Friday, 28 November 2008

Robert Ludlum's The Bourne Conspiracy Review


Jason Bourne's quick-fisted head-busting combat style makes the transition to consoles with panache.


The Good

  • Simple, yet immensely satisfying fisticuffs
  • Brutal takedowns
  • Tense music and great sound effects
  • Captures the excitement of the films. The Bad
    • Gunplay hamstrings replay value
    • Collecting passports to unlock boss fights is tedious.

      The Bad

      • Gunplay hamstrings replay value
      • Collecting passports to unlock boss fights is tedious.

        Since the release of The Bourne Identity in 2002, Robert Ludlum's titular amnesiac spy has thrilled movie audiences with fast, brutal combat and tense action sequences. When developer High Moon Studios set out to create a game starring Jason Bourne, it drew on the electric choreography of the movies as well as the robust world of Ludlum's novels. Perhaps this is why The Bourne Conspiracy shakes off the mantle of disappointment worn by most movie tie-in games and proves itself worthy of entry into the Bourne canon. The exciting and deeply awesome hand-to-hand combat system expertly captures the pugilistic prowess of the 30-million-dollar weapon and, while complemented by serviceable gunplay and rich environments, is reason enough to get in on this conspiracy.

        The plot of The Bourne Conspiracy follows Bourne's quest to learn who he is and why heavily armed men are after him, and it's structured around the key action sequences from The Bourne Identity. Interspersed throughout these familiar missions are playable flashbacks that hark back to the time before Bourne's amnesia when he had no qualms about leaving trails of bodies and bullets en route to his objectives. There are also video cutscenes between missions that, while well produced, just seem to drive home the fact that both Matt Damon and Franka Potente are much more attractive than the prerendered characters that replace them.

        In The Bourne Conspiracy, as in the Bourne films, the hand-to-hand fights are fast, exciting, and brutal. The beauty of the combat here is that it doesn't demand any complex user input, so you'll be focused on the immediate action rather than trying to recall elaborate button combinations. There are two attacks available to you--light and heavy--and a block button. Attack combos consist of up to three consecutive light or heavy attacks, so there are only eight possible combinations. Throwing these combos down will make up the bulk of your fighting strategy, though you'll occasionally want to unleash a charged attack because the impact is just so satisfying. Getting the controls down is easy, but timing them is a bit trickier. Your opponents attack as vigorously as you do, so it's key that you focus on good fight flow. Interrupting your opponent's assault by blocking and then beating out a smooth cadence of combos on his head and torso is the quickest way to secure your victory.

        This victory can come by straight-up pummeling, or you can use the adrenaline you've gained by landing successful blows to unleash a takedown. A takedown is a fluid, context-sensitive flurry of blows in which you finish bad guys off in signature Bourne style with efficient, improvisational brutality. It's when you finish your foe off by kicking him down a staircase. It's when you bounce his head off a desk, then punch his head right back down into the desk as he tries to get up. It's when you break a bookshelf, a vending machine, or a glass table with his broken, unconscious body. In short, it's a way to exponentially increase the amount of awesome stuff you can do in combat without increasing the complexity of the controls.

        Takedowns are such an excellent part of combat that as you come up on enemies and engage in battle, you'll find yourself looking around for objects you could possibly use in environmental takedowns. Thankfully these objects are plentiful and range from a concrete pillar in a parking garage to a fully stacked bookshelf in a library. This is a testament to the thoroughness of the takedown implementation, as well as the richness of the environments. The levels look sharp and are very well populated with everyday objects, but they're not without their flaws. Any noncombatant you encounter is surrounded by an impenetrable invisible shield, and sometimes you'll maneuver an opponent toward a specific object for a takedown only to execute one of the many generic, open-space takedowns. To be fair, these are still pretty satisfying, but you'll notice the repetition as you progress further into the game. You can also charge your adrenaline meter up to the point where you can take down two or three opponents in one fluid sequence. Performing multiple takedowns in a row requires timed button presses, and though these animations also begin to repeat, multiple takedowns happen rarely enough that you'll probably just be psyched to have leveled so many foes so quickly.


