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Selasa, 04 Maret 2008


Lara's original adventure is back with a new facelift, but skin-deep beauty can't fix everything.

gamespy

By: Li C. Kuo

When Lara Croft first appeared on our PCs, many of us greeted her warmly. The tomb-raiding adventures of the aptly-titled Tomb Raider were unique and Lara was propelled to virtual stardom. Since then she's had a few ups and downs but is currently on a relative upswing thanks to Tomb Raider: Legend from Crystal Dynamics. Legend was the game that finally brought Lara into the 21st century, giving her new moves, new gadgets, a new look, and an all-new adventure. Now the same developer is giving the treatment to Lara's original outing in a title dubbed Tomb Raider: Anniversary.

If you've played Legend you'll be able to get up and running, tumbling, and jumping in no time. The controls are virtually identical, including nearly all of Lara's new moves from Legend. This means she can move freely and is no longer stuck on the classic Tomb Raider grid system and has a grappling hook that can be used to swing from objects or pull other objects in the environment. Combat is slightly simplified from Legend. Lara's flashy "bullet time" moves are toned down to dodges which can be done in slow motion and offer her a chance to pull off a headshot, ending fights quickly. Also, Lara's classic dual-pistols are back, and she'll eventually accumulate a shotgun, dual Desert Eagle pistols, and dual sub machineguns


Blending the Old with the New

You'll get to use every single one of Lara's new moves as you progress through what is basically a tweaked remake of the original Tomb Raider. This means Lara is searching for the powerful Scion, an artifact that will lead her to discover the true fate of Atlantis and have her traveling around the world looking for its three pieces. Tomb Raider veterans will come across many familiar locals, such as the Egyptian level with the underground sphinx or the vertical madness of St. Francis' Folly. The levels have the same names as they do in the original game and share many similar traits with their original counterparts. What's different is that some puzzles have been reworked to take advantage of Lara's new abilities. You'll use your grapple so often you'll wonder how you ever got through the original game without it.

As with any other remake, the graphics have been given a lot of attention, and as this is basically the Legend engine, the game looks sharp and clean but won't blow anyone away. Of course, Lara looks great as always and looks slightly different from how she does in Legend. The pre-rendered cutscenes from the first game are now replaced with real-time in-game cutscenes and we think the game is better for it.

As Lara leaps, climbs, and swings her way through Anniversary's levels she'll have to put down a number of animals after her tasty flesh. Small rodents and bats will appear in inconvenient places and she'll also have to fend off wolves, bears, Raptors, and other more exotic creatures. The AI for these critters is bad, even for animals. These guys will often run into walls trying to get to you or trying to run away from you and are fairly easy to put down when their numbers are limited. We found most encounters to be more of a nuisance than a challenge. And yes, the T-Rex is back, only this time the fight will be vastly different from the first game making it feel more like a boss fight and not just another animal encounter.

In Tomb Raider Lara had to fight off human opponents as well, and that's still the case here. The big difference is that instead of fighting them as you would any other creature, you'll take them down via interactive cutscenes much like those in Resident Evil 4 and Shenmue. These scenes are a treat to watch but aren't especially challenging.


If You're Looking for a Challenge...

Luckily (well, depending on how you look at it) the rest of the game is tougher. We thought that going back to Lara's first adventures would be a cakewalk, but we received a big wake-up call once we got playing. There were many times when we'd have to sit and think about how to solve new puzzles and you'll often have to make jumps that look impossible, or at least improbable. During the course of the game you'll see Lara make amazing moves and fall in love with her all over again. Then she'll fail to grab a ledge or jump the wrong way while on her grapple and you'll curse her black name. There are some rough challenges and puzzles and sometimes it feels like the developers just have it out for you. The floor will fall at just the wrong time, or bats will appear just as you're about to make a vital jump, or you'll get put on a timer when you have to do something ridiculously challenging.

