Showing posts with label Ubisoft Montreal. Show all posts
Showing posts with label Ubisoft Montreal. Show all posts

Tuesday, March 25, 2008

Tom Clancy's Rainbow Six Vegas 2 (Xbox360)

If the original Rainbow Six Vegas felt like the first night of a trip to Sin City, its recently released sequel feels like the second; a little worn, but still a lot of fun. There's still a casino's worth of content and the best gameplay this side of Caesar's Palace. Plus, the introduction of a sprint button not only increases your speed, but also quickens the pace of the entire game. On the other hand, the cooperative play has been pared down a little and the expanded experience gains are about as glamorous as pillow mints--even if you are grateful for them. A third night of this might be too much to handle, but if you like to place bets with bullets at all, you'll definitely want to put some money down on Rainbow Six Vegas 2.

Despite the name Tom Clancy in the title, the Rainbow Six games are hardly known for their ace storytelling skills. Having said that, the way the original Vegas ended on such a terrible cliffhanger ending, when all it really had to do was give you a reason to kick some terrorist butt, was especially disappointing. Fortunately, the campaign in Vegas 2 makes no such errors. You no longer play as Logan Keller. Instead, you hunt terror and save hostages as a custom character referred to as Bishop in the campaign. Although the specifics of the overarching story are pretty easy to lose track of, one thing is clear: There are terrorists and you have to get them before they get Vegas. However, there are a couple of great scenes in the campaign. For example, there is one where you're supposed to meet up with a guy to find chemical weapons, only the terrorists meet up with him first. Because he's wearing a communication device, you can hear the proceedings as you make your way through the level. First, the terrorist in charge rails angrily, then the guy pleads with him, then the terrorist rails some more, and then the guy starts screaming "NO, NO, not THAT!" Then there are no more words, just animal noises of pain, fear, and more than a little loathing. Other moments don't seem quite as authentic, especially those that involve civilians. While it's nice that they're in the game, you'll occasionally lose if you fail to prevent the terrorists from executing one of them. That's just plain silly because it's unlikely that a group of commandos would leave a bunch of terrorists and weapons behind because Hank the Hostage bit the dust. Also, it's so easy to die in Vegas 2 that you really don't need the extra "game over" screens.

Just like in the previous game, you play through each stage with your two not-so-trusty sidekicks. They're like roulette wheels in the way they oscillate between deadly efficacy and utter helplessness, though the odds are actually stacked in favor of them doing the right thing. Their normally smart, super-effective behavior actually makes it even more striking when they get stuck behind the occasional box. The campaign isn't very long, but it has its share of awesome firefights and is a good way to warm up for the online play.

Although many of the locales aren't the first ones that would come to mind if someone asked you to imagine a shootout in Vegas, they are inventive, nonetheless. There are a few nondescript warehouses, generic loading docks, and lame industrial areas that could just as easily be in Rainbow Six Fresno. But, then, there's also the theater level. This is a full-on replica of a decadent theater complete with stage, backstage, seats, and a balcony. The tricky thing about it is that one team has easy access to the balconies, while the other is pinned by the somewhat open stage. If a player from the latter group can make it across and exit stage left, hopefully with a close-range weapon like a shotgun, he can get all No Country for Old Men on the snipers watching the action below. How quickly the hunters become the hunted.

The best way to cross any open space in Vegas 2 is to sprint, and that can now be accomplished with the push of a button, which is similar to what you've done in nearly every shooter that's come out since Gears of War. But unlike the reckless and half-blind dash in that game, Vegas 2's version is easier to control. It's also more versatile because you can sprint sideways, as well as forward. However, when you see a grenade rattle on the ground in front of you, you'll wish you could also sprint backward (you can't); realism be damned. Sprinting is a small, minor addition to a great big game like this, but it has a major impact on Vegas 2's pace and gameplay. It's obviously a good thing to be able to run a little faster when you're trying to close in on a flash-blind enemy, and it goes with the shotgun like peanut butter goes with jelly. Sprinting around a corner while pulling the trigger on a shotgun blast before the gun is even half on the screen and catching your enemy with a mouthful of buckshot is one of the sweetest kills the series has seen. Less obvious and less gory is the overall effect on the pace of the play. Sprinting provides a welcome shot of adrenaline, especially online.

