







Quake III Arena was a big thing for me at its release, one of the first first-person shooters I truly invested myself into. It was fast-paced, arcade-type action, with simple, yet memorable weapons. The railgun. The BFG. Of course, the rocket launcher. Friends would come from all over my neighborhood to play. Good times. Now, like some wet dream of mine, it's back. It's free. It's playable in your browser, with a Steam-esque friends utility built in for organizing games with your comrades. Also included is the latest trend in games, in-game achievements.
Now, many professional reviewers have given the game fairly average scores, but Mount&Blade is one of those games that boast the coveted “Civilization effect”, also known as “One More Turn Syndrome” or OMTS. It often occurs, that on a first try, the planned 30 min splurge into the game turns to realizing that it’s 4 in the morning. So, what is the game really about then?
Mount&Blade is THE game that got mounted combat right (should have seen that coming just from the name). Riding on the battlefield, with a couched lance which you handily land between a knight’s eyes at full gallop is satisfying, as well as riding past peasants and swinging them in the face with a battleaxe. If you’re bit of a Mongol, horse archery is brilliantly executed, and riding circles around your enemies while peppering them with arrows is great fun. You can also take the role of a commander, and let your troops do the fighting for you.
The game is fairly easy to learn, and there are wikis online that have pretty much any information one might want relating to the game. There are problems, of course. The game feels slightly unfinished, and much of the diplomacy and quest system feels simplistic. The graphics might be off-putting to some, although I’ve never really been that big on graphics as long as they do their job. There is a feeling that more could have been implemented, and some other minor problems. There are no game-breaking discrepancies though, and you won’t mind these issues when cracking skulls for the fifth hour in a row.
Even though I consider myself primarily a PC gamer, I have often visited Valve titles out of a sense of obligation more than genuine excitement. The science-laden world of Half Life never really did much for me beyond it's storytelling style and clever design. I primarily spent my time with modifications to Valve's games like Counterstrike, Team Fortress Classic, or more recently Team Fortress 2. Left 4 Dead, then, is the first Valve game that had me positively squirming in my seat with anticipation from the moment I heard about it. Zombies? Co-operative focus? Zombies?! Ravenholm was my favorite section of Half Life 2, and I knew that Valve could do the undead right. (Ew.)
The gameplay of Left 4 Dead is divided into two modes, Campaign and Versus. Campaign pits you and three friends (or bots, you pathetic loser) against the hordes, while Versus puts you and up to 7 friends on teams of four, with one team playing the Survivors and the other playing the Infected, taking turns moving through the levels. Versus can't be played with bots, so if you want to play a zombie and gnosh some brains you'll have to get online and play with other people.
On that note, the singleplayer functions in Left 4 Dead aren't even worth discussing. If you're playing this game with bots, you're absolutely doing it wrong. Get at least three friends and a microphone, and before you know it you'll be yelling obscenities at the Infected and screaming for your buddies to remove the cranium of the Hunter on top of you.
It's in those types of moments that Left 4 Dead really distinguishes itself from the rest of the multiplayer world. There isn't a game on the market that can top L4D in terms of co-operative experience. Whether you're playing the Infected and trying to run the survivors into the ground or you're a Survivor just trying to make it to that next safe room, you simply won't succeed or have as much fun without your teammates.
L4D not only does a great job of pulling you into your role as a teammate, it boasts the strongest characterization I've seen in a multiplayer shooter yet. Louis, Bill, Zoey, and the almighty Francis are a lot more than just a randomly assigned skin. They have personality to spare, as do the boss Infected, which is pretty impressive considering they just gibber and scream now and then. (Metal trivia: Mike Patton did the voices for the regular Infected) In all my time spent with Left 4 Dead, I have found myself speaking “in character” on more than one occasion, which stands as an excellent testament to how deeply involved you can get in the characters. I find myself groaning when I have to go and pick up Louis, but rushing to Zoey's aide whenever she's in trouble. Bill, I figure, can take care of himself.
Developers of the world, take note. Good characters are important, even in multiplayer games. L4D really raises the bar here, and I would be shocked if we didn't see more attempts at creating more three-dimensional characters for multiplayer games in the future.
