Showing posts with label SCEA. Show all posts
Showing posts with label SCEA. 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.

Friday, March 7, 2008

God of War: Chains of Olympus (PSP)

Ever since its existence was first hinted at on the back of God of War II's game manual, God of War: Chains of Olympus has been one of the most anticipated games for the PlayStation Portable. Now that the wait is finally over, the question is: Does it deliver? The answer is "yes" almost across the board. The combat, level design, gore, sex, and mythology are all here--albeit in slightly stripped-down form.

God of War: Chains of Olympus' story takes place before the first God of War game on the PlayStation 2, which is a little confusing because you find yourself trying to remember just what had and hadn't happened in Kratos' twisted life at the time of the first game. At this particular point in the God of War timeline, Kratos is a general whose sole purpose is to serve the gods of Olympus. During the course of Chains of Olympus, the gods' orders create a certain moral dilemma for Kratos, and he finds himself faced with the decision of whether or not to do the bidding of his gods or do what is best for him. The story doesn't play a prominent role here, but this is God of War, so all you really need to know is why Kratos is pissed off so you can go off and slaughter mythical creatures with reckless abandon.

With few exceptions, the combat in Chains of Olympus is just as you've come to know and love. The controls are tight and in general quite good. Learning to evade attacks requires a bit of an adjustment, given that you need to hold both of the shoulder buttons and then move the analog stick, but you get used to it and it works fine. Kratos can make light and heavy attacks using his blades of chaos, and you can perform combos by pressing specific, simple button patterns. Eventually you'll get your hands on a second weapon, the Gauntlet of Zeus, which is essentially a giant glove that Kratos can use to pummel his foes. It's a great addition to Kratos' armament and a ton of fun to use. It's just too bad that it's the only alternate weapon in the game. Magic is a bit limited as well, but you'll eventually acquire a few other abilities. Most useful to us was the first one you get, the efreet, which damaged all nearby enemies; the other abilities were of little use. For every successful kill, you're rewarded with red orbs that can be used to learn new attacks as well as upgrade weapons and magic. Once again you can find hidden treasure chests that contain red orbs, as well as others that offer gorgon eyes and phoenix feathers. If you collect enough of them, you can increase your overall health and magic meters. Treasure chests and red orbs are actually quite easy to come by, so you should have no problem maxing out all of Kratos' abilities before the end of the game.

As soon as the opening cutscene ends, you're thrown right into the middle of an epic battle in which you must defend Attica from the Persian Army and a basilisk, a huge, reptilian beast that the Persian forces unleashed on the city. During the course of the game you'll fight your way through Attica, some enormous caves, and eventually Hades. Each level is linear, though there are a few branching paths that can be explored to find bonus items. Chains of Olympus is much more combat-oriented than God of War II. You sometimes have to manipulate statues and other items to reflect light or activate a pressure switch to open doors, and you'll find yourself doing a bit of platforming and swimming, but most often you're on good old terra firma while battling foot soldiers, sirens, medusas, cyclopes, and other mythical creatures so that you can open a door or break through a magical barrier to get to the next area. The heavier focus on action certainly keeps things moving, and the combat is as awesome as ever, but the occasional bit of puzzle-solving and high-wire acrobatics is missed here.

Of course, there are several extras available once you finish the game. You'll unlock concept art along with one bonus costume and video by finishing the game on the default difficulty. You can also go back and play through on the ultrahard god mode or try to complete the five tasks in the challenge of Hades, each of which quickly reveals the reason behind its name.

Chains of Olympus delivers almost everything you'd want from a God of War game on the PSP. It's reasonable to expect a few concessions when a series transitions from a console to a handheld, Chains of Olympus does make a few that are worth noting. The biggest issue the game has is that it does almost nothing new. Even the played-out sex minigame is back for another tryst. Granted, it's the same formula fans of the series have come to know and love, but it would have been nice for at least a few new gameplay ideas to be introduced. Instead, the game goes the other way and actually feels a little stripped-down in parts; there are fewer weapons, levels, and boss fights, though there are still plenty of quick button-pressing minigames--perhaps a few too many.

