Friday 19 December 2008

Dragon Age: Origins Updated Q&A - The Characters of Dragon Age

Executive producer Dan Tudge answers some, but not all, questions about the key players in BioWare's story-driven fantasy RPG Dragon Age: Origins.

The Canadian development studio known as BioWare made a name for itself with in-depth fantasy role-playing games for the PC, most notably the Baldur's Gate series some 10 years ago. The studio has now come full circle with its next project, Dragon Age: Origins, which will be, of all things, an in-depth fantasy role-playing game for the PC (and presumably for consoles later on). Any good story has an intriguing cast of characters, and Dragon Age will certainly have a colorful cast, which you can see in this exclusive new video. Executive producer Dan Tudge explains.

GameSpot: We understand that in Dragon Age: Origins, no matter which origin you choose, be it noble human or elf mage, you are a Grey Warden, enlisted by the king himself to battle the forces of evil. Of the Grey Wardens, Duncan is a master and Alistair is a guide. Tell us how these two will mentor your character in Dragon Age.

Dan Tudge: As a Grey Warden, Duncan is charged with defeating the blight and must recruit the bravest warriors, mages, and rogues into the ranks of the Grey Wardens in order to defeat this blight. How you meet him and how he recruits you is actually different in each origin story.

Duncan introduces you to another young Grey Warden recruit named Alistair. Alistair is both charming and easygoing and never seems to be short of amusing commentary. I think players will enjoy having him in their parties.

GS: We understand that the Gray Wardens report directly to King Cailan, ruler of Fereldan. Cailan appears to be obsessed with attaining glory on the battlefield, even if his actions are hasty and ill-advised. Will you ever fight alongside the king? Will Cailan's brash obsession with glory come back to haunt him?

DT: I can't say much more other than you will play an important role in the Battle of Ostagar...

GS: The king's military advisor, Loghain, orchestrates many of the large-scale battles against the blight. How will players interact with him? And will players be able to contribute to these larger-scale strategic decisions, or will action focus entirely on the actions of the adventuring party?

DT: Loghain is a war hero and the leader of the armies of Fereldan. He's a very complex character with deep convictions. How you choose to interact with him will be up to you, but I will say that you'll have to make some pretty important decisions involving Loghain that could create a turning point in the story. The writers will kill me if I say any more than that.

GS: We also understand that there will be other characters in the mercenary camp who may join your party, such as Wynne, the female mage with the comforting voice. What is her role in the war? Will she favor wizard characters over others? What are her primary motivations?

DT: Wynne is a spirit healer from the Circle of Magi, focusing her magic on the ability to briefly summon protective and restorative spirits from the Fade. She has served the Circle for most of her life and is highly regarded within the circle. Players willing to get to know Wynne may eventually discover that Wynne is no ordinary mage.

GS: We also understand that the party may enlist the services of the thug, Sten. Where does this ruffian come from, and what is he after? How will he interact with party members from different backgrounds?

DT: Sten is a warrior of the Qunari race and has been trained as a soldier since birth (the Qunari are always at war). He's a very stoic and disciplined man with a strong code of honor, so how he treats others depends on whether or not they have his respect, which he doesn't give easily.

GS: Morrigan, the shape-changing witch and scourge of the Korcari Wilds, seems like she can be a powerful ally. What does Morrigan bring to your party? Is there a risk to adding (or not adding) Morrigan to your party, considering she has despised the race of man for most of her life?

DT: Morrigan can indeed be a powerful ally, and I think players will find her shape-shifting abilities a powerful asset in combat. She's power-hungry and selfish, so having her in your party with other members who have more-benevolent agendas and moral codes can result in some "tense" party dynamics. You don't have to have Morrigan in your party, but she does add an awesome dynamic to the player and party relationships.

GS: And Morrigan's mother, Flemeth, a legendary witch of the wilds, will also make an appearance in the game. Will she join your party? What is her relationship with her daughter like, and what role will she play in the story?

DT: Morrigan's relationship with her mother, Flemeth, isn't exactly sunshine and rainbows. In fact, Flemeth raised Morrigan to hold the rest of mankind in contempt, hating them for their weaknesses, and taught her to value power above all else. Both women are incredibly strong-willed and are practically more aptly described as rivals rather than family. They each have such a lust for power that you may be shocked at the lengths they'll go to in order to acquire it.

GS: We also understand that dogs can actually join your party. What role do dogs fill in the party dynamic? What's a good reason for choosing these battle hounds over friendly soldiers or mages?

DT: The Mabari hounds imprint themselves onto one master and are known to be fiercely loyal to that person. They are also absolutely vicious in combat. If you do manage to get such a dog to join your party, you will find them to be extremely intelligent creatures who you can command to overwhelm the enemy, knocking them to the ground, pinning them down, and horribly mauling them.

GS: Characters in the world will react differently to you depending on your actions. Are there party members that are exclusive to a certain origin type?

DT: Yes, there are party members unique to your origin. Each origin story has its own cast of unique characters who may or may not show up later on in the story. In any case, every character will react differently to you depending on any number of factors, including your race, gender, origin story, party approval rating, and other choices you've made along the way.

GS: And aside from hounds, soldiers, and wizards, what other types of characters will join you on your travels? Will it be best to focus on building a balanced party that's part brute strength and part sickly wizards, or will you be able to do well with just about any party?

DT: I won't ruin it by revealing all of the characters you can invite to join your party, but I will tell you that you'll have a great selection of them to choose from. Each one will have their own unique abilities, behaviors, and personal agendas, so it's completely up to you how you want to compose your party. You can pick them strategically, depending on the scenario you're preparing for, but sometimes it's just fun to mix characters just to see how they interact with each other.

GS: In a recent trailer, we saw humans release the hounds against an army of monsters. The armies seem to consist of at least two kinds of foe, Genlocks and Hurlocks. What are these creatures, and what's the difference between the two? What abilities do they possess?

DT: Genlocks and Hurlocks are some common types of darkspawn. Genlocks are the most numerous of the darkspawn and have short, stocky bodies. These guys are pretty tough and difficult to kill, especially since they have some resistance to elemental magic. Genlocks are good defenders, using fortification strategies, siege weapons, and traps whenever possible. Hurlocks are taller and more muscular, forming the strongest part of the darkspawn armies. They excel at two-handed weapons, especially the "alpha" Hurlocks that lead the charge.

GS: As we know, moral choices factor heavily into the gameplay. How will your choices affect the characters around you? To what extent will they go to push their own agendas on you, especially if they disagree with your actions? Aside from chiding you or romancing you, will we see characters leaving your ranks in disgust? Starting fights with other characters or with your own character? Betraying you for another side?