Speaking of the Internet, online play used to be the only place you could go to level up your soldier and unlock new gear, but that is no longer the case. You can now gain experience points, ranks, and equipment by playing through the offline content. And, it's all universal. If you become a sergeant by playing the heck out of terrorist hunt campaign, you'll still be a sergeant when you log onto your system's network. The main perk here is that by playing through the single-player campaign first, you'll enter online play with a few weapons and clothing-customization options already unlocked. This really doesn't add anything to the game as much as it fixes a minor flaw with the original--you should have been able to gain experience points offline all along, although it didn't matter to most players because the online content is such a huge part of the game. This meager expansion of the experience model is also noteworthy considering Call of Duty 4's recent strides in the developmental department. When it comes to creating your character as you play, Vegas 2 has pretty meager cards.

Despite this, the options for online players have actually slimmed down a little when you compare the original with the sequel. Previously, four players used to be able to tackle the campaign cooperatively, but now, that number has been reduced to two. That may sound crazy and retroactive, but four players can still tackle terrorist hunt. And to the game's credit, it's easy to drop in or drop out of the two-player campaign. There is one co-op issue, though, that makes no sense: the fact that your two computer controlled companions are both controlled entirely by only one player. The other player feels like an awkward stepparent: You know you have good advice, but the kids just won't listen to you. It's clear that giving each player one minion would have wreaked havoc on the stacking and breaching system, but there are ways around this issue. If it were easy to transfer control of one or both minions between the two players, the tactical options would have been even broader, and both players would feel like they got to play with the nifty order giving.

The other new additions are multiplayer modes: team leader, total conquest, and demolition. Team leader is the most creative because it blends a VIP-style match with elimination play. As long as your VIP is alive, your guys can respawn at will. But once he drops, every death is final. Coming back after your leader has been assassinated is possible, but not probable. Total conquest isn't a complete departure from the conquest mode featured in the original Vegas; now, you must hold three transmitters for 30 seconds. This is a fun, frantic mode because your objective is constantly changing between assault and defense. You always know where to go, and you usually have a good idea of where to find the enemy. Finally, demolition is a classic bombing mission where one side tries to blow up a target while the other tries to defend it.

Though that last mode is old school, the graphics are anything but. Though there are occasional instances of texture blurring and fill-in during frantic online play, there will also be times when you'll get blasted by an unseen enemy because you were too busy admiring the walls. And what walls there are in the game. From the gritty, sweaty walls of Kill House to the deep red and dimly lit papering in the theater, Vegas 2's walls are unmatched, except perhaps by BioShock's. The characters look good too, especially when you're shooting them. Blood spurts from bullet wounds, splattering nearby walls as the gun noises pound and the controller rumbles with approval. Well, the Xbox 360 one does, but more on that later. The music and sound effects are also excellent. The audio queues are as clear as they are life-saving, and the music is rousing. The track in theater is especially epic and unusually operatic for a military shooter.

Though there are differences between the PlayStation 3 and Xbox 360 versions of Rainbow Six Vegas 2 that make the 360 version slimly preferable, both unequivocally capture the same excellent experience. The lack of rumble in the PS3 controller is still a drag. Also, it takes a little longer to find a good PS3 online game for three reasons: fewer people are playing, you can only see a match's latency once you've joined, and you will randomly be unable to connect to certain servers. But the graphics are comparable and the gameplay is identical, so overall, the PS3 version is easy to recommend.

And that makes it better than most games because Rainbow Six Vegas 2 is the best tactical shooter on the market. It doesn't gamble as much as it should and, instead, seems to take cover behind the formidable foundation established in the first game. But to its credit, Rainbow Six Vegas 2 does make one big gameplay tweak and provides another highly playable single-player campaign. It also provides a decent suite of cooperative options and more excellent online multiplayer. Though its experience system is now clearly behind the one found in Call of Duty 4, no game has a better control scheme or more satisfying tactical play. This ace belongs in every shooter's hand.

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 16, 2007

Assassin's Creed (Xbox360)

Assassin's Creed will stay with you long after you finish it. Here is one of the most unique gameworlds ever created: beautiful, memorable, and alive. Every crack and crevasse is filled with gorgeous, subtle details, from astounding visual flourishes to overheard cries for help. But it's more than just a world--it's a fun and exciting action game with a ton of stuff to do and places to explore, rounded out with silky-smooth controls and a complex story that will slowly grab you the more you play. Make no mistake: Assassin's Creed is one of the best efforts of the year and a must-own game for Xbox 360 and PlayStation 3 owners.