As if to hammer this point home, there are a few points in the game where you have to avoid huge crushing machines in a hallway. These machines close and open in a pattern, but if Lara gets caught in one, it'll forget about the pattern and rapidly smash Lara's dead body multiple times, as if taunting you. Another challenge lies in the save-game system. You can save anytime, but it only saves to the most recent checkpoint you passed. For the most part, these check points are close enough together to prevent any headaches, but sometimes they'll be so far apart that you'll feel like you're being picked on. We'd like to think that the developers behind Anniversary aren't really bullies and didn't set out to make gamers pound their desks in frustration, but after dying for the umpteenth time trying to get past a certain obstacle, we can't help but wonder.

Going to the Source Material

Even with the borderline-cruel difficulty, the biggest problem we encountered with Anniversary was the pacing. Legend featured a great action/puzzle balance and had a fast-paced story. With Anniversary you get all the technical enhancements of modern-day gaming, but the pacing is still the same. As a result the game can feel slow and tackling puzzle after puzzle can become draining and tiresome.

In many ways, Anniversary is its own worst enemy. Being a better-looking, better-playing Tomb Raider is great, but Tomb Raider came out in 1996 and the world of gaming has advanced a great deal since then. We're glad the game stays true to the source material and does a great job of updating it, but once you get past the new moves and touched-up graphics we found ourselves feeling a bit... bored. Really, there's no one to blame for that; we just figure that gaming has matured and we've matured with it. Anniversary is a great way to relive the original feel of Tomb Raider; just don't expect anything more.

©2007, IGN Entertainment, Inc. All Rights Reserved





It looks better than the PS2 version.

ign

By: Charles Onyett

Mannequin fighting has never been considered among the most revered forms of combat in this world. That's likely because, aside form the most furtive corners of department stores, it doesn't exist. We'll assume it hasn't gained more widespread appeal because it's repetitive, boring, and pointless, which accurately describes the experience of playing through Made Man. You'll be doing quite a bit of mannequin-blasting in this game, since the AI routines for the enemies are about as complex as a cup of dirt.

You play as Joey Verola, a Vietnam veteran climbing the hypothetical ladder of the New York mob. It's a third-person action game split into stages based on flashbacks from Joey's life. In the present, Joey's driving in a car, telling mob and war stories and when he launches into each you have to shoot your way through it. In this sense, the game actually has an interesting narrative vehicle, although the story itself isn't particularly gripping. If only the shooting was remotely interesting.

Most of Joey's enemies, from country folk with shotguns to mob soldiers to FBI agents, all suffer from extreme lethargy. They're more than content to simply stand still, firing their weapons until the clip runs out, then reloading, and then resuming the exact same action. Joey is able to put his back to walls and fire around corners to stay out of harm's way, but this is hardly necessary given the opposition's pathetic level of intelligence.

Once in a while you'll see an enemy do something which indicates they have a slight sense of self-preservation. They'll duck behind cover, occasionally, but then ruin their chances of living by standing up to shoot in the exact same spot every time. You can sit there with your cursor sitting over where you saw their head pop up, and they're dead. Other enemies will run directly at you; many try to fire through solid walls, and others run automatically to specific spots, start firing, and never move.

In an action game where all you do is shoot, you need interesting targets. Made Man delivers a shooting experience more akin to hitting immobilized elephants with a sniper rifle from five feet away.

We can't forget to mention all the awkwardly tacked-on combat mechanics in this game. Killing enough people allows for an extreme slow motion mode, allowing you to line up your firing cursor even more accurately, as if that was required. There's also a Retort Kill mode, where, after you shoot down an enemy, you can once in a while hit the circle button to unleash a stylized execution. By that we mean the screen splits in two, Joey spouts an idiotic line of dialogue before shooting the downed opponent in the face.