DT: Party interaction is one of the best parts of Dragon Age: Origins, much like it was in Baldur's Gate. The party approval system is something new we're introducing in Dragon Age: Origins, and it influences how your party members react to your decisions and behave towards you. Each character has their own personal motivations and moral code, so if you do things they don't like, they could leave your party, or even turn on you. On the other hand, if you gain favor with them, you could get special bonuses or certain other perks, which you'll discover.

GS: Thanks, Dan.

Credits:By Staff, GameSpot

Battlestations: Pacific Impressions - The Battle of Santa Cruz

We take a look at the follow-up to Battlestations: Midway and how it will re-create a historically crucial World War II battle.

2007's Battlestations: Midway was an unusual game that combined action and strategy on the Pacific front of the world's greatest war. The air-sea battles between Japanese and American forces provided an opportunity to offer hybrid gameplay that included flying a fighter plane to run raids on Japanese battleships as well as strategically deploying your own vessels out of port. Battlestations: Pacific will expand on its predecessor by picking up after the Battle of Midway. It will offer even more explosive action-strategy gameplay, along with the option to play as both US and Japanese forces, and it will offer new historical battles to fight, such as the Battle of Santa Cruz, which took place in October of 1942, four months after Midway. In this preview, we'll take a brief historic look at the battle and what it means for the game that will attempt to reproduce it.

The Battle of the Santa Cruz islands was a pivotal conflict that resulted in severe losses for both combatants. While Midway ended with the decisive defeat of the Imperial Japanese Navy at Midway Atoll, Santa Cruz resulted in a severe blow dealt to Japanese air power--at the cost of the US Navy's prized carrier, the USS Hornet. The battle seemed like a clear-cut tactical victory for the Japanese, since the loss of the carrier was a devastating blow to American military holdings in the Pacific...but the Japanese forces lost many fighter planes, and, more importantly, many veteran pilots, while US forces lost far fewer by comparison. These losses would add up to be a severe disadvantage for the Japanese later in the war.

The stage, such as it was, was set for a potentially glorious victory for Japanese forces, whose previous raid on Pearl Harbor expanded their influence, even as the nation's relatively large forces were positioned to decimate, if not eliminate, the relatively small US forces emplaced in the area. US forces came into the battle with a goal of surviving--to hold out as long as possible and destroy as much of the enemy fleet as possible.

The battle began with the odds stacked in Japan's favor, as the nation's forces moved to Guadalcanal to support its already-installed army, while the US fleet, including the USS Enterprise and the USS Hornet, was sent in to intercept Japanese forces, ending up in the vicinity of Santa Cruz Island. The battle was an air-and-sea skirmish that lasted some four hours, resulting in severe damage to two Japanese carriers and the loss of more than 100 pilots and fighter planes, while the Hornet was sunk and the Enterprise was damaged.

In the game, this massive battle will take place on a virtual battlefield roughly 20,000 square feet in size. Santa Cruz is part of the US campaign, and you'll start out playing as the US forces with the USS Enterprise and all its flight wings, from which you can launch F4F Wildcat fighters, TBF Avenger torpedo bombers, and SBD Dauntless dive-bombers. Later in the mission, you'll receive reinforcements in the form of the USS South Dakota. However, you'll begin this challenging mission overmatched, just as the US forces were historically, against Japanese forces with multiple carriers, Zero fighters, Kate torpedo bombers, and Val dive-bombers, as well as a supplemental force of four battleships that are probably best left alone.

Your objective will be to get airborne as soon as you can to repel Japanese air assaults and later mount an air offensive of your own against the two Japanese carriers. With the help of the South Dakota's heavy guns, you'll actually have a fighting chance of pulling this off. Unfortunately, the Enterprise will take a hit as it did in the historical battle, so your job will be to defend it as it makes a retreat and later scuttle the torpedoed Hornet to prevent the Japanese from commandeering the vessel.

Because of the open-ended nature of the Battlestations games, despite the sequence of historical events that will be scripted to take place, you'll still have plenty of different ways to play the mission. For instance, you can attempt to aggressively focus your attention on flying fighter plane assaults on the Japanese troops, first repelling their aircraft, then later zeroing in on their carrier vessels--though this approach will leave your bombers without air cover. Or, when the South Dakota arrives, you can instead use air patrols to protect the vessel and use the ship's heavy artillery to start blasting enemy ships out of the water. In any case, you'll be required to protect the Enterprise and sink at least one enemy carrier, though achievements are offered for defeating more enemies and completing a side mission of a naval assault using two US destroyers.

Battlestations: Pacific will offer two full single-player campaigns for both sides of the war, which will, in total, include 28 single-player historical battles. The game's multiplayer will offer five different modes of play on a number of different maps. The game is scheduled to ship early next year.


CRedit:By Andrew Park, GameSpot

Resident Evil 5 Update: New Boss, New Area, New Kinds of Pain (My Favorite Games)

Capcom shows off the anticipated survival horror game.

Capcom held an event this week to show off Resident Evil 5, the latest entry in the reborn survival horror franchise. Two areas inside the game were showcased, the first being the same basic demo we've seen over the past few months, which has morphed into the upcoming public demo. On the other hand, the second area featured never-before-seen areas and gameplay that hinted at what else the game is going to offer. More importantly, the new areas gave us a glimpse of cinematic sequences that offered some bits of information on the storyline. Given that we're gluttons for punishment and curious about the story, we dove right in to face any number of deaths in the promising game.

We started out with the boss-fight level taken from the game's second chapter, which pit lead character Chris Redfield and his partner Sheva against a mutated creature that was a cross between a bat and a scorpion. The battle took place in a rocky canyon that afforded some room to maneuver, and by "maneuver" we mean "run for our lives." Escape seemed to be the name of the game in the fight, given that Mr. Scorpion-Bat Hybrid is nimble and not entirely pleasant. The biggest issues to be dealt with are ground and air attacks because the critter likes to mix things up. We're at least grateful that it wasn't burrowing under the ground, which would have made things even trickier. Even so, the battle was fairly painful and lengthy, despite the fact that infinite-ammo cheats had been enabled. Thankfully, as with most things RE, a little patience and several million bullets usually do the trick. We're pretty sure there's a smarter way to kill the thing more quickly, hopefully using Sheva in some way. Although we're not knocking our helpful, life-restoring buddy, we will say that it would have been nice if she had done a bit more and gotten out from underfoot. Once the creature was killed, we were treated to a cinematic that gave an annoyingly simplified, albeit cool, impression of the fight. We would have liked to just take the thing out with one well-aimed pistol shot as Chris does in the cinematic, but that's not quite how things played out in the fight.

