Showing posts with label Playstation. Show all posts
Showing posts with label Playstation. Show all posts

Tuesday, October 28, 2008

Little Big Planet (PS3)

Although Little Big Planet could be described as a platforming game, its dedication to creativity in every area takes it far beyond the confines of the genre. Everything from your character to the environment is geared towards user creation and adaptation, via stickers and costumes right up to a full-blown level creator. Each level of the story mode is an unforgettable trip through the wild imagination of the designers, and it would be difficult to find a game that's as much fun to play with friends co-operatively. It's a little disheartening that the Story mode is over so quickly, and although there's some longevity to be had from finding all the hidden extras, you can still see everything the story has to offer in six hours. Then there's the level creator--an astoundingly powerful toolset that theoretically allows you to recreate anything you see in the included levels and much more. However, it still requires a great deal of time and skill to develop something that people will actually want to play, and despite the best intentions of the developer, it's a feature that not everyone will be able to take full advantage of. The overall result is a game that's incredibly fun while it lasts, and one that has the potential to be taken further by its community.

The titular Little Big Planet is the place where all human imagination collects--the planet above the cosmos where our untapped creativity escapes when we're asleep or daydreaming. That's the background, anyway, and though characters occasionally refer to each other in the game, this fantastical journey has little in the way of exposition or backstory. There are eight themed worlds in total, and they vary in style from places such as the African savannah to the Mexican desert and ninja-obsessed Japan. Each world has either three or four individual levels, most of which can be completed in less than 10 minutes, and each level also has a bonus challenge or race if you can find the key hidden within. These bonus levels offer some of the most fun and imaginative experiences in the game, with an homage to Line Rider, skipping contests, and even drag racing competitions.

Little Big Planet's emphasis on creativity is completely embodied by its mascot, Sackboy. This endearingly cute rag doll acts as a blank slate for your creativity, and as you collect new materials and clothing in the story mode, you can constantly try out new looks. You can dress him up in costumes, add accessories such as hats and glasses, and even change his covering from that familiar brown to a particularly gaudy pink. Sackboy is also highly expressive, and you can use the controller's triggers and analog stick to move his arms and even smack unruly players. The D pad controls his facial expressions: up for happy, down for sad, left for scared, and right for angry, and repeatedly tapping in that direction further emphasises these emotions. You can also use the motion sensor to move Sackboy's head and hips, nodding knowingly if you win a level, at least until someone inevitably smacks you in the face for being so smug. With so much control over your character, you often end up spending a good deal of time just changing clothes, pulling faces, and maybe even sticking a "LOLZ" sticker on your buddy's forehead.

Although the character customisation may be in-depth, the platforming itself is not. There are only two action buttons: X to jump, and R1 to grab hold of swings and move objects. Sackboy doesn't use any special powers, and he doesn't become any faster or stronger throughout the course of the game. This is platforming in its purest form: jumping from platform to platform, dodging obstacles such as fire and electricity, and collecting blue orbs to score points along the way. What makes Little Big Planet unique is that it frequently goes way beyond platforming into something else entirely, seemingly for no other reason than to satisfy the designer's rampant imagination. With scenarios such as hot-air balloon riding, animal prison breaks, and ninja henchmen battles, every level of Little Big Planet demonstrates incredible imagination.

The main story mode follows a sequential progression, so you open up new levels by completing them in order. However, even when you've finished a level, you'll want to return to collect the hidden items, keys, and point bubbles that you likely missed the first time around. Collecting items allows you more creative freedom in the form of stickers and costumes, whereas music and materials can be used in the creation mode afterward. You can also collect loot drops by putting stickers down in certain places, and there are puzzles that you can only solve by playing in the two- to four-player mode. These include gates that can only be opened remotely, objects that require multiple characters to pull, and in one brilliant scene, a car driven by one character while another dangles on a trapeze underneath.