It's also rather short. As far as we can tell, we collected all but one of the hidden chests and still saw the ending credits in less than seven hours. You're left wanting more because the game is a blast, but it's still over far too quickly. One thing the developer didn't compromise is load times. Most areas stream instantaneously, and there are probably less than 60 seconds out of the entire game in which you're waiting for the next area to load.

Few PSP games can match Chains of Olympus from a visual standpoint, either technically or artistically. Simply maintaining a solid frame rate is impressive enough when you've got so many characters fighting onscreen at the same time, but when you toss in lighting and particle effects, moving backgrounds, and lots of blood, it's even more impressive. The cutscenes alternate between prerendered full-motion video, in-game engine, and concept art brought to life by a bit of animation and camera movement. All three types look fantastic. The levels are varied and expansive, but they don't quite have the same epic feel as in the previous games. This is partially because the first level is the only one that has a lot of action going on in the distance, but also because the PSP's screen is small. Likewise, Kratos is sometimes quite tiny and doesn't look particularly powerful when he's only two millimeters tall. Kratos doesn't always appear that small, though, and his movements and attacks are always nicely animated regardless of his stature. If you own a PSP slim and the proper cables, you can make the size issue irrelevant (as well as improve the brightness, which is often really dark) by playing on your television. The textures, which look just fine on the PSP, don't quite hold up on the big screen, but the rest of the game looks fantastic even when blown up several times on your TV.

Headphones are a must when playing Chains of Olympus; it sounds fantastic. T.C. Carson and Linda Hunt reprise their roles as Kratos and the narrator, respectively, and they once again deliver top-notch performances. The well-known God of War theme is also back, and the whole soundtrack fits the action perfectly. After all, it's hard not to feel like a total stud with timpani and horns bombastically urging you on.

Like Grand Theft Auto and Syphon Filter before it, God of War successfully pulls off a console experience on a handheld. Some new ideas and a better mixture of puzzles, platforming, and bosses would have been divine, but Chains of Olympus is an excellent game that delivers most of what you've been praying for--more God of War.

Wednesday, October 24, 2007

Heavenly Sword (PS3)

Ever since it was first shown, Heavenly Sword has drawn comparisons to God of War. Like SCEA's flagship franchise, Heavenly Sword has great production values, exciting combat, and an enjoyable story with interesting characters. What it doesn't have is length, clocking in at just six-and-a-half hours from start to finish. So while it's a great game, it's a great game you can beat in one sitting.

Like God of War, Heavenly Sword starts off with what appears to be the death of the game's main character, so the story is told via flashbacks. In this case it's a young woman named Nariko, an outcast who was thought before she was born to be the one to fulfill her peoples' prophecy surrounding the Heavenly Sword. The titular sword is a dangerous weapon that grants tremendous power to whomever wields it, but at the cost of that person's life. Nariko's clan has protected the ancient weapon, but they've grown weak and find themselves under attack from King Bohan, an evil despot who wants the sword for his own use. In this desperate hour Nariko's people and even her father are finally forced to admit that she is their only hope. The game's story is well written (if a bit predictable), and the characters are brought to life by some fine performances by the actors who portray them.

There are a few rudimentary door-opening puzzles and a handful of situations where you'll have to quickly press a button that appears onscreen as you make your way through the linear levels. But most of your time with Nariko will be spent killing thousands of enemies in her quest to keep the Heavenly Sword from falling into Bohan's hands. Nariko has three different types of attacks that she can perform by standing in a specific stance. Speed attacks are performed by pressing the square or triangle buttons. Her ranged and power stances are done by pressing the L1 or R1 buttons respectively. Attack combos can be strung together by pressing square and triangle in specific patterns or by switching from one stance to the next midattack.

Using combos and attacking with style are important not only because they're the quickest way to defeat an enemy, but also because they're the key to unlocking more combinations and even bonus content. Each consecutive attack you perform without getting hit fills a meter that's divided into thirds. Perform enough combos and you'll earn a new combo; reach the second and third level and you'll unlock making-of movies, artwork, and more. You'll also gain access to superstyle attacks along the way. When you've earned enough style points you can hit the circle button and trigger a short cutscene where Nariko finishes off a foe with creative flair. It's certainly beneficial to learn a few combos, but you can get through the game just fine doing the same few over and over again.

