Tuesday, 10 March 2009

Demon's Souls - PS3

I received my copy of Demon's Souls on PS3 from Japan this morning and I've played it for the last few hours. Even though I still have a lot to discover, I thought I would post some of my initial impressions.

The game was created by From Software, the team behind the PlayStation's King's Field series, and in many ways it's a spiritual successor to those classic titles. Demon's Souls is basically a very atmospheric dungeon crawler, featuring impressive visuals and great use of sound.

The atmosphere the game creates brings to mind PlayStation 2 classics Ico and Shadow of the Colossus, and there's a real sense of scale and solidity to the world.

Choosing between 10 different classes - from Shinto Priest and Knight, to Wanderer and Hunter, the player sets out in an epic adventure to capture the souls of demons.

The first 10-15 minutes acts as a tutorial, getting you used to combat and movement. This brief section ends with a boss battle, where you'll last approximately 15 seconds, as this grotesque beasts beats you down in one or two hits! Don't worry, though, this is supposed to happen.

You are then transported to the Nexus, the game's gloriously detailed central hub. Initially, all you can do here is store items and upgrade weapons. However, more opens up to the player later in the game.

It's then off to the first level proper. This is where things start to become interesting. Downed enemies release their souls, which you collect automatically. These green-tinged clouds are the game's currency. They are used for everything, from buying new gear to upgrading your stats.

However, if you die, not only are you sent back to the start of the level, but any souls you were carrying are dropped. To get them back, you have to find the spot where you died and collect them. It's an interesting concept, and one which brings back memories of EverQuest's notorious corpse runs. To make matters slightly easier, you retain all your equipment, so no Roguelike worries here, then.

When playing through this castle-themed first level, complete with ferocious fire-breathing dragon, you cannot gain levels or increase your stats. Only by completing the level does the rest of the game open for you to explore.

That means having to fight a giant fearsome boss. Now this giant black, gooey blob is a right pain, and it took me several attempts to vanquish him. However, seeing this greasy blancmange melt away was extremely satisfying. You can then head back to the Nexus, where you are now free to store items, upgrade weapons, buy new spells, increase your stats, level up and chat to locals.

All the game's other areas also become free to explore at your leisure from this point, all accessed via the Nexus and this is where Demon's Souls properly starts.

After nosing about at the top of this monolithic structure, I found a Hall of Heroes. People who have completed the game are enshrined here, and insignificant low level characters, such as myself, can gaze in wonder at these gods of the game. All their stats are layed out for all to see, accompanied by a rotating 3D model of their character - each one resplendent in fabulously shiny armour and gargantuan weapons and shields. If any inspiration is needed, this is the place to come.

As you explore the levels, other people who are playing can be seen scampering about in ghost form. It's also possible to team up with them at certain points, using special stones. I haven't had the chance to try this out yet, but it could be fun.

Now, Demon's Souls is incredibly tough. One mistimed block or missed swing, can end in disaster. You really have to plan your attacks and blocks, and there's no way you can hack and slash your way through. As such, it's not a game for everyone. Fans of Shiren the Wanderer and Monster Hunter will have a blast with this, but those who prefer their games light and fluffy should seek their enjoyment elsewhere. If any proof was needed, the game's cover features a noble Knight, slumped against a wall, obviously dead, with a volley of arrows embedded his shield!

Currently, the game is only available in Asia and Japan. If importing, try and find the Asian version, as all the voice work and text is in English. I was mistakenly sent the Japanese version - cue much gnashing of teeth. Although the voices are still in English, the text is in Japanese.

Demon's Souls will last dedicated players well over 100 hours, and with new modes open when the game is completed, this is definitely one for hardcore dungeon crawlers.

Sunday, 8 March 2009

Street Fighter IV - PS3/360

Arcade aficionados have been banging on about how good Street Fighter IV is for months, but now console gamers have the chance to throw themselves into what - even this early in the year - could be game of the year.

For those unfamiliar with the series, Street Fighter is a one-on-one combat game. Throughout the years, new characters have been added and tweaks made to the gameplay, but the core values of playability and almost limitless challenge have remained intact.