Timed button presses will occasionally pop up with little to no warning, challenging you to evade a sniper's shot or an assassin's bomb. Getting ambushed by these events keeps the tension running high, and they are infrequent enough that they don't feel bothersome. These timed presses also factor heavily into one of the best parts of the game, the boss fights. Bosses are particularly talented brawlers that not only can survive multiple takedowns, but will try to perform takedowns on you. Boss takedowns can be thwarted with a quick tap of the appropriate button, but if you miss, be prepared to take some substantial damage. Bosses are more resilient than Bourne, and Bourne, who regenerates health when not directly engaged in combat, can regain health only by performing takedowns.

The bosses' toughness actually works in your favor because it gives you a chance to try out the more-plentiful-than-usual takedown possibilities in the boss arena. Each boss fight also features a unique weapon that can be used in a takedown. These are particularly nasty maneuvers inspired by the movies, and they involve such weapons as a pen, a shovel, and a book. Don't fret if you miss out, though, because you can unlock these encounters and then play them right from the menu screen. Unfortunately, to do so you'll need to collect the passports that are strewn about each level. It's not that they're hard to find, but rather that taking your time and searching thoroughly is so un-Bourne that doing so slows down the otherwise fast pacing of the game.

There's also a fair amount of gun combat, though it's not nearly as exciting as the hand-to-hand action. You can carry a sidearm (one of numerous pistol variants) and a larger weapon (shotgun or assault rifle), ducking in and out of cover as you mow your enemies down. Mostly you'll be free aiming, but engaging the Bourne Instinct will highlight your foes and will snap the target reticle to the nearest one. Gun takedowns are far less impressive than their manual counterparts and simply require a timed button press to pull off successfully. The highlight of gunplay is the sound effects, which give each gun a unique timbre and reward headshots with a sickly satisfying thud. While shooting definitely plays second fiddle to fighting, it holds up its part well and doesn't get tiresome until you replay missions trying to collect the passports you need to unlock the eminently replayable boss fights. There's also a car chase through Paris that, while fairly bland, does add a nice splash of variety to the game.

The production values of The Bourne Conspiracy are generally good, with a few notable hiccups. Sound effects are excellent, and you'll be pleasantly surprised by how many noises one man hitting another can yield. The music is also a standout, especially in boss fights, and it helps ramp up the tense excitement of your adventure with the taut urgency of the movie soundtrack. The character models are well detailed and respond to punishment vividly. The only production stumbles you'll see are the occasional camera glitches. For the most part, the camera does a great job of approximating the tightly framed, in-your-face style of the movies, but if it's forced into confined spaces it will sometimes cause Bourne and his enemy to disappear while it tries to reposition itself. There are other awkward hang-ups, like Bourne's inability to step around an obstacle while sprinting, but none of these issues are a great hindrance to your enjoyment of the game.

Translating the lightning-quick close-quarters combat of the Bourne films into viscerally satisfying gameplay is no mean feat, but High Moon Studios has done it and done it well. The adventure is a bit short, and the solid gunplay becomes tedious the second time around. Still, the combat system alone makes this game worth playing, and the dramatic moments it creates are the real treat. There's nothing quite like the end of a boss fight when you and your enemy are both bruised and bloody and on the brink of death with the music at a pounding crescendo, and you hammer him with a vicious roundhouse to the face before executing your final, brutal takedown. In exhilarating moments like this you feel like a real badass, and that's what being Jason Bourne is all about.


Credits:By Chris Watters, GameSpot

Tomb Raider Underworld Review


Tomb Raider Underworld will satisfy fans of Lara's previous adventures, but it does little to address previous games' problems.

The Good

  • Excellent mix of outdoor, underground, and underwater locations
  • Lara's new moves add to her existing abilities
  • Some excellent level and puzzle design.

The Bad

  • Existing clipping and camera issues remain
  • Forgettable story and cliched dialogue
  • Lack of refinement to the core gameplay.

When Eidos handed development of the Tomb Raider franchise to Crystal Dynamics, it was a risky but ultimately wise decision. The team managed to reinvent the series while staying true to its roots with Tomb Raider: Legend, while Tomb Raider: Anniversary built on solid foundations to reimagine Lara Croft's original adventure. Tomb Raider Underworld is Crystal Dynamics' third game in as many years, and the high work rate is starting to show. Lara may have plenty of new moves at her disposal, but little has been done to address the many camera and clipping issues still present. Tomb Raider Underworld offers an enticing new adventure, but if you're a fan of the series you'll find that Lara is starting to show her age.