Made Man is a clear example of how stuffing profanity into dialogue in no way makes it better. Though the voice acting for Joey and some of the main characters isn't the worst around (see Mage Knight: Apocalypse), it's poorly written. The random shouts of grunt NPC enemies are so bad they'll probably make you laugh, maybe even briefly distract you from furiously hitting the power button on your PC. Gun effects are much worse, with shots sounding more like a soda can opening than gunpowder being ignited. Visually, there's practically nothing to hold your attention. With Made Man, you get simple environmental textures, generic character designs, and bad animations.

But hey, Joey can wield dual shotguns. That counts for something, right?

For the PC version, players are treated to a more high-resolution version of an ugly game, though you won't find any widescreen settings. Props have to be given for including mouse support, something neither Capcom or Ubisoft decided to implement for the recently released version of Resident Evil 4.

©2007, IGN Entertainment, Inc. All Rights Reserved





A creepy and dark adventure into the darkness.

ign

By: Dan Adams

Obsession can be dangerous. Its consuming nature causes otherwise rational people to spiral headlong into some bad situations. Take Phillip, the main character in Penumbra: Overature. After receiving a note from his long lost father -- 30 years lost actually -- telling him specifically not to come find him, his slide into obsession over the occurrences surrounding his patriarch's disappearance takes him down a one way track to despair and dementia in the depths of a mine in Greenland. While the story presentation can be clumsy, along with some of the game's controls, what's here is a pretty good effort from a small developer creating the first episode in an adventure series that has a lot of potential for future creepouts.

It's a strange mood that immediately grabs hold when loading up this first episode of Penumbra. Phillip's confusion becomes your own, which from one point of view helps you forget your own life and step into his shoes, but from another point of view simply comes off as incomplete storytelling. Yes, Phillip has been wondering about his father for years but why would he pick up his life and go on what was likely to be a one way trip to Greenland in the search of answers? Why would he develop an unnatural obsession even in the light of incredible danger? Even a quick intro about a useless life unfulfilled because of questions about his father's disappearance would have served as a more grounding introduction.

As it is, the story is told through a quick introduction followed by several notes and books found in the environment and some fairly insane dialog from a recurring influence named Red. The mine that Phillip so recklessly flings himself into has a great air of mystery about it and reading through the various notes and hearing the ramblings of Red only helps increase your own uneasy need to delve deeper into the mystery. While the game doesn't manage to produce a level of obsession equal to what the main character is supposedly feeling (partly because his own journey into darkness isn't particularly poetic or really justified), there are enough interesting questions presented to want to know more, especially with a disturbing scenario and creepy cliffhanger at the end of the episode.

I guess it's just a matter of no turning back, even when undead dogs, spiders, and gigantic Tremors-like worms start attacking. Deeper and deeper the rabbit hole goes, where it stops, nobody knows. Once Phillip jumps into that hatch, his old life ended.

Whether you appreciate the mood and themes or not, Penumbra does have some interesting mechanics for a PC adventure game. Developer Frictionless has utilized the mouse much like the Wiimote is being used in many of the games on Nintendo's new console. Mouse over a interactive item and the cursor will turn to a hand allowing control of that object in a physics based environment. Simply click to grab and then pull, push, turn, or pick up the objects to manipulate them. Every door needs to be opened with a push or a pull and many other objects have the same effect. In a lot of cases, these simple physics rules create some interesting gameplay puzzles and solutions. I can't shake the feeling that I wish there was more of that, but what is there is pretty good for the first episode of an unproven adventure series from a small development house. None of this is totally new, but it is a welcome change for an adventure title.

What isn't good is the combat system. It uses the same interactive ideas. Equip a weapon such as a hammer or a pickaxe, hold the left mouse button, and then use mouse movements to swing the object at enemies. The problem is the enemies are too fast and persistent and the controls too clumsy to be an effective solution in a one on one fight. In some respects, that puts more of the focus on sneaking, but combat is unavoidable and frustrating at certain points in the game. Luckily, the enemy AI is incredibly simple so it's possible to fool enemies into falling down pits or simply stand on a box and wait for them to run up and try to bite you (which they can't do because they can't reach you) and whack them on the nose when they attack. Either way, it's a lousy system that they should really reconsider for the next episode.