After that battle, we were able to check out part of a cinematic that segued into a battle with motorcycle-mounted majini (who aren't letting their virally infected state block them from enjoying all available options for chasing down Chris and Sheva) that had Chris manning a gun on the back of a moving jeep. Unfortunately, we got only a taste of that level before we had to jump to the next playable area from the game's second chapter. That level finds Chris and Sheva hot on the trail of the mysterious man named Irving. The search leads the duo to an area that's equal parts refinery and chemical plant, which, unsurprisingly, is crawling with majini. Although the stage featured the expected quota of shooting, dismemberment, and melee action, there was also some traditional RE puzzle-solving. Your path through the first part of the area is set outdoors and blocked by jets of flame, locked doors, and other obstacles, requiring you to hit switches and use zip lines to access different areas. Besides the puzzle elements and mobs of majini, we got to deal with several of what is currently in the running for most-hated enemy in RE5, the burlap-hooded chainsaw maniac. The tenacious foe requires multiple shots to the head, which can get dicey when he's advancing on you.

Once you make it past all of that, you'll meet up with Josh, one of the remaining survivors from a STARS team that's been thinned out after an encounter with majini. From a story standpoint, there seems to be some tension between Josh and Chris; Josh doesn't seem to be a fan of Chris' approach to recent events. Over the course of an intense conversation between the two, it's revealed that one of the reasons Chris is so driven to make his way through all the madness is to find a friend. Josh, on the other hand, is more than ready to get out of town. In any case, everyone's stuck with each other, and your group gains an additional member for the remainder of the level. This latter part of the level is set indoors, adding a claustrophobic vibe to the action, and has you working your way through building interiors, in some cases covering your party members as they hack a computer and open up a new path. The second part of the level does a good job of building dread, considering that you're not always able to see exactly what's coming due to the cramped quarters, although you can hear them good enough. This leads to some nice, albeit irritating moments when you hear and then see flashes of Mr. Chainsaw dutifully making his way to your group.

The game plays much the same as it has the last few times we've tried it. If you're familiar with the handling of the GameCube version of RE4 then you should be right at home with RE5. Using Sheva effectively takes some getting used to, considering that she can be quite effective but does require some directing on your part. She can also be a liability because you basically have to drop everything and go help her when she's in trouble, seeing as how you'll fail the mission if she dies. As far as looks go, RE5 is shaping up nicely on both the PlayStation 3 and Xbox 360.

Overall, we like what we see and anxiously await the game's March 13th release. Look for more on the game in the coming months, and keep an eye out for the playable demo due out early next year.


Credit : By Ricardo Torres, GameSpot

Sunday 14 December 2008

Grand Theft Auto IV Review


Performance issues prevent this lazy PC port of a superb console game from being the best Grand Theft Auto yet.

The Good

  • Superb character-driven story
  • Liberty City feels alive
  • Multiplayer modes that let 32 players go wild across the entire city
  • Genuinely funny radio and TV shows, comedy acts, and character dialogue
  • Customizable radio station and video editor are great additions for PC.

The Bad

  • Occasional problems with friendly AI
  • Some minor visual quirks
  • Windows Live account needed to save progress
  • Mouse and keyboard controls aren't nearly as good as Xbox 360 controller
  • Insanely high system requirements.

Stepping off a boat in the shoes of illegal immigrant Niko Bellic as he arrives in Liberty City at the start of Grand Theft Auto IV, you can tell immediately that Rockstar North's latest offering is something quite special. Yes, this is another GTA game in which you'll likely spend the bulk of your time stealing cars and gunning down cops and criminals, but it's also much more than that. GTAIV is a game with a compelling and nonlinear storyline, a great protagonist who you can't help but like, and a plethora of online multiplayer features in addition to its lengthy story mode. The PC version adds a customizable radio station and a video editor to the package, and also ups the multiplayer count from 16 to 32 players. It's not all good news, though; the game suffers from some noticeable performance issues even on rigs that far exceed the unreasonably high recommended system specifications, and you need to be signed in to Windows Live to save your progress in the single-player game. This should have been the best GTA game yet, but it's inferior to its console counterparts.

One of the many things that set GTAIV apart from its predecessors is Liberty City, which is more convincing as a living, breathing urban environment than anything you've seen in a game before, and which bears little resemblance to its namesake in 2001's GTAIII. Liberty's diverse population believably attempts to go about its daily business, seemingly unaware that several criminal factions are at war in the city. Niko has no such luck. He's compelled to start working for one of the factions shortly after arriving, when he learns that his cousin Roman has some potentially fatal gambling debts. Niko's military experience makes him a useful freelancer for employers in the business of killing, and though his reluctance to carry out their orders is often apparent, he does whatever is asked of him in the hope that completing missions for other people will ultimately give him the means to complete his own.

But Niko doesn't have to do everything that's asked of him. On several occasions as you play through his story, you'll be presented with decisions that afford you the option of doing what you think is right rather than blindly following instructions. You don't necessarily have to kill a target if he or she promises to disappear, but you have to weigh the risk of your employer finding out against the possibility that the person whose life you spare might prove useful later in the game, or even have work for you in the form of bonus missions. To say anything more specific on this subject would be to risk spoiling one of GTAIV's most interesting new features, but suffice it to say that every decision you make has consequences, and you'll likely want to play through the game at least twice to see how the alternatives unfold.

Grand Theft Auto IV's story mode can be beaten in less than 30 hours, and there are so many optional activities and side missions to take part in along the way that you can comfortably double that number if you're in no hurry. The majority of the story missions task you with making deliveries and/or killing people, and play out in much the same way as those in previous games. With that said, most of the missions are a lot easier this time around, partly because Niko is a more agile and efficient killer than any of his predecessors, and partly because the LCPD seemingly has better things to do than hunt down an illegal immigrant who's gunning down undesirables all over the city. Some of the more imaginative missions sprinkled throughout the story include a kidnapping, a bank heist, and a job interview. The cinematic cutscenes associated with story missions are superbly presented and are the sequences in which the game's characters really shine. Without exception, the characters you encounter benefit from great animation, great voice work, and superbly expressive faces. They're not always so impressive when they join you on a mission and refuse to do what they're supposed to (for example, not following you on an escort mission, or failing to negotiate a doorway). Nevertheless, these problems are few and far between, and they're made less painful by the new "replay mission" option that you're presented with whenever you fail.