However, you'll need to vary the position you attack from. Some enemies are only vulnerable to certain attack styles and some can be attacked only with a successful block or counter, both of which are tied to the three different stances. As bad guys attack, they'll flash a color that indicates what kind of attack is coming. If it's a speed attack you don't have to do a thing; Nariko will block it on her own. If it's a power attack though, you'll have to quickly press the R1 button to block. If it's red, it's an unblockable attack and you'll need to roll out of the way by moving the right analog stick. Counters are performed by quickly pressing the triangle as an attack is imminent. They're a great way to quickly dispatch an enemy, though they're tough to time when you're surrounded by a few dozen people, all attacking at different moments.

Heavenly Sword keeps things fresh by mixing in a second playable character and a few different play styles. For some of the game you're placed in the role of the lovably quirky Kai, a bizarre catlike girl whose favorite "game" is to shoot bad guys with her crossbow. She can't fight at close range, and can only create separation between herself and the enemy by pushing them off of her. The awkward switch from one camera angle to another that occurs when you go from running to aiming makes it tough to get a shot off, so the levels where Kai's on foot and fighting aren't her best moments. It's good, then, that most of your time spent as Kai has you simply shooting bad guys with the game's enjoyable motion controls. By continuing to hold the fire button you can control Kai's arrow midflight in slow motion by tilting the Sixaxis left, right, up, and down. Nariko has a few levels like this where she mans a cannon and wields a rocket launcher as well. Kai's sections are sometimes a tad too long, but it's quite satisfying to guide an arrow across a level and then land it in a soldier's groin or head.

Overall the game's combat is a good mix of being easy to learn but deep enough that you don't feel like you're just hitting the same two buttons and seeing the same attacks over and over. This is an impressive feat considering how shallow the game's enemy artificial intelligence is. Rather than challenging you with smart bad guys with a wide range of moves, the game simply tries to overwhelm you with numbers. Sure, some are fast, some are strong, and some shoot arrows at you, but none of them exhibit any sort of creativity in their attacks. Even the bosses, who at least attack in new ways, aren't particularly clever and are challenging only because their life bars are seemingly endless. Slightly repetitive or not, it's hard not to have a blast when you're controlling a lone heroine against more than a thousand enemies, all of which are onscreen at once.

Heavenly Sword is elevated by its top-notch presentation. Nariko's attacks are beautifully animated and flow seamlessly from one to the next with only a little slowdown here and there. It's a little disappointing that there's not more visual variety to the soldiers, but the few types featured are all well designed and easy to tell apart. This is important when you're trying to use a certain fighting style to take out a specific enemy in a crowd. The levels are gorgeous and have an almost hand-painted look to them--especially when viewed from afar.

Many games come to a screeching halt when telling their story via cutscenes, but this is where Heavenly Sword excels thanks to is its main characters, which are all wonderfully designed and animated: beautiful, compassionate Nariko; oafish, sympathetic Roach; evil-yet-funny King Bohan (portrayed by Andy Serkis, who played Gollum in Lord of the Rings); and the curious, catlike Kai. The cutscenes are gorgeous, marred only by some lip-synching issues and a frame rate that sometimes stutters at the start. You really get a sense of the characters' personalities just by looking at them and watching them move. A well-written and often surprisingly funny script is brought to life by Hollywood-quality performance from the actors, who fit their respective characters perfectly. The inclusion of English, Spanish, German, French, and Italian voice options ensures that just about everyone can enjoy the performances, too. The music is a mix between orchestral movie-style tracks and more modern-sounding instrumental pieces with an ethnic flair to them.

Add it all up and Heavenly Sword is a fantastic game from start to finish. It's just a shame that it's not longer. The developer made the wise decision to keep the action tight by not including any fetch quests or backtracking, but skilled players will probably finish the game in a little more than six hours, and it probably won't take longer than eight hours for anyone else. There are some DVD-style extras to unlock and you can play it again on "hell mode" once you've beaten it; just don't expect to get much more than a great weekend for your $60. If you're OK with that, you won't be disappointed in Heavenly Sword.