All of the game takes place in a full 3D environment which allows freedom of movement, unlike many slideshow adventure titles. It helps with the immersion though the dated graphics engine doesn't. While some of the environments have a creepy "there's no way out, what the hell am I doing here?" type of feel to them, they're technically way behind the PC game average. Enemies are pretty poorly modeled and environmental textures aren't much better. It makes me wonder if the reason you never see any humans dead or alive (aside from making the player feel alone) is that they didn't have the technical budget for it. The darkness of the environment helps set the mood and add some scares thanks to the game's minimal, yet creepy soundwork, but the series could definitely use a bigger technical budget.

©2007, IGN Entertainment, Inc. All Rights Reserved





The third in Altar's X-COM inspired series brings new improvements but not much variety.

ign

By: Steve Butts

Frequent readers of IGN know what a long shadow X-COM casts over the whole genre of squad-based, tactical alien invasion games. While games like Fallout, Silent Storm and Jagged Alliance have managed to offer up the squad-based, tactical part, it's taken a long time for developers to try their hand at the alien invasion part while also incorporating X-COM's base-building and overall strategy components. Fortunately, we're seeing more and more games following that model. Most aren't very good, but they're headed in the right direction.

UFO Afterlight is just such a game. Building on the lessons learned in UFO Aftermath and UFO Aftershock, Afterlight (which is actually a real word) offers up the goods in terms of concept -- xenophobic alien hunts, futuristic research and manufacturing paths, base management, labor and resource allocation and pretty much anything else that the head of a self-sufficient, futuristic, alien-fighting force might enjoy. In this case however, too much repetition in the battles and a cumbersome base interface make Afterlight somehow less than the sum of all its parts.

Fans of the series who remember the heroic struggle we fought in the previous game might be surprised to discover that this sequel opens with humanity in virtual exile on Mars. The Reticulans have sent the cryogenically frozen race of Earthlings to a small territory on the Red Planet. A few dozen Earthlings who happen to be awake serve as the soldiers, engineers and scientists for the new installation. Unfortunately, there are other races living on Mars (and a surprisingly large number of them), who don't take a liberal view towards this recent immigration.

Your scientists and engineers will have to take up arms alongside your soldiers to fight back alien encroachment, expand humanity's territory (though force, if necessary), secure essential resources and basically do all the other things that humans are known for -- living, laughing, loving and hosting backyard cookouts. While the fight for survival is a worthy goal, UFO Afterlight doesn't really go far out of its way to tell you what the whole point of all this is. This isn't a big problem at first but you're eventually told that the thousands of humanicicles will be thawing out soon and if you haven't "won" they'll die. Talk about pressure. Whether that victory requires the complete eradication of all other Martian life, the discovery of a new technology or the forging a new diplomatic alliance is up to you to discover.

The story plays out in conversations between your various department heads and the leaders of the various alien organizations you encounter. Each conversation points out new opportunities and obstacles that you'll have to confront as you progress through the game. In some cases, you'll open up negotiations with a previously unknown faction, and in other cases, you'll learn about new production opportunities. Though the dialogues are meant to highlight scripted moments during the campaign, you're still free to play the game however you like. Word to the wise: rapid military expansion is always a good idea.

To ease the management burden you'll only have a single base this time around. Staffed with soldiers, scientists and engineers (and some remarkable folks who happen to combine two of those roles), the base will be your home for the whole game. Here you'll assign research priorities, manufacture new tools and weapons, and send out teams to explore, improve, attack or defend the various territories around you.