Little Big Planet poses a bit of a dilemma; it's miles more fun in multiplayer, but also more flawed. Figuring out the puzzles and experiencing the set pieces for the first time with others is one of the most memorable experiences we've had this year, and chances are that you'll find yourself recounting the best moments with your friends afterwards. Unfortunately, there's a downside to playing in multiplayer, and it's something that often afflicts platforming games: the camera. It frequently struggles to frame the action, and considering many precision jumps are required, certain sections become nigh-on impossible. The generous spacing of respawn points lets you retry most of the tricky sections, but if you fail after using up your lives, you have to restart the entire level. There were many occasions in multiplayer in which we intentionally killed ourselves, just so that one player could try a section without the camera jerking around all of the time.

Sadly, with no scalable difficulty level and relatively few truly testing challenges, stalwarts of the genre will be able to reach the last boss in less than six hours. This isn't counting the time it takes to go back and collect everything, but the fact remains, you can see all the main levels in one prolonged sitting. Clearly, if the community jumps on the creation tools then this longevity will be extended, but it will take time and great skill from home designers to match the creativity and professionalism of Media Molecule's work.

Once you've finished the story and built up a stock of items, stickers, and other creation tools, you'll want to head to the My Moon that orbits Little Big Planet to start building your own levels. The creation tools are comprehensive, which is why you have to go through plenty of tutorials to learn the basics. You begin by moving items around, but things become a lot trickier when you start creating characters and moving objects. For example, enemies and allies have to be given an AI routine so they know whether to follow or run away from a player when they're approached. The physics system is easy to understand, so making things is common sense, but it can still be very time-consuming to construct even the most simple moving objects. You can create structures and glue everything together with ease, but it takes a lot more work to use motors, pistons and springs. These help to set traps, make puzzles and add vehicles, which makes for more interesting levels, but creating and testing everything is a lot of work for the creator. Given the work required to build even simple systems, it's a pretty momentous task to re-create something on the scale of the levels made by the developers.

Thankfully, the task has been made easier by the inclusion of premade objects and level templates from the main game. This makes it a lot easier to start dropping in characters, structures, and vehicles, although you'll still want to adapt them to create your own look. The other problem for budding designers is that the game has three separate planes to work on, which lets players move between fore, middle, and background when playing. This means that unless you think on all three levels when making obstacles, players can simply pop into the foreground and avoid them completely. Once you have all of your main content in place, you can add finishing touches such as respawn points, dynamic music that changes according to player proximity, and characters that offer instructions on what to do. You can also throw in point bubbles and prizes to encourage players to play your level, and of course it's a good idea to play through repeatedly to make sure that others won't get stuck.

With all of this in mind, it's no small feat to create a Little Big Planet level that people will actually want to play. The reality, at least according to what we've seen happen in the game thus far, is that home designers will use the tools to make much smaller-scale creations than the levels in story mode. We've seen some great creations based on a nightclub and even TV show The Crystal Maze, in addition to video game homages such as Space Invaders and Breakout. They're simple ideas that incorporate systems already built by the developers, and they're probably a good indication of where the community is going to go with the game.

Going online with Little Big Planet is a breeze as you can see which of your friends are online and jump straight into their pod. The multiplayer online mode works well, even if it's not as smooth as the local multiplayer. You also can’t play the create mode online, though a future update will purportedly enable this feature. Sharing is also well implemented, and you can choose to move levels from your My Moon to the online Little Big Planet. When people play a level here, they can choose from preset tags to help describe the level for other players. This helps Little Big Planet to group similar levels together, so if you like what you're playing, you can search for creations that players have awarded similar tags. You can also add a heart to your favourite designers and search through all of their levels, and the system streams content live from the network so you don't have to save anything. There's even an option to play 'Cool Levels' from the main menu if you want something at random. If you really like a level or fancy adapting what you've seen, you can take levels submitted by other people and copy them to your own moon for later. All in all, it's a system that looks like it can cope with the content that's set to come out after the game's release.