Not enough can be said about the living, breathing world that you'll inhabit in Assassin's Creed. As assassin extraordinaire Altaïr, you'll explore three major cities of the Holy Land in the 12th century: Jerusalem, Damascus, and Acre. Each city is beautifully rendered from top to bottom and features meticulously crafted towers that reach for the sky, bustling market squares, and quiet corners where citizens converse and drunks lie in wait to accost you. As you wander the streets (and rooftops), you'll push your way through crowds of women carrying jars on their heads, hear orators shout political and religious wisdom, and watch town guards harass innocent victims. Altaïr has a profound effect on this world, but the cities are entities all their own, with their own flows and personalities.

The visual design has a lot to do with how believably organic everything feels. The cities are absolutely huge, and though you don't get full exploration privileges in the first few chapters, they eventually open up to let you travel seamlessly from one side to another. Everything is beautifully lit with just the right amount of bloom effect, and almost everything casts a shadow, from tall pillars to Altaïr's cloak. In fact, sometimes the shadows get to be a bit much and may make you think for a moment that there is artifacting on your screen, when in fact it's a character's head casting a shadow on his or her own neck. Every object, from scaffolds to pottery, is textured so finely you feel as if you could reach out and touch it. Animations are almost as equally well done. Altaïr scales walls, leaps majestically from towers, and engages in swashbuckling swordfights that would make Errol Flynn proud. And he does it all with fluid ease, generally moving from one pose to another without a hitch. Minor characters move gracefully as well, though one of the game's few visual drawbacks is the occasional jerky animation on the part of a citizen. However, it's easy to forgive, considering that the cities are populated with thousands and thousands of individuals. In fact, these tiny blemishes are noticeable only because everything else looks so incredible.

What you hear is even more impressive than what you see. At the top of a temple, you hear little but the rush of wind, the twittering of birds, and the barking of a far-off dog. In the most populated areas, your ears will fill with the din of street vendors, the pleas of beggars, and the occasional humming. It's never too much, though, and the game does a good job of making sure you hear what you need to hear (for example, the cries of citizens who need your help), without filling your ears with pointless noise. All these effects, along with the clangs of swords and groans of assassinated foes, are outstanding. The voice acting of the supporting cast is similarly remarkable. Conversations are completely believable and delivered with the perfect amount of solemn dignity. Oddly, the weakest link is Altaïr himself. Actor Philip Shahbaz does an all right job, but he isn't up to par with the first-rate acting of his fellow troupe. Rounding it all out is a beautiful orchestral score that is most notable for its subtlety. Many of the game's most impressive moments are accompanied by lovely musical themes that add even more threads to the game's rich living tapestry.

Fortunately, the story that binds it all together rises to the occasion. Actually, there are two related stories in play. The unfolding drama of Crusades-era Palestine is a mere memory, forcibly pulled from a modern-day bartender named Desmond by a resolute researcher using a machine called an animus. The memories aren't Desmond's own--they are Altaïr's, stored safely in the hapless subject's genetic code. We follow Altaïr as he assassinates nine public figures at the command of his master, and as the common thread that ties these men comes into focus, so does the true identity of Desmond's captors. There are no cutscenes in the traditional sense; every bit of story exposition and dialogue flows smoothly from the gameplay and takes place entirely within the game engine. The ending is confusing, and it blatantly leaves open the possibility of a sequel, but it's a small blemish on an otherwise stirring tale. Altaïr's world is not one of absolutes. His assassination targets aren't always evil, and Altaïr isn't always likable. As he is fond of reminding us, "Nothing is true. Everything is permitted."

Of course, such an authentic world would be meaningless without a lot of fun things to do in it. Thankfully, Assassin's Creed is endlessly entertaining in that it features a fine mix of stealthy exploration, tight platforming, and exciting combat. To discover the whereabouts of your assassination targets, you must first follow up on possible leads. There are several different mission types in this regard. In some cases, you sit on a bench and listen in on secret conversations. At other times, you will closely follow someone carrying an important letter that you'll pickpocket. Alternately, you can beat the information out of your target. Most missions are relatively easy to pull off in the early stages of the game. But once the guards and townspeople start recognizing you (or you alert them to your presence too close to the scene of one of your crimes), they get a little tougher.