The fun thing about this part of the game is that you never have enough personnel to keep the base running at peak efficiency. You'll have to reassign engineers to help construct new base facilities, and take researchers away from an important project so they can build a resource-collecting structure along your frontier. You may even have to send an engineer out with a combat team to investigate alien sabotage to your water supply. Trying to decide which tasks should receive priority is really the point of the strategic game, especially once your manufacturing and research options open up.

The problem though is that the game forces you to manually shuffle the personnel around. While deciding on project priorities is essential, moving each individual worker from one installation to another is just busy work. It's especially galling when you've got important projects assigned and people are just hanging out in the residential pod simply because you forgot to reassign them after training or a survey mission. It gets even more aggravating because the game shows which researchers and engineers are working in the base but it's not apparent which ones are tasked with heading out to improve neighboring territories. You have to spend time searching for that information yourself.

The whole base interface is like that. It has a vast number of screens but you really have to dig deep to find the information you need at any given moment. Once you get the hang of it and at least know where to look, it's a bit easier but the game doesn't go out of its way to tell you what's going on or what you need to do. The research screen is a great example of this. Though it tells you in general what each technology does, you have to discover by trial and error which ones are actually going to give you a practical benefit. I don't mind that when it comes to alien technologies but my scientists should at least be able to tell me which advances are required to communicate with earth or build new pods.

Each of your base personnel are rated in a number of physical and mental characteristics which determine how good they are at shooting, dodging, running, spotting and a whole host of other critical combat tasks. Additionally, you can train your troops in a variety of disciplines to help them use different types of weapons, gain access to more mobility options in their armor, seek cover, and so forth. For the non-combat personnel there are even training areas that grant them bonuses to certain types of research or construction tasks. As each character gains experience, they gain the ability to improve their traits and train in new areas.

Since you won't have many folks at your disposal, you'll have to develop each person into a specialist of sorts. One soldier might have learned to crouch and run in their armor and has such a good understanding of a particular alien's anatomy that he always gets a bonus when fighting them. Another soldier might have decided instead to focus on using exotic weapons and heavy armor. Conveniently, the skill and training areas for each soldier are shown on the equipment screen, so you know immediately who should get the laser cannon and who shouldn't. We appreciate that the game preserves your soldiers' equipment assignments from mission to mission but it seems stupid that a soldier has to reequip everything when they change armor types.

The tactical battles are interesting, particularly once you start to encounter the rolling death balls and the psi-crazy Reticulans. Played out in a pause-able real-time format, the game includes loads of optional event triggers that you can use to halt the action when something significant happens. Since they're all on by default, your first few combats will be jerky affairs. We preferred to turn them all off and simply use the spacebar to pause the action when necessary. The levels are generally small enough that you can keep a good eye on what's going on at all times.

Most of the levels come with some significant vertical elements in the form of catwalks, cliffs, valleys, pits and so forth that you can use to get the drop on your enemies. Unfortunately, the early enemies aren't bright enough to move against you in any sort of indirect way, so most combats consist of lining up all your soldiers in an area where they can't be attacked from the rear or the sides and simply marching through each level taking out the enemies one by one. The stance and engagement commands aren't really needed to succeed here, but they're hard to use anyway, so we consider that a bonus.

Things definitely get much more difficult in the latter half of the game, not because the enemies get any smarter but because they have some particularly nasty tricks they can throw your way. The increased level of danger is initially enjoyable but it's a bit of a fantasy, really. The trouble is that you have so few soldiers at your disposal that it's suicide to press on in the campaign after losing a couple of soldiers. Rather than carrying on and trying to rebuild after a loss, it's almost essential that you reload the game and try to refight the battle so that your soldiers all come back alive.

Some might dislike the slightly cartoonish aspect of the graphics but we found it very refreshing. The art direction is great all around and the bold colors and broad visual designs definitely give the game a visual style that stands out from the crowd. The early levels are definitely a little monotonous with the red sand and all, but things switch up eventually. The level layouts are still a bit predictable but at least the textures are new. Some of the more advanced weapons' effects are impressive but you won't be relying on those quite as much as you will those that have less inspired visual elements.