Street Fighter IV is a culmination of years of fine tuning, and, after ploughing around 16 hours into the game so far, I think it's the finest Street Fighter to date.

Experienced Street Fighter players will instantly take to the game, with old combos and button presses yielding familiar results. However, new players needn't feel intimidated. Yes, there is a lot to learn, but picking up the pad for the first time, it's still possible to string combos together, win some matches in Arcade Mode, and feel like you are making progress.

For the old hands, Capcom have introduced some new features. First up is the Focus system. By holding down Medium Punch and Medium Kick simultaneously, the player can charge up a Focus Attack which results in a powerful and effective new move. It can also be used defensively, allowing you to guard against incoming blows.

Along with the Focus Attack, a Super Combo is also open to the player. As you fight, a Super Meter fills along the bottom of the screen, when it flashes blue, the player can pull off a powerful Super Combo.

The third new addition is the much talked about Ultra Meter. When this builds up, the player can execute a move which is not only incredibly powerful, but visually stunning. The camera shifts perspective and the player can sit back and watch this cinematic move in all its glory. It looks incredible.

All this might seem like a lot of hard work, and it's true that practice really does make perfect, but you can hone your skills outside of Arcade Mode in either Training Mode or Challenge Mode. It's well worth investing significant time in these modes to learn your chosen character's combos and special attacks.

The character roster this time around is sizable, with all the old favourites such as Ryu, Ken, Dhalsim, Chun-Li and Sagat returning to the fold. There are also many other characters to be unlocked, while Street Fighter IV introduces new characters Abel, Crimson Viper, El Fuerte - who's sure to become a cult favourite - and Rufus.

Visually the game is stunning. The detailed and well-animated characters now sport impressive facial animations, and the game action is played out in front of beautifully crafted backdrops.

These background canvases are animated and packed full of neat little details. It's sometimes hard to concentrate on the fighting with so many things going on. The game's intro is also worth mentioning, as it is one of the most visually spectacular videogame openings I've ever seen.

While the Arcade Mode is the main focus for unlocking new characters, the main draw for many will be the robust online aspect. I have now played more than 30 bouts online, and I've only experienced hiccups in the framerate twice. That is impressive stuff.

To add to the enjoyment, Capcom have also delivered a wealth of unlockable extras. New online titles, icons, medals, character costume colours, movies and artwork can be unlocked as you make progress, giving the player extra incentive to keep playing. Gathering Gamerpoints on 360 and Trophies on PS3 also adds an extra layer of rewards for those willing to dig deep into what Street Fighter IV has to offer.

And that's not all. For PS3 players, it is possible to unlock Street Fighter T-shirts, which can be worn while you wander around Home - Sony's social networking hub. Again, it's another nice touch and shows that Capcom have tried to include as much as possible with this latest addition to the series.

Add to this feast of fighting fun the option to track your character's stats via the Player Data menu and the ability to change the English voices and music to Japanese, and Capcom have delivered the most comprehensive Street Fighter package to date.

The only downside to this magnificent fighting game is the controllers. The 360 pad and the PS3's Sixaxis just weren't build to accommodate the precision needed to get the most out of Street Fighter IV. While it's possible to execute every move in the game, it's sometimes harder than is should be. Of course, this is a criticism that has always followed the franchise on home consoles, but it is worth noting again.

Serious players might want to look at investing in something like the excellent Hori Street Fighter Arcade stick. It might be expensive, but it's certainly a worthwhile purchase if you plan on devoting yourself to this wonderful game.

I've never been much of a fighting game fan, but Street Fighter IV is one of the best games I've played in a long time. As you would expect, it's receiving great reviews acrosss the board, scoring a 93-94 at Metacritic and and an 8.7/10 from Test Freaks

Its rewarding gameplay, excellent sound and visuals and classic fighting action are second to none, and as a gamer, you owe it to yourself to check out this magnificent and landmark title.