This is a beautifully assembled game, with a patchwork visual style that covers the technical achievements underneath. There are smaller details such as reflections in the collectable balls to look out for, as well as some really nice fire, smoke, and electricity effects. It may be cruel to watch Sackboy die, but he can be electrocuted, burned, and disintegrated in a variety of ways, each resulting in highly detailed effects. Special mention should go to the physics system, which is pitched just a fraction beyond realistic to allow for some amazing stunts, jumps, and races. Then there's the soundtrack, a mix of genres from indie artists such as The Go Team and Jim Noir that all suit the game to a tee. Finally, a nod has to go to the pitch-perfect narration from British comedian Stephen Fry, and apart from his insistence that you don't post anything rude online, his voice is just as charming as the rest of the game.

Little Big Planet is a startlingly imaginative take on the platforming genre, and its story mode, while short, is truly outstanding. It's down to the community to elongate the life of the game, and while only the most ardent fans will be up to the task of making compelling content, the tools here certainly have some potential. If you've not got a creative bent then you might feel like you're getting half a game, but that doesn't stop Little Big Planet being a star that burns twice as bright, half as long.

Monday, June 30, 2008

Metal Gear Solid 4 (PS3)

Metal Gear Solid 4: Guns of the Patriots is the most technically stunning video game ever made. It's also a fine example of storytelling prowess within its medium, combining gameplay and narrative so slickly and beautifully that it's impossible to extricate one from the other. It's likely you will emerge awestruck from your first play-through, wishing the experience would continue yet nonetheless satisfied with its conclusion. It's difficult not to sound hyperbolic when discussing MGS4 because every part of its design seemingly fulfills its vision, without compromise. There is no halfway.

Fully realized, lengthy story sequences will come as no surprise to anyone who has played a Metal Gear game. You'll spend a good half of MGS4 watching cinematics, but it would be a grave misinterpretation to assume that great gameplay takes a backseat to the story. Rather, these two elements are tightly intertwined, and this tapestry is held together by an important technical thread: Cutscenes that are rendered fully in real time within the game engine. It's impressive enough that these scenes look as good as any prerendered cinematic you've ever watched. It's even more amazing when those same scenes transition without pause into gameplay, and the same hulking mech you watched lumber about in the cinematic is looming above you. The subtle animations, the lush environments, and the rich textures are the same in and out of story sequences, and the effect is so seamless it may take your breath away. You can skip past the scenes if you prefer, but doing so would soften the experience. The story sequences carry more weight because of the intense gameplay that precedes them--and the gameplay feels more compelling because the story gives you powerful reasons to care about your mission. The high point of this fusion occurs in an exciting and memorable split-screen sequence that simply must be experienced.

Talking about what, exactly, is going on in the plot in the midst of MGS4's grand sweeping gestures is to risk spoiling each little surprise as it emerges. Snake, suffering from the rapid onset of aging, now must cope with stiff joints in addition to the looming specter of Liquid Ocelot's newest plans. This is Snake's final hurrah; yet as the story reaches one height after another, the juxtaposition of huge set piece battles and formidable bosses with Snake's deteriorating body creates tension and gravity even beyond the series' usual pretensions. Some new plot strands emerge while others get tied up, and old friends (and enemies) refuse to be forgotten. You'll also bear witness to a few reunions--some bloody, some teary, and some legitimately shocking. Parts of it are overblown, to be sure. The musical score gets heavy-handed and the voice acting and writing are frequently dogmatic, so while there are plenty of subtle moments, subtlety isn't really MGS4's strong suit. But it doesn't need to be. After all, the fate of the world hangs in the balance, and judging from a few silly attempts at humor that don't work, developer Kojima Productions was wise to err on the side of melodrama.

