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By Paul DaviesGamers, in general, are not known for being a particularly forgiving bunch. When Sony first decided to show off Killzone 2, one of the shiniest jewels in the then-unreleased PS3’s crown at E3 2005, they decided not to show any raw, direct gameplay footage, instead opting to show a pre-rendered video. Insisting it was a ‘target render’, Sony promised that the Netherlands-based development team at Guerilla studios would be able to make the final, playable product look just as good in real-time. It would prove to be a pretty terrible PR blunder. Gamers scoffed at the arrogance of a company essentially expecting consumers to accept totally unsubstantiated claims about the power of their upcoming console, and the press at large were totally unimpressed with visuals that, while stunning, gave absolutely no indication of the nature or feel of the game.The only thing is, it’s pretty much mission accomplished, target achieved. Killzone 2 looks incredible. After hands-on time with a pre-beta build it’s already apparent that, barring the shock emergence some other multi-million dollar title that’s somehow escaped the notice of the gaming press, Killzone 2 will almost certainly be the best-looking console shooter to date come its release in early 2009. Picking up soon after where Killzone 1 left off, Killzone 2 sees the ISA taking the fight to the front door of the Helghast army, the aggressors from the last game. The demo opened with a stunning beach landing sequence, that I was genuinely shocked to find out was real-time. The action then moved into a stunningly lit interior for a warehouse firefight, followed by a section defending a convoy, before finishing up with a massive pitched battle against an impressively numerous horde of Helghast aggressors, giving the player the opportunity to either commandeer a tank or flank the enemies through a nearby tunnel network. The whole experience feels weighty and immersive, with impressive use of motion-blur and depth-of-field focus effects. On a technical level Killzone 2 is pretty much faultless, and if the demo is any indication, should provide a fantastically well-executed (and did I mention fantastic-looking?) modern FPS romp, with visuals that finally back up Sony’s claims that, when catered to properly, the PS3 can push pixels like no other console before it.Of course, that could prove to be as much of a hindrance as a boon to the game. In terms of gameplay and structure, everything about Killzone 2 feels fairly rote and workmanlike. Veterans of any of the modern FPS conflicts of recent years will find little to bamboozle them here, presented as they will be with the now-standard sprint/melee/iron-sights/grenade control setup, as well as the ‘recharging health’ dynamic that’s almost become as comfortable as a safety blanket. All the weapons encountered in the demo followed the fairly standard FPS tropes. Assault rifle? Check. Rifle? Check. Bazooka? Check. Magnum rip-off for players who want to get their Dirty Harry on? Check. There’s even an implementation of the now de-rigeur ‘cover system’, with a push of L2 snapping the player onto the nearest available surface, allowing them to peek over and around obstacles without exposing too much of their supple flesh to pointy enemy bullets. Barring the inclusion of some slightly underwhelming sixasis elements (one minigame involved tilting the pad to turn a wheel switch), it’s pretty much been there, shot that.What’s undeniable is that the whole affair is executed with some serious style and aplomb, and it’s impossible ignore to impact the effect the visuals have on the experience. Graphics alone may not make a game, but when they’re this good, the resulting immersion-factor is hard to resist. The only worry is that war-weary gamers won’t be able to stomach another testosterone-drenched FPS. Hopefully by early 2009 our shell-shock will have subsided and we’ll be ready to re-enter the fray.