Images courtesy of Capcom

Friday, 6 March 2009

Halo Wars - 360

Despite some sterling efforts, real-time strategy games haven't really taken off on consoles. Battle For Middle Earth and Command and Conquer both enjoyed success, but the genre has always been regarded as a staple of PC gaming rather than a genre to be enjoyed from the comfort of the sofa. However, by tapping into the popular Halo universe, Ensemble Studios hope to entice those who have never played an RTS before to take the plunge.
    Taking place 20 years before the events of the first Halo game, Halo Wars focuses on the UNSC's initial skirmishes with the Covenant on the planet Harvest - cue epic battles, lashings of lasers and lots of deafening explosions.
    Ensemble are well aware that many gamers find the real-time strategy genre overwhelming, so they have stripped the game back to basics. Gone are complex tech trees, time consuming resource gathering, complicated base building and micro managing your squad - everything has been replaced instead with a streamlined and easy to use interface perfectly suited to the gamepad.

   
The player starts by building a base of operations, and it's from this location where you are able to build and upgrade squads and create vehicles and defences. It's then off to do battle with the Covenant across more than a dozen missions covering a nice variety of objectives. There's definitely enough here to keep Halo fans smiling, and ploughing a Warthog into a squad of Grunts when things are getting a little too much never gets boring.
    I've played many RTS titles, and although Halo Wars is fun while it lasts and contains a comprehensive multiplayer feature, it's by no means a perfect experience. My biggest grumble is the lack of tactics involved. In many instances, tactical play is thrown out the window, and some missions can be accomplished by creating a mix of unit types then simply sending them into the fray at the same time. Another gripe is unit movement, particularly vehicles, which can get lost en route to a location and I started to get increasingly frustrated at vehicles being unable to make their way around simple obstacles.
    The visuals throughout are solid and certainly above average and Halo fans will delight in seeing their favourite vehicles and enemies in miniature form, while the cutscenes throughout look fantastic.
    Halo Wars is a great place to start for those new to the RTS genre and Halo fans who just want to kick back and enjoy some straightforward fun will have a blast. However, experienced hands will find the experience a little shallow and should seek their next RTS fix elsewhere.

Thursday, 5 March 2009

Resident Evil 5 - 360/PS3

HOW much enjoyment you glean from Resident Evil 5 depends entirely on how you feel about the titles that have gone before. Those who love the panic-inducing moments, when, down to your last bullet you are confronted by a horde of salivating zombies, will revel in Capcom's latest survival horror. However, those who have found the series' archaic control set-up and clunky interface a pain, will be turned off immediately.
    Rather than moving the series forward, Capcom have instead decided to play it safe and have given fans essentially the same game they've been playing for years, albeit now in shiny high definition.
    The story this time starts in the fictional shanty town of Kijuju in Africa, where a biological outbreak has turned the residents into tongue-lolling zombies. Series fans will be giddy with excitement to discover the central character is Chris Redfield, the square-jawed protagonist from the series' 1996 debut. Joining him on the journey to get to the bottom of the terror sweeping the streets of the African town is Sheva Alomar. And while she can be something of a hindrance while playing the game solo, everything works a little better when two players join forces - either in local co-op, or online co-op.
    In single player, she often stands doing nothing while you are overwhelmed by the red-eyed undead. However, when a second player is introduced to the action, strategies materialise and the reassurance of a helping hand make the experience much less frustrating.
    I've already mentioned the archaic control system and it really does detract from the game. The main problem is you can't move while aiming your weapon. This leads to all sorts of problems when you're faced with a mass of festering flesh running towards you. You simply have to stand your ground and try your best.
    I understand this lack of movement adds to the feeling of panic, but EA's Dead Space lets you move when aiming while still managing to keep its panic-inducing gameplay intact.
    On the plus side, the pacing throughout the cinematic adventure is top notch, and Capcom have maintained their usual high production values. From the well animated characters and the cracking cut scenes, to the lighting effects and variety of locales, Resident Evil 5 is a visual treat.
    Ultimately, it's Resident Evil 5's co-op mode which saves it from becoming just another run of the mill survival shooter, but it's hard not to shake the feeling that Capcom could have done so much more with this latest entry in the popular series.