The gameplay proper is familiar to fans, but it's been cleaned up and expanded, holding as many twists and surprises as the story. For starters, both gunplay and close-quarters combat are more satisfying. Regarding melee, the controls have been streamlined, making it less cumbersome to grab an enemy soldier or perform a stealthy blade kill. Shooting mechanics are even more improved, so much so that shooting your way out of a pickle is just as enjoyable as sneaking around it. There are a huge number of weapons to play with; so many that you'll probably finish the campaign without using many of them. Yet, quality wasn't sacrificed for quantity: Every weapon feels just right, from your handy operator sidearm (best when upgraded with a silencer) and standard issue assault rifles to a powerful railgun. The standard over-the-shoulder view is fine for the most part, but you can gaze down the sights from a first-person perspective. Both views can be further improved with various enhancements, such as laser sights and scopes.

Not that you don't have all the tools for completely avoiding your enemies if you choose that route. Snake's got the basics covered: crawling, hugging walls, peeking around corners, and hanging from ledges, for example. Cover mechanics are tighter than ever, so you can crouch and take potshots from behind cover with ease. There are also a number of important gadgets that will make your life easier in this regard. The most obvious of these is your OctoCamo suit, which takes on the texture of your surroundings when you're prone or pressed against cover. Not only does this make it simpler to avoid watchful eyes, but it's also a cool visual effect. Eventually, you'll be able to camouflage Snake's head, and a few of the available camo options are bound to stir some fans' nostalgia. The Solid Eye is your other major tool, as it expands your compass into a sonic-sensitive radar and allows you to use night vision and a tactical first-person view. These are helpful gadgets indeed, even during boss fights, like a stirring encounter in a blinding blizzard.

Other gadgets, such as portable hiding places (cardboard boxes and rusty barrels) and the Metal Gear Mk. II (a stealthed robot that you can command as a scouting device), are useful to anyone who prefers the sneaky approach. Not every gadget is a welcome addition, though. For example, the much-ballyhooed iPod is a neat touch, but to use it, you cannot have another gadget equipped, so you'll quickly forget the option even exists. But aside from these nitpicks, one of the things that makes the core gameplay so enjoyable is that you're rarely strapped into a single style of play. Shooting your way through requires more thought and care than you'd put into a standard action game, but you never feel as though the gun mechanics are stuffed uncomfortably into a stealth game. If you'd rather sneak, you never have the impression that stealth was shoehorned into a game that's meant to be played as a shooter. Sure, you're Solid Snake--you're not supposed to get caught. But if you're stuck in a jam, breaking stealth isn't a death sentence, and in fact, facing certain enemies head-on is often a heart-pounding, challenging experience. The few levels that do force you into one style, such as one in which you shadow your target through an Eastern European city, are still great, if not quite as impactful.

You'll need to keep an eye on Snake's stress levels and psyche. Though these aspects are more peripheral than health levels, they fit nicely within the plot. When Snake gets stressed (if he gets cold or encumbered, for example), his psyche gauge starts to deplete. The lower the gauge, the slower you will move and the less quickly you replenish health. Generally speaking, the psyche meter is rarely a factor, and should you notice Snake groaning a bit more, there are items like compresses you can use for a pick-me-up. Should the meter get too low, you won't be able to hold up your weapon or rush for cover. This doesn't happen often though, and while you'll need to keep a close eye on your health for obvious reasons, you won't need to pay too much heed to psyche.

Regardless of the tactics you use, the level design and enemy artificial intelligence work in tandem to create unparalleled gameplay. If you go stealth, hiding in that rusty barrel isn't a perfect solution. Your foe may look at it suspiciously, kick it a few times, and eventually blow your cover, so don't expect to be able to trick your way through as you might in other stealth games. In full-on firefights, enemy teams will flank you, use cover to their advantage, and throw grenades with precision to force you out of hiding. Most of your surroundings, inside and out, are littered with objects and cover opportunities, from a trek through a South American jungle to a nostalgic journey through a snowy island base. Each level is more-or-less linear, but within the confines of these areas, you still have remarkable room to explore the various gameplay options and test the limits of your foes. Some enemies are standard soldiers, though many others are wonderfully imaginative. The colossal mechanical Gekkos, for example, are unpredictable and keep you on your toes, while female operatives that pounce from wall to wall intensify an early escape scene.