As the "Underworld" suffix suggests, this Tomb Raider covers darker territory than its predecessors. It follows the same adventure template that we've come to expect, but it also deals with death, resurrection, and even Norse mythology in its story. Things start out badly for Lara; a prologue of her racing to escape her lofty mansion as it burns to the ground. Cut back two weeks, and we find Lara trying to take care of some of her father's unfinished business, something that leads her on to discovering more about her mother, characters from previous games, and the mythical Hammer of Thor. It's badly written, poorly voiced, and instantly forgettable for anyone but hardcore fans of the series, but thankfully the cutscenes are mercifully short, leaving you to get down to the serious business of raiding tombs.

Tomb Raider Underworld is constructed in an almost identical fashion to its predecessors, with exploration in exotic locations punctuated by occasional combat and vehicle sections. The interaction between Lara and the environments has long been the draw of the series, and performing daring jumps to scale seemingly impossible heights is as satisfying as ever. Lara's even learned a few new moves in the year since Anniversary, and she can now free-climb, balance along thin beams, and abseil using her rappel line. Crucially, none of these moves complicates Lara's basic movement, and while you have to adjust your eyes to the many new visual cues showing you where to go, they all add new levels to the simple pleasure of adventuring.

While these new abilities expand Lara's already-impressive acrobatic skills, there are a lot of gameplay issues that continue to annoy. The world is incredibly rigid, with strict rules on which platforms, objects, and edges can be interacted with and which can't. The places where Lara can go are well marked out--they feature nice right-angled edges and are usually lighter than the surrounding material to signify your route through. This makes it easier to figure out the correct way to go, but at the same time it means there's little room for improvisation, and the genre has moved beyond such linear progression. Even worse, Lara will frequently clip into a piece of the scenery and then refuse to come out until you stop, turn around, and run out of it again. Add all this to an incredibly unruly camera, and Tomb Raider Underworld is still just as frustrating as its predecessors.

There's an impressive mix of locales in Underworld, and the environments boast greater scale than ever before. The underwater diving is incredibly atmospheric, and while there's often no indication of where you need to go, you won't mind swimming around the beautiful-looking abyss. There are also some great outdoor locations, and you'll race through vast temples, snowy mountains, and jungle environments. While Lara's bike looks and feels more like Batman's Tumbler than anything from the real world, it's much easier to use than the vehicles in previous games, and there are multiple routes that you can take. As the name suggests, though, this game features plenty of underground adventuring, and the sense of claustrophobia as you descend into these lost worlds is wonderfully conveyed.

You won't come across an abundance of enemies in the game, but the ones that you do encounter are incredibly stupid. Human enemies will stand in front of you as you pummel them with gunfire, while the real-world and mythical beasts wait to emerge from the same spot every time. There's still no cover system in Tomb Raider, so you're left to go behind objects, run out to fire, and then repeat until you've dealt with the threat. It's incredibly fiddly when held up to the combat in Uncharted: Drake's Fortune, but thankfully there's an ultra-powerful weapon toward the end of the game that eradicates the need to take cover completely. The whole weapon system is poorly balanced from the start--you choose one firearm at the beginning of each level, but if you check your inventory you'll find Lara has everything from pistols to an assault rifle into her tiny backpack. Thankfully, the tedious quick-time events have now disappeared completely, while Lara can kick enemies that get too close for comfort.

Where Tomb Raider really challenges is in its puzzles, and while they may be formulaic, the sheer size of the environments means that they can take some time to figure out. They usually revolve around collecting keys or other items to activate mechanics in another part of the level, and while you will have to cover a lot of ground to solve them, they're all logically put together. It helps that Lara can now access a tips system from her PDA, with two levels of assistance available to clarify any befuddlement. Press the A button and Lara will give you a hint on what you need to do next; press Y and she'll be more explicit about your goal. The new map is less successful--Lara's expensive (and curiously waterproof) PDA provides a wireframe model of the current area you're in, but this is useless when trying to backtrack through numerous underground caves.