New abilities in Niko's arsenal include scaling fences and walls anywhere he can get a foothold, shimmying along ledges, and, most importantly, taking cover behind objects. The ability to stick close to walls, parked cars, and the like at the touch of a button makes GTAIV's gunplay a huge improvement over that in previous games, and, in tandem with the new targeting system, it also makes it a lot easier. Enemies are rarely smart enough to get to you while you're in cover, and given that you can lock your targeting reticle on to them even when they're hidden, all you have to do is wait for them to poke their heads out and then pick them off with a minimum of effort. Locking on to enemies targets their torso by default, but you can use the right analog stick to fine-tune your aim and kill them more quickly with a headshot or two. Playing without using the lock-on feature is viable if you're using a mouse and keyboard, but makes things more difficult on the Xbox 360 controller. You'll need to master the technique at some point, though, so that you can shoot blindly at enemies from positions of cover when you dare not poke your own head out to line up the shot.

Given the amount of trouble that you get into as you play through the story mode, it's inevitable that the police are going to get involved from time to time, even when their presence isn't a scripted feature of your mission. Liberty City's boys in blue are quick to respond when you get flagged with a wanted level of between one and six stars, but they're not nearly as tough to deal with as their counterparts in previous GTA games. They don't drive as quickly when pursuing you, they rarely bother to set up roadblocks, and you'll need to blow up practically an entire city block before the FIB (that's not a typo) show up. Furthermore, you're given an unfair advantage in the form of your GPS system; when you're not using it to plot a valid route to any waypoint of your choosing, it doubles as a kind of police scanner. Any time you have a brush with the law, the GPS shows you the exact locations of patrol cars and cops on foot in your area, and highlights the circular area (centered on your last-known whereabouts) where they're concentrating their search. To escape, all you need to do is move outside the circle and then avoid being seen for 10 seconds or so, which is often best achieved by finding a safe spot and just sitting there. It's not a bad system in theory, but in practice it makes dodging the law a little too easy, especially when your wanted level is low and the search area is small.

When you're not running missions for criminals, taking part in street races, stealing cars to order, or randomly causing trouble, you'll find that there are plenty of opportunities to unwind in Liberty City. Some of these optional activities offer tangible rewards that can prove useful in missions later on, whereas others are just a fun way to kill time and take in more of GTAIV's superb humor. For example, you can watch television, listen to numerous radio stations, check out some genuinely funny shows (including some big-name acts) at cabaret and comedy clubs, and use a computer to surf the in-game Internet.

GTAIV's Internet is filled with spoofs of all the kinds of Web sites that you'd only ever look at accidentally or when you know there's no danger of getting caught. Some of them can be found only by clicking on links in spam e-mails, whereas others are advertised prominently on the search page. There's plenty of amusing stuff to find if you spend some time in one of the "TW@" Internet cafes, but the most interesting site by far is an online dating agency through which you can meet women who, if they like your profile, will agree to go on dates with you. Dating and socializing with friends is something you can spend as much or as little of your time doing as you like, and though the people you meet can occasionally be demanding to the point that they become irritating, keeping them happy invariably benefits you in some way.

Keeping friends and dates happy means spending time with them and doing things that they enjoy, and all of them have different personalities. Some friends like to join you for minigames such as tenpin bowling, pool, or darts, whereas others prefer to go out for a meal, get drunk, or take in a show. Of course, dates are much fussier than regular friends, and their opinions of you are influenced not only by whether you pick them up on time, where you take them, and whether you try your luck when dropping them at home, but also by a number of much more subtle factors. Dates will comment on things like the car you drive, how you drive it, and the clothes you wear. They'll even notice if you wear the same outfit two dates in a row, though not all of them will be bothered by it. The rewards that you get when another character likes you enough vary depending on who it is. Without wishing to give away specifics, befriending a lawyer can prove useful if you're having trouble with the cops, for example, and having a nurse on your friends list can literally be a lifesaver.

You'll keep in touch with your dates, friends, and some of your enemies using another of GTAIV's great new features: a cell phone. It's hard to believe that something as simple as a cell phone could add so much to a game like this, but it's implemented so well that it's hard to imagine leaving any of Niko's safe houses without it. If you've ever used a cell phone in real life, you'll have no problem operating this one and, given that it's controlled using only the arrow and Enter keys or your controller's D pad and a single button, it's easy to call up acquaintances and take calls even while driving. There's no unwieldy conversation system to deal with; you simply choose which friend you want to call, what you want to talk about (it could be work, a fun activity, or asking for a favor) and then, assuming that he or she answers the phone, the conversation plays out. Incoming calls are even easier, though they occasionally come at inopportune (or amusing) times; hearing your cell phone's signal interfere with your car radio is the least of your worries when you consider the possibility of a date calling you while you're with a prostitute or embroiled in a gunfight with the Mafia. Incidentally, new ringtones and visual themes for your phone can be purchased via the in-game Internet, which is typical of the incredible attention to detail that you'll come to take for granted as you play.

To give you some idea of just how much thought has clearly gone into the crafting of GTAIV, even the act of stealing a parked car, which is still achieved by pushing a single button, can now result in any number of different things happening. If the door is locked, as is often the case, Niko will smash a window with his elbow or his foot to get inside. Once inside the car, he may need to hot-wire it to get it started; you can speed up the process slightly by using the shoulder buttons on your controller. If the car has an alarm, it'll sound for several seconds and cause the headlights to flash on and off as you drive away--practically begging any nearby cops to come after you. Stealing cars with drivers and/or passengers inside opens up lots more possibilities, the most amusing of which is someone (possibly you) getting an arm caught in a door and dragged along as the vehicle speeds away.

Most of the vehicles in GTAIV, like those in previous games, have very loose handling that makes it easy for you to perform Hollywood-style U-turns, skids around corners, and the like. You can play through most of the missions without ever violating a traffic law if you really want to, but you can get away with (and will have a lot more fun) driving like a lunatic, provided that you don't collide with any police vehicles or mow down too many pedestrians. A neat touch when driving with the default camera view is that the camera, which is positioned a few feet behind the rear bumper of the car, centers on you rather than on the vehicle, effectively offering the vehicular equivalent of an over-the-shoulder view. When you take the control of something sporty, the camera also positions itself much closer to the ground, which adds to the sensation of speed.

With an Xbox 360 controller, the vehicle handling is difficult to fault, regardless of whether you're in a sports car, a garbage truck, a motorcycle, a speedboat, or a helicopter. The mouse-and-keyboard combo doesn't work nearly as well as the controller when you're at the controls of a vehicle and, while it's still possible to win races and such, the WASD keys are no substitute for an analog stick and two analog triggers. Regardless of which control setup you opt for, you might notice one odd quirk that has been a constant ever since GTAIII: When taking the controls of certain vehicles, you'll suddenly notice a lot more of the same vehicle on the roads. It's not a big deal, and it isn't detrimental to the gameplay, but it's a little jarring if you get into one of the more unusual vehicles in the game--for example, the equivalent of either a Ferrari or a pickup truck--and suddenly find that the city is filled with them. That particular quirk is pretty common in some of the multiplayer modes as well, though you'll likely be too busy keeping an eye out for other players to take any notice when you venture online.