Wednesday, September 5, 2007

warhawk (PS3)

Warhawk is a 32-player, multiplayer-only shooter from Sony. It has ties back to another Warhawk, an early game for the original PlayStation that focused on the warhawk itself, a fighter jet that can convert to hover mode and back again. You probably don't remember it, which hardly matters, because the multiplayer focus of the PlayStation 3 Warhawk game leaves it with no real story and no real sense of the war you're fighting. This game has a stripped-down feel, but the exciting gameplay certainly makes up for those feelings. This is blue versus red across multiple modes and maps, in the land or in the air. And it's excellent fun.

The real story of Warhawk isn't about the epic conflict between two opposing sides. It's about how this game has been made available. If you want it immediately, it's a downloadable purchase from the PlayStation Store for $39.99. If you're desperately in need of more things to put on shelves, or if you want a voice-chat device, you can buy the game in stores for the standard $59.99 in a package that comes with a wireless headset, some behind-the-scenes video, and a full manual. There's no functional difference between the two games, so it really comes down to personal preference. The downloadable version does not come with instructions at all, which is sort of messed up. Other games on the PlayStation 3 have had Web browser links built in to load up offsite manuals and things like that, but Warhawk has none. So the only way you'd know that you need to push the L3 button to talk or find out about the zones mode is to fumble around for yourself or go to Sony's site, where it has a downloadable manual available. But even that manual, which comes in the box with the retail version, doesn't explain everything, such as some of the terms used in the ranking screen.

It's a good thing, then, that most of Warhawk is incredibly straightforward. It's easy to jump right into a game using the game's server browser, and there seem to already be plenty of people playing at all hours. If you've ever played something like Battlefield 2 or Star Wars: Battlefront, you'll probably take to Warhawk's brand of team-based multiplayer shooting quickly, as it's a simplified take on that experience. The maps have bases strewn about that your team can capture. Capturing them gives you a place to spawn, or if you're playing in the zones mode, it'll help you earn points toward winning the game. You spawn on foot, with nothing but a lowly pistol and a couple of grenades. But at bases and spawn points, you can usually find a host of weapons. These include an assault rifle, flamethrower, sniper rifle, rocket launcher, and binoculars, some of which you can use to call in air strikes. You'll also find plenty of vehicles, such as jeeps, tanks, and the warhawk itself. And in some fortified areas, you'll find turrets that shoot flak or homing missiles, which are very, very effective against incoming aircraft. All of this balances out nicely because the ground troops can take out vehicles with the homing rockets from the rocket launcher, the turrets can defend base positions against air--but not as well against other vehicles--and the tanks are usually sitting ducks for warhawks to plink away at with swarm missiles or cluster bombs.

One of the major gameplay differences between Warhawk and other similar shooters is that you'll find a ton of aircraft on most of the maps. Sometimes you'll feel as if half of the game's 32-player limit is buzzing around, dogfighting overhead, or attempting to strafe ground targets. This gives it a unique feel, and it's a lot of fun. Warhawk controls well regardless of what you're piloting too. You can play around with controller sensitivity to get things just right, and, if you like, you can fly the warhawk using the tilt sensing of the Sixaxis controller. However, the tilt support never feels responsive enough to be useful in tense situations.

Warhawk comes with five different maps. Before you get all up in arms about how low that number looks, each map can be configured for different game sizes, so there are configurations for small, medium, and large-sized games. Each map also has a dogfight configuration, giving you more warhawks to use. The different configurations make the maps feel totally different, giving you different strategies to work with and so on. This means that playing in an eight-player game can be just as thrilling as a 32-player fracas. There are also multiple modes. Team deathmatch works as you would expect, with control-point captures giving you new places to spawn but no real points benefit. Capture the flag is a standard two-flag CTF mode that puts flags in each team's main base. Zones mode creates colored circles around each base, and the goal is to earn points faster than the other guys by holding more zones than the other team. The zones link together if you hold the right ones and level up your control over them to make the colored circles bigger, which brings in even more points. Lastly, there's a deathmatch mode, which can be fun for dogfights, but this is very much a team-based game, so playing with no team to back you up isn't as much fun. You can also play online with a split-screen, which allows multiple players to play online from the same machine. On top of playing on the Internet, the game has support for LAN games.