By Paul DaviesFollowing a class act like Resident Evil 4 was never going to be easy. But while there’s no denying that the team at Capcom have got some fairly lofty expectations to meet, impressions from a recent build of the game suggest that they’re well on course to do exactly that.The jump to a new console generation’s certainly helped, though picking up the pad to try the couple of short levels on offer at the recent Eurogamer Expo it was immediately apparent that none of the fundamentals have been messed with much. Resi 5, (barring the addition of a ‘shooter’ control scheme that pretty much just remaps aim and fire to the triggers) feels just like its predecessor. Instead, everything’s been turned up to 11. Graphically, its spectacular on either 360 or PS3 and environments are now much larger on the whole, with more opportunities for unscripted door-barricading, ladder-pushing, wall-vaulting mayhem. Plus, there’s now enemy counts to match, with huge throngs of zombies that feel more Dead Rising than Resident Evil. Thankfully, though, they seem to take far fewer shots to dispatch, which puts the game even further into the shooter camp. The fact that inventory and weapon-switching is now performed in-game (and in real-time) keeps the pace quick and frenetic, and even the short pause encountered in Resi 4 when picking up items is gone, with Chris deftly snatching ammo and items up instantaneously. The whole experience is leaner, meaner, and more exciting.The demo showcased two areas from the final game, both vastly different in tone from one another. An action-focused section in a market saw Chris Redfield (returning from the original Resident Evil) and his new partner Sheva Alomar - an African special-ops type lady with some nifty close-combat moves – trapped in a tiny shop fending off dozens of t-virus infected locals. After barricading a few entrances and dispatching a horde of enemies, the action moved to a more open area amongst several market stalls. Now being chased by a much larger group of zombies led by a hulking hooded beast wielding a huge warhammer, the focus shifted towards keeping out of the horde’s clutches until a helicopter pilot obligingly blew open a gate to provide a means of escape. The second section was much more low-key, and saw Chris and Sheva making their way through a high-rise building, dealing with the occasional surprise zombie appearance. After a section during which the pair are briefly separated in opposite structures (during which Chris needs to cover Sheva with a rifle) they reunite to face a larger number of foes in some claustrophobic alleyways, including a somewhat familiar chainsaw-wielding maniac – perhaps a distant cousin of his Spanish counterpart from Resi 4, though just as lethal. I died several times, shamefully.Naturally, the biggest change to the gameplay is the addition of a fully functioning co-op partner. Though while a problem shared is a problem halved, half a baying horde of zombies is still a horde. In singleplayer, Sheva strikes a happy medium between needing to be constantly minded and completing the level for you. You have total control over what weapons, ammunition and items she’s allowed to pick up and wield. But it seems as though greedy players may pay the price for not sharing, as leaving Sheva ill-equipped puts her in serious danger of being overwhelmed. Of course, none of this is an issue if you’re playing in co-op mode, which, while not on show, can apparently be enjoyed either split-screen or online over PSN or Live. Time will tell if it’ll come close to being as compelling a co-op experience as, say, Gears of War, but early reports indicate that it works extremely well.Resident Evil 4’s strengths lay in its brilliant pacing, as it shuffled the player from one memorable set-piece battle to another, cleverly switching from action to suspense as the situation demanded. Naturally it’s hard to tell from playing two disjointed snippets if its sequel manages to continue the trend, but from seeing how strongly Capcom have nailed the fundamentals, its hard to imagine that Resi 5 will disappoint come release early next year.
By Paul DaviesWell, the demo’s out, and most of the reviews have hit. It may not be quite the generation-defying classic many were expecting. All that remains now is to convince a few remaining fence-sitters to decide whether or not Mirror’s Edge is worth their time and money. The naysayers may have a point. Mirror’s edge is a fairly slight experience, apparently clocking in at around six hours for the story mode. Yes, it is also fairly linear, being about getting from point A to point B as quickly and efficiently as possible. The main point is that this is not a bad thing. The tendency towards ‘sandbox’ type design, where the player is allowed to roam around in a large (though predetermined) space is a bit of a double-edged sword. Yes, there’s something of a degree of freedom to games like GTA IV or Far Cry 2, but ultimately all the player is deciding is what order in which to do things. Its like changing the order of tracks on a CD. Mirror’s Edge, with its defiantly old-school focus on speed, efficiency and building and maintaining momentum, has a purity that puts it on par with classic 2D platformers of old. The Time Trial modes that apparently comprise the real meat of the game, display this philosophy better than anything.Plus, it’s just satisfying to play. Compare it to something like Call of Duty 4 or BioShock. Naturally, the strengths and focus of those games lies elsewhere, but its pretty hard to claim that you feel anything like the same connection with the anonymous, floating-arm-with-a-gun protagonists of more traditional shooters as you do with the heroine of Mirror’s Edge. In Mirror’s Edge, the player feels every vault, leap and misjudged landing (especially the latter). Even the simple act of running has a sort of visceral feel that no other first-person game has come close to matching.It is, for want of a better word, an important game, and I’d urge anyone who’s even remotely (and justifiably) tired, dismissive or jaded with first-person games to try it immediately.