Multiplayer games are intense affairs, with moments of uneasy calm peaking into crescendos of chaos. The Infected will come at you like a swarm possessed, and then return to their ambling state as you move on, lulling you into a false sense of secutity before building to another vigorous, horriffic assault. L4D distinguishes itself here, as well; the other first person shooters of the world tend to be a mix of short, intense battles and the occasional drawn-out ordeal. L4D builds it's intensity in truly sublime fashion, allowing the players to control the pace to a certain extent, but more importantly making the pace a focus of the game. In Versus, you'll find that the team that controls the pace tends to win the game. In Campaign, these moments occur organically as the hordes and boss Infected throw themselves at your bullets.
I would be remiss not to mention the matchmaking interface, as it leads to my only real complaints about the game. There is no standard Source server browsing here, unless you use a console command and connect to a game in progress. Most times, you will start in a lobby with some friends, and the lobby will find a game (and subsequently a server) for you. This kind of system should be familiar with anyone who has a console that they play games online with. Much like on a console, you may find yourself wishing for more features in the matchmaking almost right away. You will end up on servers in foreign countries, servers with terrible connections, and servers that really have no business existing in the first place. Once you're in the game, you'll have to run a vote to return to the lobby if the server is less than great, and start the process over again. Valve, in their infinite wisdom, also decided not to let you see your ping while in game, instead displaying your connection with a color-coded series of bars. Valve, I'm a grown man. Let me choose my own server, and let me see my ping. Color code it if you must, but this is a PC game. I demand the ability to connect to a server of my own choosing.
As soon as you find a decent server, these complaints will retreat to the furthest corners of your mind. You will only be concerned with surviving an onslaught of the walking dead, or picking off the few who dare to resist your undead fury. L4D is immediate and visceral in ways that only the best multiplayer shooters can compete with. Apart from the matchmaking, it brings only good things to the genre, and to gaming in general.
Left 4 Dead could be a perfect 10/10. In fact, depending on the level of support it receives from Valve in the next few months, I may have to revisit the score. As it is, though, the server finding woes are worth a deduction of at least a point. It's hard to find fault with much else, though, and this is as Epic of a Win as you can get without channeling the divine.
Verdict: Epic Win [9/10] (Zombies Killed God)
The newest entry to the revived Prince of Persia franchise continues the adventures of our intrepid Prince. This time he’s walking in a desert, looking for his lost donkey, and gets swept into preventing an ancient god of evil trying to escape from his prison.
Like always, the series tries to re-invent itself in each of its iterations. There are some welcome additions, and some … less welcome. The game itself is very pretty. I mean it when I say pretty. This game is bloody gorgeous. The graphics have been cell-shaded, and combined with a bit of Final Fantasy-esque graphic design this leads to a result that could be straight out of a painting in a story-book. Not to mention very pretty. However, in my personal opinion, they may have gone a bit too far in the design department, when coming up with the designs for many of the buildings in the game. Suspension of disbelief is all well and good, but at least in the previous games the impossibly tall towers were usually based on a cliff or some relatively stable platform. This time, many of them are basically perched on top of stone matchsticks, couple hundred meters long. This is not a massive problem, as I didn’t exactly go into the game expecting superb realism and grittiness with brown and grey textures. In fact, POP takes exactly the opposite course, and this is refreshing. However, part of the charm of the previous games was that the Prince was a relatively normal(at least compared to all the others he met in the games) bloke, trying to survive in world-ending situations. He could do crazy acrobatics, but he was still relatively gravity-bound. This time any pretension of adhering to the laws of physics has been chucked out of the window. This leads to very pretty combos in combat, and makes scaling the impossible routes in the game possible. However, it’s just not as satisfying to scale insane obstacle courses with a guy who defies gravity, than it is to do the same with a very skilled, if fragile acrobat.