Sunday, 1 March 2009

Densha de Go!

Taito's Densha de Go! is a series that has always fascinated me. It's a name that kept cropping up as I explored the world of Japanese videogames.

All I knew about it was it was a game featuring train driving. Deciding to explore further, I imported Densha de Go! Pocket: Osaka Kanjousen Hen on PSP from Japan around three years ago to see for myself what the game was about. Since then, I've become something of a Densha de Go! nerd...and I'm not even vaguely interested in trains!

The common misconception is that Densha de Go! is a strict train driving simulation. In actual fact, it's more of an arcade game with simulation aspects.

Basically, the aim of the game is to get passengers to their destination on time. When you are driving, you must obey speed limits and ensure the passengers are safe and happy.

As you journey along the route, marker points are set out. These require you either reach a certain speed or pass the marker point at a certain time on the clock.

When you approach a station, you must bring the train to a gradual and gentle stop within a set zone. Failure to do so will anger passengers and you'll be docked points for sloppy driving. At the end of the route you are given a score and graded, and the aim is to get a gold star rating.

Not only does the series feature different trains, the game also takes place at various times of the day and night. Densha de Go! also features weather conditions such as rain and snow, which affects how quickly you can stop the train.

Densha de Go! has been released on various platforms, including the Game Boy Colour, Dreamcast, PlayStation 2 and even in Japanese arcades. However, it has never - as far as I'm aware - been released in the West.

Densha de Go! Final on PS2 - in my mind the best version of the series - introduced a new scoring mechanism where you would accumulate ‘chains’ depending on how well you had driven the train. Final also features the most comprehensive amount of routes and really is the definitive version of the series.

Despite the fact the graphics are looking slightly dated, driving at dusk in the rain is very atmospheric and some of the lighting effects are very nice, too.

The other version I have on PS2 is Densha de Go! Shinkansen, which gives you control over the famous Japanese bullet train. Unfortunately, due to the high speed and space between stations, it can get a little boring - although you can unlock pictures of Japanese landmarks, sweets and what Japanese train drivers eat for their lunch!

When the PS3 launched in Japan, one of the first games you could get was Railfan. It uses Blu-Ray footage of actual train lines in Japan and Chicago. While it's fun, it doesn't really capture the charm of Final on PS2. In fact, I haven't played it recently, so I should really dust my copy off and take another tour around Chicago.

Densha de Go! is definitely something of an acquired taste, but it's pretty straightforward to play, and the language barrier shouldn't throw up many problems. It's great fun, strangely compelling, and has become one of my favourite series from the Far East.

For people interested in importing, the Densha de Go! Pocket series on PSP is the best place to start. As the PSP is region free, it's probably the most accesible way for Western gamers to experience the series.

Thursday, 26 February 2009

King's Bounty: The Legend - PC

Set in a whimsical fantasy realm, inhabited by elves, dwarves and orcs, it’s easy to initially dismiss King’s Bounty: The Legend as just another bog-standard RPG. But it doesn’t take long to discover it’s anything but.

Wrapped up in World of Warcraft-inspired graphics, King’s Bounty is a wonderful turn-based strategy game, packed with RPG elements and lots of neat touches.

Choosing to play as a Warrior, Paladin or Mage, you set off on your trusty steed to explore the lush and lively world of Darion, as official treasure hunter of the King. It’s not exactly the strongest of game plots, but you’ll come to realise it really doesn’t matter.

Unlike the majority of strategy games on the market, no one in King’s Bounty is out to invade your country or steal your resources. Instead, the game lets you go about your business at your own pace.

You can travel freely over the countryside, but as soon as you come into contact with an enemy, the game switches to a hex-based grid. Both sides line up at opposite sides of the battlefield and knock lumps out of each other in a turn-based manner.

Aside from the tutorial, the game's main character never appears on the battlefield. Instead, you have to enlist an army to aid you on your travels. And it’s this aspect which proves to be the ace up King’s Bounty’s sleeve.

