you if you start shooting them from behind. The highest setting, godlike, is appropriately stiff, though not entirely impossible. It's just tough to fight against opponents who rarely miss.

The maps you'll see in the single-player campaign are the same maps you'll see online, at least until the mod-making scene shifts into high gear. You'll get into matches using a typical PC-style server browser, but the game tries to keep you away from a full list of every server running by moving you through some console-game-style menus to filter down to the gametype you want to see. UT3 comes with six different modes of play. Deathmatch is the standard free-for-all battle. Team deathmatch, as you'd expect, breaks you up into two teams. Duel is a one-on-one mode where two players go at it while other players spectate. All three of these modes are played on the same set of deathmatch-friendly maps. UT3 also has a standard capture-the-flag mode, complete with the translocator, the teleporter gun that has made UT's take on CTF stand apart from most others. There's a new vehicle CTF mode, which takes the standard CTF concept and places it onto larger battlefields. As the name suggests, you have a number of vehicles that you can use toward your goal of grabbing the opposing team's flag and getting it back to your base. The largest mode is called warfare, and like onslaught mode before it, it's played on even bigger maps, with more vehicles.

Warfare is a node-based mode where each team has a base with a power core that needs to be damaged and destroyed for a victor to be declared. The power core is linked to other nodes at various spots in the map. You must push forward, capture nodes, and link them together until you've got your team's nodes linked to the opposing team's base. At that point, you can damage the enemy core and, ideally, blow up it for a victory. There's a ton of pushing and shoving back and forth across the map when two great teams square off, and it's also the most strategic mode. It differs from onslaught mode by offering secondary objectives, like unlinked nodes that can be captured to give a team forward spawn points and access to more vehicles and a countdown node that will occasionally drain energy from the enemy core if you control it. Each of the objective-based team modes comes with its own set of maps.

Overall, the map quality is high, with plenty of symmetrical, interesting level layouts for the objective-based modes. One deathmatch map, called Gateway, has multiple areas that look really different, all of which are linked together with portals. You'll also get a new remake of the classic Unreal map Deck. Furthermore, the Unreal mod community has always been pretty rabid, so you know it's just a matter of time before someone makes one of those "giant world" levels where you can hide in a sink drain and snipe people with an instagib shock rifle while they float down into the bottom of a bathtub. Yes, that's right, the instagib mode is also back in the game, along with a handful of other basic mutators you can use to make quick changes to any of the modes.

The weapons in Unreal Tournament 3 should be old hat to anyone familiar with the series. The shield gun has been ditched in favor of the impact hammer, and your default weapon is the slow-firing enforcer pistol, but beyond that, the weapon differences feel limited to minor balance changes. The bio rifle's gooey projectiles seem to do more damage, which makes it somewhat more useful. The secondary fire on the flak cannon seems as if it flies out at a slightly higher, slower arc, which forces you to make a few changes to how you aim. But again, the changes are minor. The rocket launcher can still lock on, the sniper rifle is still great fun for headshots, and the redeemer is still a huge missile that you can guide into targets to cause a nice, big blast that's handy in some of the larger vehicle CTF games. But when isn't a large explosion handy?

The other gameplay changes also feel relatively minor. Recent UT games have employed an adrenaline counter, which built up as you killed enemies or collected large pills around each level. When the meter was full, you could activate a special ability, such as invisibility or regeneration. This system isn't present in UT3. Also, the rules for double-jumping after a dodge move seem to have been altered a bit. Again, these are minor differences that don't really get in the way or drastically change the overall feel of the game, but they're noteworthy just the same. A more dramatic difference is the hoverboard, which is in vehicle CTF and warfare. The hoverboard lets you pick up a little more speed, which is useful on the larger battlefields. The catch is that getting hit while on your board knocks you over, which gives enemies more than enough time to finish you off as your character slowly arises from the ground. You can even do tricks while on the board, which isn't useful for gameplay purposes but is still totally rad.

Unreal Tournament 3 uses Unreal Engine 3, the same basic set of tools that powered Gears of War. As such, this is a really great-looking game on high-end machines. But even if your PC isn't top of the line, the game scales better than most, giving you a playable experience on midrange machines as well. But, of course, the game is at its best when you're exceeding the game's minimum requirements, in situations where you can run at a high resolution and still get a great frame rate. It supports widescreen resolutions, but playing in widescreen actually gives you a smaller view of the overall action, given that the game appears to cut off the top and bottom of the 4:3 view to fit it onto a wider monitor. UT3 certainly isn't the first PC game to have this problem, but given its highly competitive nature, cutting off parts of the screen seems to be a pretty bad solution.

The game's textures, character models, and animation are all top-notch when you've got everything turned up. Characters can be tweaked and modified using different torso pieces, shoulder plates, and more. The handful of levels that have running liquids in them have good-looking water effects, too. Overall, it's a very sharp-looking game if your machine can hang with its higher settings. The audio fits right in with what you'd expect a UT game to sound like. The music is high in energy, the explosions and gunfire sound great, and the character voices, which occasionally pipe up to taunt you when you get killed, fit right in as well. The announcer is appropriately loud and booming when calling off your head shots, killing sprees, and the like.

It's a very basic, straightforward package, but don't take that to mean that UT3 is a no-frills sequel. With its variety of modes and its occasionally crazy high-speed action, UT3 still feels very different than the typical first-person shooter coming out these days. On top of that, it's very exciting and just as much fun now as it has been in previous installments. UT3 has more than enough content to keep you busy, and with mod-making tools included in the package, the potential for more user-generated content in the future is certainly present.