As we said before, nearly every level has some cool vertical element that makes it feel more like a real location than a flat game level. The canyons, cliffs and scaffolds add a lot to the tactical options and the visual appeal of each level, but they also play hell with the game's camera. Dipping down into gulleys and pits based on the camera's location rather than what it's focused on, the camera can sometimes frustrate your attempts to see what the hell is going on. Otherwise, it allows for lots of freedom of movement and lets you get as close or as far from the action as you'd life.

The sounds in UFO Afterlight are sad. Weapon sounds are thin and not at all impressive enough to provide that extra level of drama that the battles need. The music is bizarre and not in the usual Phillip Glass sci-fi way. This music really doesn't suit the character of the game at all. Some gamers will feel the same way about the voices. Like the visuals, they're a bit cartoonish. There were only a few unit acknowledgements that stood out for us as obviously inappropriate but even the better ones are used so often that you'll soon find yourself reaching to turn down the volume of your speakers.

©2007, IGN Entertainment, Inc. All Rights Reserved






Teaching tools gone commercial.

ign

By: Steve Butts

We're always interested to see video games show up outside of the regular gaming community. Whether it's simulators for military training or RTS games for shows on the History Channel, it's interesting to see the ways that games can serve a purpose beyond the fun to be had actually playing them. The latest case in point is Strategy First's Making History: The Calm and the Storm. This World War II strategy game was designed as a tool for classroom education but has finally found its way into commercial release. Now the post-grads out there can play the game secure in the knowledge that learning something from the game isn't as important as actually enjoying it.

In terms of historical modeling, Making History falls somewhere between the relatively straightforward World at War and the unnaturally convoluted Hearts of Iron. Players can choose from a variety of starting dates, from the pre-war, post-depression of 1936 to the endgame in the summer of 1944. Each of the main combatant nations is fully playable, putting the player in charge of the economy, production, research, diplomacy and of course military of their chosen country. Played out in simultaneous turns (each representing a week) on a large and detailed map of the world, Making History seems to embrace everything that a designer could imagine for an operational World War II game.

Though there are some broad historical trends that you can't really derail, half of the fun in this game is in trying new strategies. What if the United States had cut through the Central Pacific rather than focusing on the Phillipines? What if England had allied with Germany against the USSR? What if the Western Allies had opened a second European front in 1942? Being able to explore these "what if" scenarios (called "counterfactual" by historians) is loads of fun.

Unfortunately the game suffers from a deficiency in AI that make most nations a bit too passive. Sure, those who have the power to do so can tend to throw it around a bit. (In one game, once the Allies had conquered Germany, the Soviets decided to start new wars in Scandinavia and the Middle East.) For the most part, however, the nations of the world are content to sit and let you conquer them. Concentrating your own forces and ignoring your flanks seems like a perfectly workable strategy in the games we've played. Things might be better in multiplayer but finding opponents is nearly impossible.

Given the number of decisions you'll be asked to make in each turn, maybe single player is a safer bet. Players will need to manage each of their territories, determining how to maximize resource production in each one as well as deciding what to use those resources for. Before the outbreak of war (or even in areas far from combat) you may want to focus more on producing the various supplies you'll need to keep your war machine running. Closer to the front, you may want to focus more on the production of military machines and infantry units. We'd love to have seen a little more of this information on the main map so we could read the overall production of a region at a glance, but access to the full range of city and factory details in the sidebar windows makes it almost as easy.

Decisions about your research paths are also important. Depending on your start date, you'll have access to a specific range of technologies that you can use to create new units, boost resource production, or gain access to a host of other abilities. Like the creation of arms, oil, tanks and pretty much everything else in the game, you'll need to assign territories to produce research for you. Finding the balance between the benefits of new technology and its cost in terms of lowered production and resource consumption is one of the most interesting facets of the game.