Tomb Raider Underworld is an enjoyable adventure, but it's one that's just too familiar for anyone who's played the previous games. The basic problems with clipping and the unruly camera are still annoying, and while Lara's new abilities add to her impressive athleticism, the route through most levels is still rigidly linear. The AI and combat are also weak, and while fighting is a relatively small part of the game, Underworld would arguably be better without it. That said, the environments are stunning, and working your way through the many different challenges is still as enjoyable as ever. Ultimately there's still life in the Tomb Raider series, but as the title suggests, it may be in need of another resurrection.


Credit:By Guy Cocker, GameSpot

Thursday, 27 November 2008

Company of Heroes: Tales of Valor Hands-On - Driving a Tank

If you played 2006's Company of Heroes, you'll remember the game's distinctive look and feel--how, unlike other real-time strategy games, it wasn't about harvesting resources or building structures, but about commanding a small squadron of determined troops in tough battles. The game turned heads with its explosive action and equally explosive environments; its impressive technology built war-torn environments with plenty of fully destructible cover. Now, the game is set to return in a new add-on, Tales of Valor, which will offer three new single-player campaigns, along with new drivable multiplayer vehicles. We had a chance to dive into one of the new single-player missions and try out the new tank controls, which will be available for one of the most feared tanks in World War II, the King Tiger. Please be advised that this preview may contain minor spoilers.

The game will offer three new campaigns, and we had a chance to try out a section of the Tiger Ace campaign, a series of Axis missions in which you'll take control of a German tank crew. Each character can carry infantry weapons in battle, and indeed, you'll need their abilities as foot soldiers to complete your missions. We played two missions that took place in a tiny French village which, during the war itself, was locked down against Allied reinforcements by the resourceful crew of a single King Tiger tank--in the game, your crew, and your tank. And as part of Company of Heroes' role-playing game-like gameplay, your tank crew will be able to advance along certain skill lines that will result in immediate upgrades to the actual tank vehicle itself, such as increased firing speed or better handling.

This mission gave us a chance to try the new "direct fire" control mode, a toggle-able setting that lets you use your computer's mouse to freely rotate and aim your turret at different targets. The Tiger Tank's powerful cannon has two different firing modes that use different shells (and switching between them requires a brief pause as your cannoneer swaps out shells): one mode is highly effective against enemy vehicles, and the other is more effective against buildings, emplacements, and infantry. Firing the cannon is literally as easy as pointing and clicking, and there's a hovering crosshair that you can use to acquire targets as well.

The King Tiger mission starts off as an extremely satisfying romp in which you roll through the town, flushing out your foes. Your powerful tank can mow down smaller Allied vehicles and send enemy foot soldiers flying. (You can also simply run over enemy infantry in a tank to crush them.) Later on in the mission, the Allies send reinforcements in the form of their own tanks, and though none can compare to the sheer firepower or the massive frontal armor of the King Tiger, you'll still find yourself challenged to negotiate the abandoned streets of the city without coming under withering fire. The King Tiger is massive enough to barrel through most low-lying cover and powerful enough to blast through most small buildings, but you may prefer to keep your cover intact to ensure that your tank isn't immediately spotted and fired on by enemies as well. Once you've stomped through the map, you'll then maneuver your tank to various control points to help Axis infantry (your allies in this campaign) capture each point.

After completing this mission, we found that our tank, despite our best efforts, had broken down as the result of a story-related event, and our once-mighty tank crew became a small infantry squad in hostile territory. We found ourselves at the northernmost part of the town (toward which we had fought our way), tasked with sneaking down to the southern end to escape. In this case, we found that stealth was generally a better tactic than going in with guns blazing, though after the handful of skirmishes we did find ourselves in, we made sure to avail ourselves of the weaponry our foes left behind, such as Panzerfaust ammo to blast enemy vehicles.

Given that the mission took place after the Allies sent along another wave of reinforcements, we were outnumbered and outgunned, and so we carefully did our best to avoid as many conflicts as possible. Tales of Valor is very much an extension of Company of Heroes, and consequently this was a small-scale mission with a small squadron of troops. Playing smart can help avoid casualties, but fortunately, the expansion's new "field dressing" feature lets you revive fallen comrades in battle, so that you can continue on your way without having to worry about losing key characters.

Tales of Valor is clearly looking to add more gritty, small-scale action to an already excellent tactical strategy game. The expansion is set to ship in early 2009.


Credits : Gamespot.com