Getting online in Grand Theft Auto IV couldn't be easier, though you need to have both Windows Live and the Rockstar Social Club application running in the background to do so. You simply select the multiplayer option on your cell phone, choose which type of game you want to host or join, and then enter a lobby and wait for the game to start. The PC game supports 32 players where the console versions supported 16, but even games with as many as 16 players can be difficult to find depending on which mode you're looking to play. There are more than a dozen different multiplayer modes to choose from, and although some of them are variations on similar themes, there's certainly no shortage of variety. As the host of a multiplayer session, you also have the freedom to greatly customize all of the game types with variables such as friendly fire, police presence, weapons sets, traffic levels, radar functionality, and many more. You can choose where you'd like your game to take place as well, considering that many gameplay modes can be played either on a specific Liberty City island or across the entire map.

Even conventional-sounding modes such as Deathmatch and Race feel quite different than anything that you've played before. And in addition to those, there are objective-based games in which you're tasked with completing missions similar to those in the single-player game: a team-based Cops 'n Crooks mode, a Turf War mode in which teams compete for control of territories, a carjacking mode, three cooperative missions that support up to four players, and more. With the right group of people, there's no reason why you can't have a lot of fun with every single mode that's available. We experienced a few frame rate issues and lag that caused other players and their vehicles to jump around the screen at times, but for the most part GTAIV's online play is a real treat. One especially neat touch is that, as a passenger in a vehicle being driven by another player, you can mark waypoints on the GPS system for your driver using a map that tracks the locations of other players and objectives.

If you're wondering about differences between the PC game and the previously released PlayStation 3 and Xbox 360 versions of Grand Theft Auto IV, the truth is that even with its handful of extra features the PC version isn't quite as easy to recommend. That's largely because, even on hardware that easily exceeds the extremely high recommended system requirements, the frame rate struggles to maintain a steady 30 frames per second and regularly dips as low as 15 when the onscreen action gets crazy. Oddly, this doesn't have a big impact on gameplay, but it's noticeable nonetheless. Frame rate inconsistencies, a lack of antialiasing, and known issues with some graphics cards notwithstanding, the PC game looks a little better than its console counterparts overall. You might find some blurry textures that don't appear to have been created with PC resolutions in mind, but for the most part playing on the PC affords you an even sharper look at the game's incredible attention to detail.

The audio in the PC version of GTAIV is every bit as impressive as that in the console games, and can take a lot of the credit for why Liberty City feels so alive. True to form, GTAIV's soundtrack has plenty of great licensed songs and, unlike other games we could mention, it doesn't force the artist and track information down your throat with pop-up windows that detract from gameplay. However, if you want that information, you can simply dial up a song-recognition service on your cell phone and, after a few seconds, receive it in a text message. Genius. New for the PC version is the Independence FM radio station, which, in between the usual assortment of commercials and such, will play tracks from your own music collection. The other radio stations' playlists will be hard to beat, but the option to try is a great addition.

Another new feature for GTAIV on the PC is a Video Editor mode that, provided you're willing to spend some time with it, is a great way to get creative with and share some of your most memorable moments in Liberty City. With it, you can edit multiple clips together as well as add custom music, camera filters, and onscreen text to your movie before uploading it to the Rockstar Social Club. Capturing raw gameplay footage is as easy as hitting a single button to start and finish recording, and when you're ready to watch it back or start editing, the Video Editor mode can be accessed via your in-game cell phone.

Grand Theft Auto IV is a game that, in spite of its technical shortcomings on the PC, you simply have to play. The single-player game, which you can still play long after you complete the story, is the series' best by far, and the multiplayer features are good enough that you'll likely have no problem finding people to play with for many months to come. The minor flaws that you'll experience are no more difficult to overlook than those in previous GTA games, and they're greatly outnumbered by the features that will impress and surprise you anytime you think you've already seen everything that the game has to offer. There's lots to see in Liberty City, so you'd best get started.


Credit:By Justin Calvert, GameSpot

Wheelman Updated Hands-On

Vin Diesel + Barcelona + Car Crashes = Midway's upcoming open-world action game.

If you pick up the controller in the middle of Midway's upcoming Vin Diesel-starring action game, Wheelman, without familiarizing yourself with the game's features and controls, you might think the game is too difficult for its own good. But if you spend some time with the game's tutorial missions, and get a healthy dose of practice and experimentation, you'll come to appreciate the depth of the controls, as well as the sheer amount of vehicular mayhem you can create in this open-world driving game from the developers at Midway Newcastle. This week, Midway dropped by our office to show off the latest build of the game and to show off the different moves available to the titular hero (and the cars he drives).

You play as Milo Burik in the game, an undercover agent who is sent to Barcelona and eventually finds himself involved in a power struggle between three powerful gangs that run the city. As Burik, you'll need to earn the trust of each of the gangs as you infiltrate their ranks, taking jobs as they come and eventually working your way to the bosses that run the criminal activities.

We got a chance to see a few missions in the game--the first was a tutorial mission, where you have to steal three cars for a friend in a certain amount of time. The catch? The three cars are being driven at the time. The mission essentially acts as a tutorial for one of several special moves Milo has available to him--the air jack. To pull it off, you simply drive up behind the car of your choice, then hold down the B button (on the Xbox 360 controller). A red target icon will appear over the car when you're approaching it, and when it turns green, you let go of the B button and Milo will leap out of his current vehicle and into the new ride.

With three cars to steal in this particular mission, it isn't long before you get used to the air-jacking feature. The developers intend for the player to consider vehicles as dispoable in the game; you'll constantly switch between rides as you make your way around the city. Cars do take damage in Wheelman--often in spectacular fashion--so making it easy to switch from car to car, even while in motion, reinforces the idea of always keeping a fresh set of wheels under you. After completing the car-jacking mission, we had to escape the police who chased us down. The police pressure doesn't seem to be as intense as that found in a game like Need for Speed: Most Wanted--all we really needed to do was get out of the line of sight for a few seconds--but it's probably fair to assume that the police get more persistent as you progress in the game.

Other moves available to you include the ability to slow down time and even spin the car around while in "focus mode" to take on enemies who might be behind you. During these brief slow-motion interludes, you'll be able to shoot enemies--an aiming reticle will appear and turn red when you pass over "critical" parts (such as an enemy's head or a car's gas tank or tire). Bigger enemy vehicles, or those with considerable armor, might require several shots in critical areas to take out completely. You build up the focus required to go into these slo-mo moments by pulling off cool stunts in the car--drifting around turns, bashing into enemies, or performing air-jacks. You can also use banked focus (indicated by a meter in the lower right portion of the screen) to give your car a periodic turbo boost.