Later in the game, a few set piece battles deepen the core gameplay even further, including a few peerless on-rails sequences. One of these, a motorcycle chase, is as close as any game has gotten to translating the excitement of similar moments in films to a game format. Another level, which features a gigantic automaton, showcases destructible environments where walkways collapse on top of each other and the screen fills with smoke. In all of these cases, the controls are excellent, with the exception of that same mech's third-person view a bit later on (the first-person view works infinitely better). The interpretation of Metal Gear Solid as an interactive film still applies, but in a way you may not have expected: These levels make you feel like the star of your own action movie.

Boss battles are stimulating, though they aren't all that difficult. Nevertheless, a few of them are tricky and require you to put some thought into your tactics because just riddling the boss with bullets isn't going to ensure victory. Early on, it's clear that you'll be encountering the four members of the Beauty and the Beast unit--female supersoldiers that are as psychologically complex as they are fun to battle. These battles are long and normally require you to fight other enemies in addition to your primary target. In one of them, you can use your night vision to track your target's footprints and use the wind direction to your advantage. In another, you'll dodge missiles from flying creatures while taking on the main boss.

The gameplay and story would, perhaps, not be as effective if Metal Gear Solid 4 did not look and sound so impressive, but truth be told, it's an amazing piece of technology. From the gritty textures of concrete walls to the effective lighting and shadowing, there are few aspects you could reasonably fault. In the biggest battles, billows of smoke fill the screen and blood splatters against the camera--all while meticulously designed helicopters fly overhead and ad-hoc team members take potshots from behind grungy dilapidated vehicles. Yet in the midst of the visual drama, it's the little things that are likely to provoke awe. Small details, such as how Snake rubs his sore back when his stress levels get high or the authentic manner in which he ascends staircases, create as much atmosphere as cluttered underground tunnels and war-torn Middle Eastern cities. You will have to wait through some scattered install periods (just under 20 minutes worth, in total) and the occasional loading screen, and you may find some frame rate drops and low-res textures here and there, but these aren't issues in light of MGS4's impressive graphical accomplishments.

The sound design comes together nearly as well. The soundtrack on its own is rather pompous, but in context, it works just fine to create the appropriate mood for any given cutscene or battle. The voice acting follows suit but succeeds far better. Because the growling voice of David Hayter's Solid Snake is so good, the rare hamming from the mostly excellent supporting cast is easily forgotten. But the sound effects are unforgettable and excellent across the board. The Gekkos emit blood-curdling moos like gargantuan cows, explosions are outstandingly obnoxious, and everything from the clicks of the Solid Eye to the laughter and screams of the beastly bosses are top-notch.

On top of it all, Metal Gear Solid 4 offers some enjoyable online 16-player action to complement its superb single-player experience. Deathmatch and Team Deathmatch are represented, of course, and they play just fine, assuming you don't approach the online component as a standard shooter. The maps are beautifully rendered and packed with detail, and while not every mechanic is as wonderful in multiplayer as it is in single-player (hiding in your cardboard box won't usually get you far, for example), it's all good fun once you adjust to the pace. The multiplayer star, however, is sneaking mode, a Team Deathmatch variant in which one player plays as Snake and another supports him as the Metal Gear Mk II. Shooting others is amusing--but sneaking enthusiasts will enjoy the violent, stealthy game of hide and seek you play as Snake. Playing support is equally entertaining because as Mk. II, you can go invisible, creep up on other players, and zap them with your electronic tentacle. It's a blast. Other modes include base mission, in which teams compete to conquer bases; a capture and defend mode; and rescue mission, which is similar to the same mode in Metal Gear Solid 3: Subsistence. Unfortunately, the process of creating an online account is laborious, so expect to take a few minutes to enter a litany of information (a pain if you aren't using a keyboard). Thankfully, the variety of customization options and sheer numbers of players online mean that this process is quickly forgotten.