On the downside, the game's logistics system seems a bit too light. While no one enjoys playing Supply Truck Commander, the fact that your units can't ever really get overextended tends to diminish the realism of the game. We've moved units from France to China without much trouble at all. On the other hand, it's nice that, like World at War, the game models and global transport capacity for your units without requiring you to ferry transports around. Strangely, the concept of occupation seems absent. Once you take over a territory, it's yours immediately and forever. There's no risk of revolt and no reduction in the territory's production capacity.

The diplomacy interface could also use some help. While it's tremendously flexible in terms of setting up treaties and demands, there's no real back and forth between the negotiators here. Your own proposals will be largely a matter of guesswork and then you'll be clueless as to why the other party rejected or accepted your terms. The Civilization IV table system would definitely allow for much more of a feeling of actual negotiations rather than the simple "yes or no" system currently in place. The same is generally true of the game's trade system, but the game does benefit from the presence of a global market where nations can buy and sell specific goods.

With a game this dense, a lot rides on the documentation. The tutorial does a decent job of explaining the basics of the interface but tends to fall a bit short when it comes time to actually discuss how the decisions you make impact your overall position in the war. Sure, it's nice to know how to move units around and how to cede territory to another nation, but if you'd like to know why it might be beneficial to liberate conquered nations or how research units are converted into actual research, you'll have to dig into the manual. Even then, it's not always entirely clear.

Though it adopts a board game style presentation, Making History offers some pleasant visuals. Information is usually readily available in a variety of pop-up windows and straightforward spreadsheets. The game sometimes dances between presenting too much and too little information, but once you know where to look, you can usually find the information you want very quickly.

The otherwise clean and colorful game map can sometimes get a bit cluttered when the units start to knock up against each other in the smaller territories. On the plus side, the units are all specific to the nations they represent; the US have little Fletcher destroyers, the Germans have little Me-109 fighters, and the Soviets have T-34 tanks. There's not a lot of animation and life here on the map, but the small touches, like effells swaying on the airfields, are nice.

The sounds in the game are limited to stirring anthems and the odd sound effects. Overall, the sound isn't terribly impressive so get a suitably martial playlist of your own setup before launching the game.

©2007, IGN Entertainment, Inc. All Rights Reserved





Capcom's modern classic is unleashed on PC, and very little has changed.

ign

By: Charles Onyett

Unless you've been hibernating in a PC bunker for the last two years, you've probably played this one already. It hit GameCube in early 2005 and blasted onto the PS2 later that year with a deflated price point and extra content. Now it's 2007, Resident Evil 4 is on PC, it's got all the added goodies of the PS2 and the same addictive gameplay. Unfortunately, Capcom forgot to add mouse support, upgraded textures, any kind of scalable graphics interface, or anything new beyond the PS2 version.

That being said, RE4 is still a great game. As Leon Kennedy you head to Europe in search of Ashley, the U.S. President's daughter. Craziness ensues as you discover a town of not quite zombified villagers, robed cultists, and all sorts of other monstrosities and curiosities. Resident Evil 4 wowed gamers when it first came out with its willingness to buck many of the stagnant thumbprints of previous Resident Evil games. It introduced a new control scheme to make shooting and maneuvering less of a migraine, put a larger emphasis on action, both in number of opponents and twitch reaction sequences, and told an interesting tale. It still, however, forces you to stop and aim before you shoot, a mechanic that I, personally, still don't understand. It must be written somewhere in the cosmic expanse that "Thou shalt not make a Resident Evil game where you can shoot from the hip." It's a poor mechanic for close-up fighting, and it's still in this one.