While there are RPG standards included, such as Knights, Bowmen and Clerics, you can also add giant dragonflies, skeletons, ents, werewolves, vampires, bears, unicorns, zombies and seed-shooting plants to your ranks...and that’s just the tip of the iceberg. There’s an incredibly diverse range of allies to recruit, all with their own strengths and weaknesses.

You can only have control over five classes at any one time, so players can experiment with different set-ups to their heart’s content.

Although there are only five of your characters on screen, each figure represents multiple units. By advancing your leadership skills by undertaking quests and finding banners scattered about the map, you can recruit more units and eventually command a sizeable army.

The gameworld is littered with quests and shiny trinkets, which are usually guarded by an enemy or two. By clicking on an enemy, you can see how they match up against your squad. An even match usually results in a tense and keenly fought affair, while anything higher and you are advised to steer well clear.

You are also able to tweak your squad’s abilities by assigning points to a three-tiered skill tree. By choosing to put points into Might, Mind and Magic, you can fine tune your squad to suit your own personal tastes.

Graphically, the game’s nod to World of Warcraft is an inspired touch and its aesthtically appealing visuals will hopefully draw people in to experience this wonderful game.

It takes an hour or so to get its hooks into you, but once it does, King’s Bounty becomes a daily obsession.

You’ll quickly forget all the overblown fantasy fluff on display, and hours will slip by as you explore the sizeable world, searching every nook and cranny for quests and treasures, and the urge to find new locations and recruits becomes highly addictive.

It’s not all perfect, though. The camera control, while adequate, isn’t perfect, and if you run out of troops, a lot of backtracking must be undertaken in order to swell your ranks. The script’s rough translation can be a hinderance, and occasionally it make no sense, but at least it leads to uninentional laughs.

It’s a game crammed full of memorable moments and because aspects of the game are randomly generated, everyone will have their own stories to tell.

The game is currently enjoying healthy reviews across the board, with 81/100 rating on Metacritic and a 8.7/10 rating on Test Freaks. It may be regarded as something of a niche title, but it's a game everyone should check out.

Monday, 23 February 2009

Flower - PS3

After months of waiting, Flower finally arrived on the PlayStation store a couple of weeks ago, and I've barely stopped playing.

Available for just £6.29, Flower is a beautiful and engaging piece of software by Thatgamecompany, the team behind the excellent Flow on PS3 and PSP.

Calling Flower a game in the traditional sense might be a bit wide of the mark, as although there are gameplay elements included, playing through Flower is more about the visual and aural experience rather than achieving a set objective.

Each of the game’s levels in represented by a potted plant sitting on the windowsill of a city flat. By moving the Sixaxis over the plant and clicking on it, you are taken into the flower’s dream. Here, you will skim through long grass, soar into the sky, create bright bursts of colour on the ground, while breezing over unopened flowers collecting their petals as you go.

The control system is inspired, with gentle movements of the Sixaxis used to control the breeze. Pressing any button causes the wind to gust, making for an exhilarating experience as you fly through the beautifully realised world.


This experience is made complete by the game’s wonderful visuals. Lush, grassy meadows under bright blue skies give way to rocky canyons, sun-drenched amber vistas, midnight blue fields and rain-soaked plains – Flower may not be the most technologically advanced game ever made, but is one of the most beautiful.

The music also adds to the zen-like experience, with gentle acoustic arrangements suiting the mood of the game perfectly. Each petal you pick up on the breeze is also accompanied by a note or a chime, adding to Flower’s dream-like quality.


While you are free to fly about to your heart’s content and make your way to the level exit - a swirling mass of petals - there are optional objectives that can be undertaken. Each level contains three green flower clusters, each cunningly hidden, and discovering them all rewards you with a gold trophy - one of 14 trophies on offer.

Another nice touch is if you leave the controller alone, the game flicks between stunning views of the landscapes. This is particularly nice to have on in the background, and it's very soothing to watch.