All of the cars in Wheelman have their own feel--from the relatively agile compact cars to the quicker, heavier muscle cars--and, as such, you'll want to pick the right car for the job. The game will feature traditional cars and motorcycles, but at the most extreme end of car handling are the monstrous big-rig trucks (which seem curiously ubiquitous in Barcelona). One of the later missions we saw (but didn't play ourselves) featured Milo taking over an 18-wheeler he had to drive across the city, while hordes of bad guys attempted to take him down. The truck's weak spot was its gas tank, which the enemies shot at mercilessly. And while the big rig was relatively slow and clumsy in terms of handling, it made up for its weaknesses in sheer power and resilience. Blasting our way through park gates and streetlights (and even trees), we really got a feel for the unstoppable might of the truck.

Nowhere was that strength more apparent than when using the vehicular melee feature--which happened to be our favorite special move in the game. With just a flick of the analog stick, you can jerk your car left, right, forward, or backward, dealing a heavy blow to enemy cars (or, indeed, any object around you). In a car, vehicular melee moves are great, and in a big rig, they're awesome--dealing out huge amounts of damage to enemies who are unlucky enough to be caught in their path. In addition to using vehicle melee as a weapon, we found the move pretty useful in pulling off quick shifts left or right to avoid oncoming traffic or other objects.

While Wheelman does have some on-foot, it looks like most of the action is going to be in a vehicle, which seems like the right idea to us. In addition to the main story modes, the game has a lot of different side missions you can play. Taxi, for example, is a basic time trial mode, challenging you to get from one part of the city to another in a certain amount of time. Beating Taxi challenges will open up teleport spots throughout Barcelona, which you can use to zap from one area of the map to the next (instead of having to drive there).

Contracts and Fugitive are a pair of modes that are essentially two sides of the same coin. In Contracts, the idea is to chase down and destroy a target car before it gets to a safe house; in the case of Fugitive, it's you who is on the run as you try to escape a number of enemies trying to take you down in short order. Rampage is a mode where you enter a specific Barcelona neighborhood and try to create as much mayhem as possible. Made to Order is a series of increasingly difficult carjacking missions, and Hot Potato challenges you to pick up and drop off packages all over the city in timed missions.

With an impressive fictionalized version of Barcelona to explore, dynamic music that is individually scored for each mission in the game, and, most importantly, hard-hitting and speedy car combat action, Wheelman looks to be a fun twist on the traditional open-world game. After Vin Diesel's success in the phenomenal The Chronicles of Riddick: Escape From Butcher Bay back in 2004, will Wheelman enhance the actor's reputation in video games? We'll find out when the game is released in February.


Credit:By Brian Ekberg, GameSpot

Monday 8 December 2008

Killzone 2 Updated Hands-On

We take our most extensive look at Killzone 2's campaign by going a full six chapters deep.

Because so much of the gaming public's attention is focused on scrutinizing every Killzone 2 screenshot to see whether the graphics will stack up to that infamous E3 2005 trailer, it's all too easy to forget that it's a real, honest-to-goodness game with a real, honest-to-goodness release date not far off. Sony recently reminded us of this by giving us the opportunity to play through the first six chapters of the campaign. What may not surprise you is that, yes, Killzone 2 is an absolute stunner in motion. But if you haven't been following the progress of the game, you'll be pleased to know that it's also an intense and exciting experience with the potential to work alongside Resistance 2 to provide a serious one-two punch of PlayStation 3-exclusive shooters.

Whereas the first Killzone allowed you to play as a number of Interplanetary Strategic Alliance (ISA) members over the course of the game, Killzone 2 drops you into the shoes of a gruff soldier named Sev and keeps you there for its duration. Throughout the campaign, you'll follow Sev and his similarly rough-and-tumble Alpha Squad buddies as they push deeper into the Helghast home planet in an opposite scenario of the invasion that occurred in the first game. Sev isn't the most vocal guy in the world, but you'll hear plenty of quips from teammates like jokester Dante Garza and the perpetually vulgar Rico Velasquez. Most of the story unfolds in the heat of battle via dialogue delivered from these squadmates, though occasional cutscenes give you fleeting glimpses of what's going on deep within the Helghast quarters.

One thing becomes immediately apparent when you begin Killzone 2's campaign: This is not an easy game. The first chapter, Corinth River--an area Sony has shown several times before--drops you right into a heated firefight with no shortage of heavily armed Helghast soldiers trying to take you out from scattered perches. It feels like every balcony, bridge, and window has a pair of glowing red Helghast eyes staring down at you. Starting you off like this seems like Killzone 2's way of saying that running and gunning won't cut it; you're going to learn to be patient and deliberate with your targets, and you're going to learn right away.

To do this, you'll need to become good friends with the game's cover system. It's a sticky cover mechanic where you pull L2 to snap right onto nearby walls or low barriers. From there, you have the standard move set that includes leaning into a doorway or popping up over a barricade, with the ability to look down your gun's iron sights to help you get a bit more precise. What makes this system unique and challenging is that you remain in the first-person perspective at all times, so your vision is partially obscured as you stay out of harm's way. In a third-person shooter you can see almost every target thanks to a wide camera, but here you'll need to poke your head up fast and get to shooting even faster--making that initial moment when you leave cover that much more thrilling.

The cover system is less critical in close quarters when you don't have Helghast soldiers trying to kill you from every which way. The second chapter in the campaign, Blood Meridian, trades in Corinth River's expansive industrial shipping yards and warehouses in favor of tight urban alleyways. In this locale you can become a bit more mobile, charging through the narrow corridors with more close-quarters weaponry, such as shotguns, submachine guns, and your trusty infinite-ammo pistol. But before you get too comfortable, Killzone switches things up in the next chapter, Visari Square, by pitting you against a seemingly endless flood of Helghast in a series of prolonged standoffs. One of these is a small, desperate scuffle with you and two squadmates in a small alley trying to fend off incoming Helghast for 10 or so minutes. However, that's quickly followed by a huge battle in a wide-open city square where you and dozens of newly reunited squadmates need to hold down the fort as Helghast foot soldiers, tanks, and walking piles of metal and Kevlar known as "heavies" come at you in wave after wave.

These two moments are a nice little microcosm of the way Killzone 2 keeps you guessing by sharply switching up the scale and intimacy of battles. Later chapters perform a similar trick by quickly altering the setting. The first few hours of the game will be spent running through demolished cities, but later you'll find yourself in different locales like an elaborate Visari palace and a windswept mining town that wouldn't feel entirely out of place in a Star Wars movie.