[Originally Published in Forge Press:Issue 4]
By Paul Davies
It’s never a pleasant experience, being harshly reminded of something you’d been putting out of your mind. In my case, the recently concluded Eurogamer Expo did a fairly good job of reminding me of the obscene amount of money (and time) I’m going to be spending on videogames over the next couple of months. Held at the Old Truman Brewery, just near London’s Spitalfields market, The expo itself was a surprisingly pleasant experience. As a sporadic visitor to some of the UK’s other major gaming shows, it was refreshing to see all available floor space dedicated to games, rather than forcing punters to negotiate their way past speaker stacks blaring garage music, or z-list celebs trying to make a mortgage payment. And with all profits going straight to charity, everything was set up for two days of guilt-free gaming. Not that you’d have to feel guilty about turning up just to play the insanely good lineup on offer, though – Mirror’s Edge, Call of Duty: World at War, Left4Dead, Gears of War 2, Banjo-Kazooie: Nuts & Bolts, Resistance 2 and Prince of Persia were all up and playable. And that’s just the stuff that’s due before the end of the year. Resident Evil 5, Bionic Commando, Streetfighter IV and Killzone 2 are hovering just over the horizon, threatening to devour whatever free time you have left in the new year. Keep your eyes on the Games blog [games-forgetoday.blogspot.com] next week for previews of all the brightest jewels in the embarrassment of gaming riches this chrimbo - we’ll get through this somehow, I promise.
[Re-published from Forge Press: Issue 1]
By Elliot Thorpe
The chances are you’ll have heard of World of Warcraft. Well you should have unless you’ve spent the best part of the last three years on the surface of the sun.
Opinions are probably more wide ranging on this game than any other…possibly even more than the awful/excellent (delete according to preference) Halo series. If you are one of the people that believe that WoW is the gaming equivalent of a mix between God and heroin then your latest fix comes under the premise of Wrath Of The Lich King.
The two most exciting ‘new’ features to be introduced are an increase of the level cap to 80 and the much anticipated hero class, the Death Knight. Not much can be said about the new level cap; another 10 levels to travel through the new continent of Northrend killing all who stand in your way, pretty much a standard WoW affair.
The Death Knight does however bring something completely new to the world of Azeroth. As well as a new combat system working on runic power it is the first ever Hero Class in WoW. This allows you to start your Death Knight at a much higher level, on a completely new island floating in the air where Naxxramus used to be. (Apologies to the more casual gamer if the next sentence doesn’t make much sense; just bear with me…) I mean, sure when it originally comes out it’ll be a massively overpowered class and will soundly be trounced with the nerf bat on every patch thereafter, but it’s all in the name of balance.
Other additions include the new profession inscription that allows you to customise your favourite abilities and customisation seems to be a common theme with the new ability to alter everything from your character’s hair to the way that they dance.
Plenty of new dungeons will be added of course, some of which look really unique and promising, and the new option to do every raid on either a 10 or 25 man setting seems a possible improvement, although many hardcore players will disagree massively with this statement.
It appears that the approach taken to the design of the new expansion pack was: “Right, stuff the good players that play it now, we’ve got their eight quid a month nailed down for the foreseeable future. What can we do to make this game more attractive to new money, I mean gamers?” Any opinion returned involving the words ‘game’, ‘easier’ and ‘make’ in any particular order was soundly applauded, and they all went to the pub for six months and handed over to the designers.