One major change in the game is the automation of the time-rewinding tactic present in the previous titles. It’s basically no longer possible to die, as Elika, your companion in the game, pulls your arse out of the fire the moment you would actually die. This helps with those people who aren’t very good at games, and removes much of the frustration of saving and loading present in many games. Still, the game as a whole is relatively easy, and at times it feels like it’s railroading the player. The possible routes to move around the environment are marked in various ways, be it scratches or vines, not to mention pressing a button shows you the way to the next chosen area. This takes much of the free-form puzzle platforming of the previous titles away, and feels less satisfying than finding your own way. It’s still bloody good fun to see the Prince run around the walls and whatnot. This same problem occurs in the combat. Instead of the free-form-use-the-environment-and-whatever-you-want combat of the previous titles, the Prince is now reduced to blocking and shuffling around, until you can pull off a pretty combo to damage your enemy. One issue I had with the combat was the prevalence of quick time events, at which I’m pretty terrible. Nothing is quite as annoying as spending a minute or two grinding down your enemy’s health, just to fail a quick time event and Elika saving you, just to see the enemy’s health bar recharge due to this.
The game has taken a step from being fully linear, to presenting you all the levels in the game, to do in whichever order you choose. This however, leads to many levels being very similar, and loses some of the charm of discovering new and radically different places. The story isn’t terribly complex, but it never was in the previous games either. The dialogue between Elika and the Prince is sometimes funny, sometimes cringe-inducing in all its wittiness, but nevertheless I did warm up to the characters over the course of the game. The meat of the game is in the platforming, as always. It’s just too bad that while it’s been expanded, the aspect of finding your own way has been neutered along the way.
Dead Space is the story of an engineer named Isaac Clarke. Isaac is a man with hideously bad luck. The story goes, that Isaac has a girlfriend, who is stationed on USG Ishimura, a planet-cracker ship. In the game’s world, the way to satisfy humanity’s need for resources requires entire planets to be broken apart and processed for raw materials. Now, contact with Ishimura has been lost, and Isaac and his crew has been sent to fix the issues they might have with communications, or some other minor problems.
As is the way with many games nowadays, Dead Space is ridiculously pretty in some aspects, and boasts many innovative decisions, such as using planes of damage instead of points of damage with weapons (well, they are cutters, used for slicing things up), as well as having a unique menu system seen from Isaac’s point of view. Many of the weapons are quite interesting, with flying saw-blades, machine-guns with 360-degree firing arc and many more quirks. There’s always the basic flamer, but it sucks.
The game is exceedingly atmospheric, and the makers have obviously put a lot of effort into art direction and sound design. The game is at its best when played alone, in a dark apartment, with the sound cranked up. The atmosphere in the game is simply great, and many of the creature designs are genuinely quite disturbing. You never feel quite safe, and this combined with general lack of ammo and the necromorph penchant for jumping out of vents, holes in the ground has the player sitting on the edge of their seat. When the critters attack, the game turns quite frantic when the player tries to desperately survive the onslaught.
Where do I begin? I could start with Ron Perlman saying his iconic line from the Fallout series like every other reviewer, or I could try to keep this short and simple without trying to sound profound (especially since I can’t pull it off). Fallout 3 is the newest installment to the Fallout franchise, which is no doubt familiar to most people who have grown up during the 90’s, and were exposed to computer gaming. The original two Fallout games were made by now defunct Black Isle Studios, and the rights ended up with Bethesda Softworks, known to most people from their Elder Scrolls series. Naturally, this made some fans uneasy, and has been the source of internet drama for a long time before the game was released. What now then? Well, let’s have a look at the game itself.
Oh yes, the Vaults. When the nuclear war happened, some people hid in underground Vaults, allegedly designed to keep them safe from the bombs and radiation. The player starts in one of these Vaults, and goes through a quick process of growing up, before having to leave. I quite liked the way the character creation was handled in this game, giving you a sense that your character has a history, instead of being just created on the spot. Even if on consequent characters it might be a bit irritating to go through the same process, the first time is delightful. Did I mention that your father is voiced by Liam Neeson?
Many people were worried that Fallout 3 might play like Oblivion, Bethesda’s previous game. In some ways it does, but in a good way. The combat is generally fun, and gets better the more creative you get. V.A.T.S. system developed by Bethesda for Fallout 3 replaces the old turn-based combat option from the previous games. It pauses the game, and you can select the enemy, and the body part to target. The game then uses your character’s attributes to calculate the likelihood of a hit, and plays it out. This can help those who are not used to FPS games, but it is just bloody good fun to watch your character blowing off limbs in slow motion. It has yet to get old, and I’ve been playing this game since the launch.