If the story-heavy presentation of previous Metal Gear games taxed your patience, Metal Gear Solid 4 won't change your mind. For anyone who appreciates games that rise above the simple act of pushing a few buttons and pulling a few triggers, Metal Gear Solid 4 is a stimulating ride that you won't soon forget. You'll want to see what happens next, yet when its long campaign draws to a close, you'll wish it would continue. That's not just because it's a well-told tale, but because that tale is woven through a thoroughly impressive game that tops its predecessors.

Sunday, December 2, 2007

Soldier of Fortune: Payback (PS3)

If you've ever wondered what happened to the Soldier of Fortune franchise, you're not alone. The first two Soldier of Fortune games were popular shooters in their day, blending fun single-player and multiplayer gameplay with the concept of playing as a mercenary. But after 2002's Soldier of Fortune II: Double Helix, the franchise seemed to fall off the face of the planet. Unfortunately, it should have stayed missing in action because the series has been resurrected with Soldier of Fortune: Payback, a shooter that embraces all the wrong lessons that have been learned over the past decade.

At first glance, Payback looks like a very pretty game. The visuals aren't cutting-edge, but there's an attractive quality to them, from the lavish depth-of-field blur effects that kick in whenever you reload your weapon to the lush lighting. You no longer play as John Mullins, the hero of the first two games, but rather as a new mercenary caught up in a very cliché and badly told tale of a worldwide terrorist organization that's so clever it brands all of its operatives with the very same tattoo on their necks. It's a wonder they're so difficult to find.

However, it all goes downhill quickly because Payback reveals itself to be a relentlessly linear and highly scripted shooter with a lot of flaws. Perhaps the most frustrating of these deals with the fact that the game relies on a checkpoint save system with no ability to quicksave, which means that if you're killed, you have to restart from the last checkpoint. That wouldn't be so much of an issue if those checkpoints were frequent and numerous, but they're not. Thus, much of the game's six to eight hours of gameplay is spent trying and retrying to get through the many sections of the game. Though there's a regenerating health system, you still die all too easily. It's not uncommon to have to replay a section a dozen times or more before you finally beat it.

The artificial intelligence is bad and consists mainly of two scripted actions. Once triggered, a bad guy will either run straight at you or stand in the open and shoot at you. There's no sense of dynamic behavior in the way the AI reacts to what you do. The weapon modeling is nonexistent; there's practically zero recoil on any of the weapons, even the light machine guns. On the flip side, even though the weapons all feel incredibly lightweight, they do a ridiculous amount of damage. The first Soldier of Fortune games were "edgy" in that you could practically dismember opponents with gunfire. The same goes for Payback, though it looks like the developers just copied and pasted the same code from the earlier games because the visual effect is almost exactly the same. Arms, legs, and heads all get shot off with absurd regularity while blood gushes everywhere. (The game does boast a low violence option that tones down this carnage.)

The music is actually pretty catchy, but the rest of the audio is lacking. The sound effects all seem canned, and the voice acting is terrible. The script certainly doesn't help either because the dialogue would be fitting for a straight-to-VHS action movie. The game also ends in a silly cliffhanger that assumes that gamers are going to want more of this action.

Additionally, Payback's multiplayer is very generic, with such modes as deathmatch, team deathmatch, and capture the flag. There's a whopping five multiplayer maps total, so there's not a lot of variety there either, which is also disappointing, considering Soldier of Fortune II's popular and fun multiplayer mode.

The PC game is slightly less expensive than major titles, but the Xbox 360 and PlayStation 3 games are full priced. Nevertheless, they're all a terrible value proposition considering the sheer quantity and high quality of shooters this year. Unless you like pain and frustration, there's simply no reason to play Soldier of Fortune: Payback when there are so many other better games on the market.