Fights tend to last a while due to clever AI on the part of the Helghast soldiers. They seem to have attended the same school of cover techniques you have, because they'll be spending just as much time behind crates and walls. What makes things interesting is that their behavior seems to change as the odds of their survival are whittled down. You'll see them get brave in a group and pop up quite often, but when they're in a bad spot they'll stay put and frantically blind fire while defiling your good name.

Of course, you do have teammates alongside to lend you a helping hand at nearly every point in the game. It can be anywhere between one and several dozen at once, but the ebb and flow of battle is something you determine on your own since you're generally taking the lead and letting the others follow you. You won't need to worry about any sort of squad commands, but a bit of teamwork is required when a buddy goes down. In situations like this, you'll need to pull out your trusty medic gun and zap him back to health with a quick spark of life. It's an oddly simple mechanic, but a critical one because your buddies are expert shots who help a lot in battle. Along with constant banter, this helps to provide a feeling of belonging to a greater group despite the fact that you're taking the fight into your own hands most of the time.

Finally, with this being Killzone 2, we would be remiss if we didn't mention the graphics--or more specifically, how awesome they are. It wouldn't be much of a stretch to say Killzone 2 is the best-looking console game we've seen. The use of lighting is probably the most impressive of the game's technical feats: with so much of the game taking place in demolished urban centers with gray steel, concrete, and asphalt, those moments when you're flushed with color are extremely striking. This might include an orange street lamp, the blue glow of a faulty electrical tower, or the green haze in a sewer tunnel, but the way it all reflects off nearby objects like your gun and character models looks terrific. Add in sharp textures, great smoke and explosion effects, terrific depth of field, and an ominous sky that looks like the world might cave in at any moment and you've got a combination of technical and artistic brilliance that's hard to understate. Best of all: the framerate does a good job of keeping up, with the only noticeable hitches arriving during an autosave between checkpoints.

If you were to nitpick the presentation, most people's attention would probably fall on the audio. While the sound effects and music are both great, the voice acting could give Gears of War's Delta Squad a run for its money in terms of smoldering, manly rage. In fact, it can often be difficult to separate one gruff voice from another when your vision isn't fixed on a squadmate's face. It's not exactly an abrasive fault, but it does stick out when you consider how stellar the rest of the presentation is.

Small gripes aside, we had a thoroughly enjoyable experience with Killzone 2's single-player campaign. The combat is intense, the visual aesthetics are amazing, and the level of difficulty provides a rewarding challenge. It seems that PlayStation 3 owners will have a lot to look forward to when the game is finally released. You can expect that to happen on February 27.

Saturday 6 December 2008

WoW!!!








WOW: Wrath of Lich King Review


The second World of Warcraft expansion doesn't do anything for new players, but there's plenty of great content for anyone who's reached at least level 55.


The Good

  • Hundreds of interesting and varied quests
  • Death knight class is a lot of fun to play
  • Great-looking environments
  • Dungeons are now accessible to all players
  • Your actions have an impact on the world around you.

The Bad

  • Some character and item models are recycled
  • No content for new players.

Four years and well beyond 10 million subscriptions after the release of World of Warcraft, Blizzard's phenomenally successful massively multiplayer online role-playing game is barely recognizable as the same game that sold almost a quarter of a million copies in its first 24 hours. The game has been in a near-constant state of evolution since 2004, and up until last month, the steady flow of new features and improvements had all been patched in for free, with only one exception: the Burning Crusade expansion pack that's required to play Wrath of the Lich King. The recently released second expansion pack doesn't boast as many back-of-the-box bullet points as its predecessor, and it doesn't offer anything for new players, but if you're still playing WOW or you're looking for an excuse to get back into it, this thrilling new adventure is not to be missed.

All of the new content in Wrath of the Lich King comes with a character-level requirement. You can't play the new death knight hero class until one of your existing characters reaches level 55, and you can't attempt any quests in the new Northrend continent until you're at level 68. The most significant exception to this rule would have been the new inscription-crafting profession, but that ended up being patched in shortly before the expansion's release alongside new talents for every character class in the game, an Xbox Live-style achievements system, barbershops, an extremely useful in-game calendar, and numerous user-interface improvements. There's new content for low-level players, but you don't need the expansion pack to get it.

Regardless of where you choose to start your Wrath of the Lich King adventure, it'll quickly become apparent that considerable effort has gone into making the new content compelling. There are still plenty of fetch quests, and there's certainly no shortage of non-player characters looking for heroes to kill a certain number of whichever species or faction they have a beef with. Liberally sprinkled in among those genre requisites, though, are some quite different challenges that not only add some much-needed variety but, in some cases, also do a great job of immersing you in Warcraft's rich lore. Previously, WOW relied on you reading the briefings that bookend quests for its storytelling, but in Wrath of the Lich King, it's often the quests themselves that get the job done along with a handful of in-game cutscenes. You might go into the expansion not knowing your Arthas from your elbow, but after questing in Northrend for a while, you'll inevitably gain some understanding of just why the world of Warcraft needs so many heroes.

Playing through the death knight's starting area also exposes you to some interesting Warcraft lore, and doing so is recommended even if you have no intention of playing the new class beyond that point. It's only fair to warn you that death knights can be tough to put down, though; not only are they very powerful and fun to play, but they also start at level 55, they get a free epic mount, and they're fully decked out with great-looking blue (rare) gear by the time they leave their starter area at level 58 or so. It's unfortunate that you need to gain another 10 levels playing through Burning Crusade content before you can accept any quests in Northrend, but the death knight is such a powerful class with so little downtime that you can get through it relatively quickly. Players sticking with their nonhero classes will almost certainly feel compelled to tell you that your new death knight is overpowered at some point, and they're right, at least as far as leveling and questing is concerned. The death knight is also one of the more complex classes to play well, and unfortunately it's too soon to comment on how they fare in player-versus-player scenarios.

When your death knight or one of your preexisting characters reaches level 68, you need to get yourself to Northrend as soon as possible. Not only is the new continent epic in scale and more impressive-looking than any of the game's previous locales, but it's also bursting with hundreds of quests to complete for the numerous new races and factions that you'll encounter there. To give you some idea of just how many quests there are in Wrath of the Lich King, you need to complete at least 875 of them to unlock the questing achievements scattered across all eight of Northrend's major regions. There's so much new content that you could conceivably level two characters from 70 to 80 without having to repeat many of the same quests, though some of them are so good that you'll want to.