It’s not all perfect, though, the gloomy and oppressive fifth level introduces obstacles in the shape of electricity pylons. Clashing with these twisted metal structures makes the Sixaxis shudder and stops you briefly in your tracks. After being able to freely fly around the gameworlds, this addition really jars.

However, all is forgiven after experiencing the epic final level. I won't spoil it for you, but it is an incredible and uplifting experience that will have you grinning like an idiot.


Flower is not a long game, and those who choose to breeze through it will complete it in a couple of hours.

But why would you want to rush? Flower is best played in short bursts late at night and it took me around six hours to see the closing credits - which are the best and most entertaining closing credits I've ever had the pleasure of seeing.

So pour yourself a glass of wine, dim the lights, kick back, relax and enjoy the experience. Bloomin' marvellous.

Friday, 20 February 2009

Noby Noby Boy - PS3

Katamari Damacy creator Keita Takahashi unleashed his new game on the world on Thursday, and Noby Noby Boy is another slice of utterly bonkers fun from the Japanese legend.

So what exactly is Noby Noby Boy? Well, there are no set goals and no real objectives, other than to have fun and play around.

You control BOY, a creature who can stretch, jump and eat. Like Katamari Damacy, both control sticks are used. This time, each analogue stick controls BOY's front and back. Pulling the sticks apart stretches BOY, allowing him to wrap himself around objects.

Each level is randomly generated, from sandy plains inhabited by camels and nomads, to dense forests full of mushrooms, each new map is lively and fun to potter about in. Noby Noby Boy retains Takahashi's weird and wonderful art style and everything in the level can be interacted with.

You can wrap yourself around trees, thread your multi-coloured body through house windows, propel yourself high into the night sky, destroy pyramids with a single bound, and take animals and people for a ride on your back.

Tapping the L2 or R2 triggers make BOY jump, and L2 is also used to eat objects. Pressing R2 when an object has been consumed, causes BOY to squirt it out, accompanied by a nice squelchy noise. Juvenile? Yes. But it's great fun.

While it's strange to play a game with no objectives, it clicks into place after just a few minutes and hours will slip by as you simply mess about.

I spent the best part of an hour trying to thread every donut-shaped object in one level together. Then, I tried wrapping myself around the legs of a giant robot, trying my best to take him down in a scene similar to the AT-AT battle in The Empire Strikes Back.

I also spent longer than I care to mention eating as many people as I could. I managed to get up to 16 before accidentally falling off the edge of the level.

While there are no set goals, everyone who plays Noby Noby Boy online can contribute something to the game. Pulling the camera all the way back into space reveals GIRL, an elongated counterpart to BOY, who stretches from earth into the inky black unknown.

You can pause the game and report your total combined length, which is then added to GIRL's length. Everyone in the world can do this, and the aim is to get GIRL to reach the moon.

It's a novel idea, and one that will keep you playing. After the moon is reached, who knows what Takahashi has in store for us. At the time of writing, I have only contributed 2831 meters, which ranks me at No. 2832 on the high score list! Still a lot of work ahead, then.

Noby Noby Boy is a wonderful little game. It has full Trophy support, you can take your own pictures (the ones here are my own) you can even film your antics to watch later - and all for just £3.19 from the PlayStation store. For that price, you would be mad to miss out.

Tuesday, 17 February 2009

Yuusha 30 - PSP

Do you love RPGs, but don't have the time to wade through 70+ hour epic adventures? Does the thought of spending hours grinding to level up your characters fill you with dread? Do long-winded boss encounters make you want to cry? Does micro-managing your inventory seem to take forever? If the answer to any of these is yes, then Yuusha 30 might be the answer to your prayers.

Although I've only played the demo - the game isn't out until May in Japan - This Marvelous Entertainment title on PSP is one of the most fun and refreshing games I've played in ages - Basically, it's an RPG which has been reduced to bite-sized 30 second segments.

You are tasked with defeating a demon lord, who is safely ensconced in his castle on the other side of the map. As soon as you start the game, a 30 second timer begins to tick down. If the timer reaches zero, the game will end.