There are also some optional tasks, such as rescuing innocent townspeople from the clutches of guards. The reward for doing so is a group of vigilantes who will hang out in the area afterward and hinder any foes chasing you. It's also a good way to try out Assassin's Creed's combat, which is surprisingly satisfying, considering the game's focus on sneaking around. You can pounce on enemies using your hidden blade (an incredibly rewarding one-stab kill), or use throwing daggers to take enemies down from a distance. However, your sword is your melee mainstay, and though the hack-and-slash combat may seem simple at first, it gets more challenging once you unlock the various countermoves. Often, you'll have a dozen or more attackers to fend off at once, but though these fights can be a little tricky, you'll never feel as if you're in over your head. In fact, the few circumstances in which you are forced into combat--such as a late-game boss fight against a seemingly endless crowd of attackers and their leering leader--are challenging and require some pitch-perfect timing to counter every strike and lunge.

Nevertheless, brute force is rarely the best way to handle a situation. You want to slink unnoticed through the crowds, but you can draw attention to yourself in a number of ways--whether it be galloping past a guard station on a horse, knocking pottery off of someone's head, or getting so frustrated by the various beggars that you fling them away from you. (And trust us--these are the most aggressive panhandlers you'll ever meet.) If you antagonize the guards, they'll give chase. Yes, you can stick around and fight, and though it's never the easiest option, breaking stealth does not damn you to death like it does in other sneaking games. But why not lure them to a rooftop? Once up there, you can grab them and fling them to the street below. Or if there are too many of them, you can jump across the rooftops gracefully until you find a hiding place, such as a nice bale of hay or a curtained garden. Once you're hidden, they'll break chase and you'll be free to roam about.

You can also seek refuge in small groups of scholars who serve as mobile hiding places. It's a bit contrived to walk into a stationary cluster of scholars and have them suddenly start moving simply because you're there, but it gets the job done. Actually, if there's any drawback to the usually excellent gameplay, it's how synthetic certain elements feel. Vigilantes are always in the same spot, missions reset if you don't get them right the first time, and those same guards will be harrassing that citizen, an hour after you pass by. It's easy to forgive these quirks though, given the easygoing flow of the world surrounding these pockets of gameplay.

Climbing up buildings and jumping around the rooftops is fun and breezy, thanks to effortless controls that strike a great balance between ease of use and player input. You can leap across alleys and scale walls with the pull of a trigger and the press of a button, and though it's possible to launch yourself from a wall or hurtle through a vendor's booth by accident, these moments aren't very common. You'd think that a city specifically designed to let you climb structures and caper about the roofs would look overly artificial, yet there's never a moment when you will think to yourself, "Wow, that looks like a place where I'm supposed to jump." The architecture looks completely natural, which makes Altaïr's abilities all the more exciting to pull off. The environments don't look as if they were created for him to climb around on; he just uses the hand he's been dealt, as any good assassin should.

In Assassin's Creed, the greatest joy comes from the smallest details, and for every nerve-racking battle, there's a quiet moment that cuts to the game's heart and soul. Climbing towers to uncover portions of the map is a simple mechanic but forever satisfying, thanks to the beautiful vistas and soft musical themes that accompany the view. Even the drunks that pester you are amusing and fun, though their constant shoving is more than annoying, especially if you are trying to pickpocket a pedestrian or eliminate a target without a fuss. It all makes your missions that much more compelling, and you'll be inclined to explore every nook and cranny and take on every optional task, just for the fun of it. There's a ton of stuff to do, and even when you've exhausted your official tasks, you can search for the collectible flags and crosses strewn around the cities and countryside. You could probably plow through the main quest in 20 hours if you're lucky, but completists might spend close to 50 hours finishing every quest and gathering every collectible.

There are few differences between the Xbox 360 and PlayStation 3 versions. PS3 owners are blessed with a slightly more solid frame rate, although the 360 version features a little more contrast in the lighting, so it's pretty much a wash. But regardless of which platform you go with, you'll have an amazing and unforgettable game. Assassin's Creed is the kind of game you tell your friends about, and one that should be in your collection.