New in Wrath of the Lich King are numerous quests in which you complete objectives at the controls of a mount or vehicle. Quest-specific rides include dragons, mammoths, airplanes, bipedal mechs, and even a giant. The controls are slightly different for all of them, but they're never complicated and they're always clearly displayed onscreen as soon as you climb aboard. Another gameplay mechanic that's used frequently in new quests is phasing, which lets you see areas of the world differently from other players. Similar to how the world appears in gray scale when you die and have to run back to your corpse as a ghost, phasing quests often apply some kind of visual filter to the environment and let you interact with NPCs in different ways. Wrath of the Lich King takes this idea to a whole new level. By completing certain quests, you trigger dramatic changes to the environment that are the same for all players who have completed said quest, but for players who have yet to do so, the world still exists in its original form. Whether this is achieved though technical wizardry or just straight-up magic is unclear, but its integration is seamless, and it's incredibly satisfying to feel like your actions are having a significant impact on the world around you.

However, not every quest in Wrath of the Lich King is so fulfilling, mostly because the vast majority of them simply aren't challenging. When accepting a quest, you rarely have to question if you can complete it; you just need to figure out when you can fit it into your jam-packed hero schedule. There are quests for which you need to group up with other players, but even these aren't nearly as challenging as similar offerings in the pre-Lich King game. It's no secret that Blizzard wants to make content that's accessible to the vast majority of WOW players rather than just to those in elite raiding guilds, and in this regard the new expansion is undoubtedly a success, but at times the new content feels a little too easy. There are a dozen new dungeons designed for five players, and every one of them can be beaten in about an hour by a reasonably good group. To get your hands on the best loot dropped by bosses, though, you need to play through those same dungeons on the heroic difficulty setting, which makes all of the enemies tougher and is available only to players who have hit the new level-80 cap.

In addition to the heroic-difficulty dungeons, there are a handful of larger "raid" dungeons for groups of 10 and 25 players that are designed to cater to more experienced players. The challenge ramps up considerably in raid dungeons, and if that's still too easy for you, there are achievements you can unlock by, for example, defeating bosses in less than three minutes, with a small group, or without letting a single player die. Some of the achievements in Wrath of the Lich King come with tangible rewards such as titles and tabards, and a few of the most challenging ones earn you mounts that can't be obtained any other way. So if you're an elitist, don't worry, there are still plenty of opportunities for you to distinguish yourself from the crowd.

If you're more interested in player-versus-player encounters than in quests and dungeons, Wrath of the Lich King has you covered, too. There are a number of PVP-oriented quests scattered throughout the world for which you can earn experience, honor, and gold on a daily basis. There's also a new attack-and-defend battleground that incorporates siege weapons, and then there's the icing on the PVP cake: Wintergrasp. Large enough to support battles between hundreds of players simultaneously, Wintergrasp is a region that exists solely so that the Horde and Alliance can fight for control of a large fortress in a battle that rages for up to 40 minutes every three hours or so. The goal for the attackers is to knock down the walls of the fortress using siege weapons, get inside the keep, and activate a titan orb (read: large glowing ball) within the 40-minute time limit. The goal for the defending faction is to stop them. When enough players show up to make the battle worthwhile, it's arguably the most fun you can have in Wrath of the Lich King. Unlike traditional WOW battlegrounds, Wintergrasp is designed in such a way that even players who haven't reached level 80 yet can contribute, and if your faction is underrepresented on the battlefield, you'll automatically receive a buff that keeps things competitive.

Besides being a blast, there are plenty of incentives for participating in the battle for Wintergrasp. The faction that controls the fort gains exclusive access to rare-item vendors and to a small one-boss raid dungeon. Furthermore, while your faction controls Wintergrasp, every dungeon boss in the expansion will drop Stone Keeper's Shards, a form of currency that can be used to purchase powerful items, in addition to their regular loot. A similar feature was introduced in the Burning Crusade expansion, but the associated PVP goal wasn't as fun, the shards dropped in only a handful of dungeons, and the items that you could exchange the shards for weren't nearly as desirable.

Among the usual assortment of rare items, epic items, and exclusive PVP mounts that you can exchange your shards for, you'll find a number of items that look identical to armor and weapons that you might have used in 2004 but that are actually very different. These "heirloom" items are unique not only because they bind to your account rather than to an individual character, allowing them to passed around, but also because they can be used at any level and their stats scale appropriately. Heirlooms are a great idea for anyone who has a high-level character and is looking to start a new one, though it's unfortunate that they look so dated and generic alongside newer items.

In fact, the look of most of the non-epic armor pieces and weapons in Wrath of the Lich King is disappointing. If you've spent any amount of time acquiring good gear in Burning Crusade, then you're probably heading into Northrend wielding a wonderfully ornate weapon or two and dressed to kill. That gear will likely last you for a few levels, but inevitably you'll have opportunities to upgrade it as you progress. Is that sword made from two pieces of stone held together with string really more powerful than your blade that looks like it belongs in the hand of a god, though? Yes it is. Armor items in Northrend have a similarly improvised feel, and to make matters worse, it's entirely possible for you to upgrade them several times en route to level 80 without ever getting an item that looks different or that isn't the exact same model with slightly different coloring.

The armor and weapons are an acquired taste at best, but there's no disputing the fact that their design is very much in keeping with the rugged nature of Northrend itself. The continent's harsh environments are inhabited by half-giant warriors, woolly mammoths, and plenty of other creatures whose appearances suggest that they're well-equipped to survive there. A few of the models are recycled and showing their age, but as always, the quality of the animation breathes life into them and makes their rudimentary geometry easy to ignore. Northrend's environments are more epic and detailed than any that have appeared in World of Warcraft previously, but it's the believability of the behavior of the characters and creatures that makes them really come to life. For example, bears have always featured in World of Warcraft, and they don't look any different now than they did four years ago. Nevertheless, it's only in Wrath of the Lich King that they've learned to fish for salmon and to be protective of cubs. Similarly, herds of animals can be fascinating to watch; males will fight each other and are the first to respond to any threat from players, whereas females and their young will flee at the slightest hint of danger.

Adding significantly to the appeal of even Northrend's most foreboding environments is an original soundtrack that, when appropriate, is every bit as grand as the scenery. Having an orchestra play alongside a male voice choir in the background while you ride on a fire-breathing dragon high above the snow-capped mountains of Dragonblight feels truly epic, and the rustic Celtic-sounding fiddle track that plays in the less fantastical Grizzly Hills region as you round up horses or hunt for bears is equally appropriate and even more impressive.

If you're in a position to enjoy what Wrath of the Lich King has to offer, then let's be honest, you're probably doing so already. The expansion's launch was successful enough that players on high-population servers had to wait for hours at a time to log on, and the most common complaints were simply that some quests were difficult to complete because so many players were trying to do them simultaneously. The queues are mostly a thing of the past, and now that things have settled down Northrend is an absolute joy to explore. If you're not level 68 yet, we suggest you double your efforts and hop on a boat or a zeppelin there as soon as possible.

Credit:By Justin Calvert, GameSpot