Outside of the game, you can chart your progress to look at your rank and medals. You'll earn ribbons for a variety of round-specific accomplishments, such as finishing first on the winning team, getting 10 antiair kills, not shooting your teammates, and so on. Badges and medals also take your global counts into consideration, giving you awards, such as a meritorious service medal. You'll get this award for capturing the flag 100 times, defending 100 zones, capturing 500 zones, and then getting two flag captures in the same game. That's sort of steep, but it certainly gives you something to shoot for as you play. As you rise in rank, you'll unlock additional head, shirt, and pants types for your soldiers, giving you a clear way on the battlefield to see if someone's totally raw or a honed online killing machine.

Warhawk will run in 480p, 720p, or 1080i, and the game looks really nice overall. Its greatest visual feature is that you have a very long draw distance, giving you a clear view of things that are really far away. For example, on one map, which is made up of a series of high islands, you can sit in your base and see turrets moving in bases far, far in the distance. Armed with a sniper rifle, you can practically reach across the entire map and knock fools out. The equipment looks good, and it also blasts apart really well. Exploding warhawks cause burning hunks of metal to fall out of the sky, and it looks great. The game sound is also effective, with good weapon noises and explosions. Warhawk, unlike most online PlayStation 3 games, has voice chat, which comes in handy.

Regardless of how you get it, Warhawk is a great multiplayer shooter and one of the first of its kind to land on the still-new PlayStation 3. It offers just enough content to justify its price tag, but more importantly, it plays well, with just the right mix of tactical considerations and finger-on-the-trigger action. With hooks in there for additional map downloads, it'll be interesting to see how this one develops from here.

Sunday, July 29, 2007

Super Stardust HD (PS3)

Here's something you never thought someone would be able to say in 2007: The dual-joystick shooter market is, perhaps, getting a little oversaturated. The arcade-style games, initially popularized in arcades by Robotron: 2084, saw a rebirth with the release of Geometry Wars: Retro Evolved on the Xbox 360. And we've been getting a mix of classic emulated releases, as well as new games, ever since. Housemarque's Super Stardust HD marks the third such game to hit the PlayStation 3, and it's also the best. But if you've been trying to keep up with this genre, there's a good chance that you might already be sort of tired of it.

Super Stardust HD puts you at the controls of a tiny spaceship that flutters around a grid, which protects a planet from asteroid attacks. Big space rocks are constantly slamming into that grid and sticking to it, so it's up to you to fly around the grid to blast the rocks apart. Think of it as Blast Factor in space, instead of in a petri dish, or perhaps Asteroids on a sphere with all-directional fire. The catch is that you have three different weapon types available at all times, and each one is somewhat more efficient at dealing with specific types of rocks. For example, your gold melter destroys gold rocks faster than your ice weapon. As you blow up rocks, you'll get down to their cores, which glow green and release power-ups when destroyed. You can power up each of your three weapons, as well as collect extra lives, a shield, and extra bombs. Bombs let you clear a radius around your ship when things get too hectic. You can also cut through rocks and other smaller enemies using a boost attack. The boost attack is probably the most dramatic change to what would otherwise be a very cookie-cutter game, though the multiple weapons at your disposal are also a nice touch.

There are multiple planets to unlock and defend, with each planet broken up into five phases of increasing difficulty that culminates in a boss fight. You can opt to play the game one planet at a time or play in an arcade mode that lets you progress from one planet to the next. There's also a co-operative mode for two players. Both players play on the same screen, and if one ship tries to fly too far away, the other gets dragged along as the planet scrolls. Also, sticking close to your partner gives both of you a weapons boost. Co-op play hasn't been a feature of too many of these new wave Robotron clones, so it's a cool addition in Super Stardust HD, even though you can't take that co-op online.

While the planets you're flying over aren't terribly interesting, the game's rocks and explosions are the visual highpoints. The rocks blast apart into interesting crooked shapes, and the explosions are fairly flashy. The game will do 1080p if you have a capable set, and the frame rate stays solid. The soundtrack has an appropriately sci-fi adventure tone to it as well, which helps set the mood a bit.

How likely you are to enjoy Super Stardust HD is directly proportional to how many other games like this you've played over the last year or so. If you're burned out on Blast Factor and want something new, Super Stardust HD's $7.99 price tag feels just about right.