As you cross the map, you can visit towns and villages. When visiting a town, the clock is suspended and here you can buy new weapons, items and heal your wounds.

When out on the world map, battles are random, but don't despair, as these brief encounters are fast-paced fun. There are no long drawn-out turn based battles in Yuusha 30, instead pushing the d-pad to the right takes care of business, and most fights are over in under two seconds.

If a monster is too tough, simply take on a few more enemies and you'll level up in double quick time. Defeating monsters also rewards you with gold, which can be spent in the villages.

Now 30 seconds simply isn't long enough for you to level up and reach the demon lord, so to help you, some towns have statues which replenish your timer. The first time you use a statue it costs 100 gold, but every time after that, the cost goes up in increments of 100, so you have to weigh up the options of fighting for gold to earn more time, or just heading straight to the demon lord in the hope you will be able to beat him.

If you successfully defeat the evil demon, you are given a final result, which charts how long the quest took and what level you were. In many ways Yuusha 30 is more of a time trial than an RPG, and is all the better for it.

Graphics are deliberately blocky and utterly charming, while the bright and breezy music is just wonderful.

The demo only has two levels to play through, but they are incredibly addictive and I can't stop tyring to better my times. Marvelous have already said there will be more modes available, but details are still a bit sketchy. If anyone out there can shed a bit more light on these other modes, please let me know.

Obviously the game is in Japanese, and I very much doubt it will ever be released in the West. However, Yuusha 30 might appear on the Japanese PSN, but no matter what, it's a game I'll be keeping a close eye on in the months to come.

Check out this video for some breathless Yuusha 30 action:



Images courtesy of Marvelous Entertainment

Monday, 16 February 2009

Fallout 3: Operation: Anchorage - 360/PC


Bethesda's sprawling open world epic Fallout 3 arrived late last year to great critical acclaim. Players were given the freedom to explore a vast post-apocalyptic Washington DC, exploring the wasteland, battling mutants and undertaking a series of bizarre and imaginative quests.
    Operation Anchorage is Fallout 3's first expansion pack, and gives the player the opportunity to escape Fallout 3’s muddy, debris-strewn landscape - albeit briefly.
    After downloading Operation Anchorage, you receive a distress call while wandering about the wasteland. Following this quest leads you to an underground bunker, where a military training simulator is based. It's within this simulator that Operation Anchorage takes place, and your job is to explore the snowy Alaskan landscape and take out the Chinese military who have invaded the region.
    The focus of this expansion is heavily based on combat, which doesn't really sit comfortably within the context of Fallout 3. Yes, the game is played in first person and it involves guns, but even the most ardent Fallout fan will tell you it doesn't stand up well alongside more established shooters.
    Fallout's main draw is exploration, and this aspect is sadly lacking in Operation Anchorage. The whole experience – which you should be able to polish off in around 3-4 hours – is extremely linear and lacks any of the main game's sparkle. It is refreshing to escape the russet-coloured devastation of the main game, though, and travelling across Alaska's frozen tundra under steely-blue skies is a welcome diversion from the main game, but it all just feels a little shallow.
    Operation Anchorage isn't terrible, but its linear structure and reliance on average gun mechanics jar slightly. If you love Fallout 3, and have explored everything else the main game has to offer, then by all means go for it. Just don't expect a long-lasting challenge.

Saturday, 14 February 2009

Boing! Docomodake - DS

It may have the strangest title you'll see all year, and chances are you've never heard of it, but Boing! Docomodake is actually a fun little game for the DS.

Who is Docomodake? Well it turns out he's the mascot for Japanese phone company NTT docomo, so it is somewhat surprising the little mushroom fella has made his way to these shores. Full credit, then, to Ignition Entertainment for taking a chance on this title and releasing it in the West.

The story goes that the Docomodake family have set off to get ready for the yearly village festival. However, they have mysteriously gone missing and it's up to you - Papa Docomodake - to search for your missing family.

The game takes the shape of a platform puzzler, and incorporates elements from Mario and Donkey Kong's DS adventure March of the Minis. You'll be jumping, digging, rolling about, manipulating blocks, stepping on switches and using weight-based brainteasers to accomplish your task.

Tapping Papa Docomodake's head creates mini mushrooms, which can be turned into ladders and bridges to reach previously unreachable areas. They can also access tiny passageways the full-sized Docomodake can't.

The game is clearly geared towards younger players, and with no time limit, you can spend as much time as you like exploring the levels. There's enough here to keep adults occupied, too, with optional coins and treasure chests scattered about the levels, and grabbing everything in the level becomes compulsive.

The game's clean art style and upbeat music add a lot of charm to Docomodake's adventure and while it won't win any awards, the game is challenging and fun to play.

With a tutorial for younger players and a good price point of £19.99, Docomodake gets the thumbs up from me and is definitely worth picking up.

Images courtesy of Ignition Entertainment

Wednesday, 11 February 2009

Dead Space - PS3/360

Taking elements from games such as Resident Evil, BioShock and Doom 3 and fusing them with sci-fi films Alien and Event Horizon, EA's Redwood Shores studio have come up with this belter of a survival horror game.

Dead Space puts you in the boots of Isaac Clarke, a space engineer who, along with a handful of colleagues, travels to the giant mining ship USG Ishimura to investigate why the hulking Planet Cracker-class ship has fallen strangely silent.

Upon docking with the Ishimura, it becomes apparent something has gone horribly wrong and when aliens attack and split up the team, Isaac finds himself all alone.
Utilising the tools of the engineering and mining trade as makeshift weapons, Isaac sets off to discover just what happened to the Ishimura and its crew and attempt to restore power to the ship.

Being a survival horror title, there are lots of dingy corridors, badly lit medical bays and unnerving flashing lights - and of course, aliens hiding in air vents.

The aliens - Necromorphs - are a gruesome bunch and these multi-limbed monstrosities come in many guises, from giant lumbering freaks to fast-moving mutants. The most efficient way of dealing with them is to fire at their limbs. Fortunately, you are equipped with a Stasis tool, which slows time, giving you time to set your aim for a more accurate shot.

As Isaac creeps around the Ishimura he'll find dozens of recorded messages and text logs from the now absent crew. This helps flesh out the background to the fairly generic storyline - and has the added bonus of 360 Achievement points or PS3 Trophies if you find a certain amount.

Workbenches are scattered around the ship, which can be utilised to upgrade Isaac's weapons and spacesuit. There are also a healthy amount of shop portals to find, where you can buy new weapons, ammo, stasis packs, medi packs and new suits.

The journey through the ship is a tense and atmospheric affair thanks to the fantastic graphics and the incredible audio work. Dead Space's visuals are wonderfully polished, and not once did I encounter any graphical gliches or slowdown during my playthrough. There were times, especially on the last level, when I stopped just to look around at the fantastic use of light and colour.

While the graphics are excellent, the audio work is the best I've heard in a game. The metal frame of the ship creaks and groans, scampering footsteps shatter the ghostly silence above you, dead crew members whisper in the background and metal pipes clatter in the distance. It's quite unsettling, especially if your playing through a decent audio set-up.

There are also some wonderful moments when Isaac enters zero gravity. These sections allow you to jump from floor to ceiling in a single bound and are enjoyable interludes from the claustrophobic corridors. The same can be said when Isaac enters the vacuum of space. The sound is muffled and, to add even more tension, your air supply drops at an alarming rate. Add in a few alien attackers, and things can get frantic.

The inventory screen is incredibly well implemented, and there's no need to pause the game. With the press of a button, your items and weapons appear in front of you in hologram form. It's a great system as it doesn't take you out of the experience.

I completed Dead Space in around 12 hours, and I'll definitely go back for more - if I get the chance. It wasn't the hardest of games to complete, but there were challenging moments. For the best experience, I recommend you play late at night with a decent set of headphones plugged in for an unforgettable experience.

Images courtesy of EA