More importantly, RE4 tells an expertly well-paced tale, one of the most attractive aspects of the game. There's rarely a moment during the lengthy run through where you're bored, or you feel like you've completed the challenge ahead a nauseating amount of times before. You will have to retrieve two or three halves of a symbol to open doors on multiple occasions, but the method for acquiring them is always entertaining. Each area feels new, the enemies keep changing forms, weapons, and incessantly surprise you, and your responsibilities switch between protecting your own skin and that of the President's daughter. Wait, escort? Don't vomit just yet; this isn't the kind of escort gameplay you're used to, it's really well done in RE4. The game gives you spots to hide Ashley when you're busy clearing enemies in front, provides an easy to use stay / follow system that doesn't glitch out, and even includes some charming extras, like pressing a button to catch Ashley when she hops from a ledge, or giving her a piggyback boost to open a gate.

Here's the main caveat with the PC version: you can't configure any of the controls to the mouse. If you're without a gamepad, such as an Xbox 360 controller or whatever else, you shouldn't play this game. With no mouse support, you're forced to aim with the keyboard. If you should choose the take such a route, the amount of cursing, self-inflicted injuries, and noise complaints filed by neighbors the ensuing frustration will cause is no fault of ours. We can't quite figure out why Capcom chose not to support the mouse, especially considering Lost Planet, the Xbox 360 original they're bringing over soon, does feature mouse support. They're clearly capable of doing it, they just didn't. Using a gamepad solves the control problem, though the instant action sequences can be disorienting. At various points during the game you'll be prompted to hit two buttons at once to avoid some deadly threat, such as a moving car, swinging blade, or falling axe. Whereas on the GameCube and PS2 these prompts corresponded to the buttons (be it A and B or Circle and Square), the gamepad only shows up as "1" or "2." Thankfully the prompts tend to be displayed onscreen in positions corresponding to their layout on the gamepad, but even late in the game it'll still feel awkward.

The visuals are another area where someone manning this port clearly fell asleep or just didn't care. Character models have been given a significant detail upgrade. They don't look anything as good as with other PC titles with action so up-close, but they're not going to wrinkle your forehead. The backgrounds and cut-scenes, on the other hand, are two very different shades of disappointing. From a distance background visuals look nice, but that's mostly because the level architecture is so well done. Get up close to a brick wall and you'll have to pop some Tums. The lighting is sad compared to other modern PC games, with little to no shadows or attention to realism. Finally, there's simply no excuse for the cut-scenes, which are so horribly compressed it looks as though somebody is dragging a rake across the back of the monitor's screen.

Framerates do remain smooth, however, and there's a lot more to like about the visuals. Enemy designs and animations are fantastic, particularly once you start fighting the painted cultists and giant insects later on. Boss designs can be truly harrowing too, overflowing with gristle, gore, and metallic spikes. Assuming you haven't played this before, some of the boss fights are so unnerving you might even forget about the dungeon wall that looks like construction paper behind them. Amazingly, the game somehow supports a 1920 x 1200 resolution. We can only assume there was some sort of divine intervention to prompt this.

Like in the previous versions, the sound is terrific. In gaming, there's little more satisfying than a booming shotgun blast splattering three heads at once, while other enemies spin and slink to the ground in pain. Thundering weapons effects and eerie enemy howls and chants bring the world of Resident Evil 4 to vibrant life. The voice acting, as seems to be a tradition in the franchise, still sounds forced, like a golf ball through a stirring straw.

Yet another element that didn't survive the port in good shape is the UI. It's been included in a horribly low resolution; a pang of visual discomfort you'll be assaulted with every time you open the menu. You'll see it in the bottom right corner of the screen as well, your health ammo display; a constantly visible, blurry circle adding to the sizable portfolio of things done wrong or not at all for the PC version.

©2007, IGN Entertainment, Inc. All Rights Reserved






A slick, attractive, and creative shooter that trips itself up by being a little too clumsy.

gamespy

By: Li C. Kuo

Initially, our impressions of Infernal, a third-person shooter from Metropolis Software and Playlogic, weren't very good. The dialogue is painfully cheesy, often with embarrassingly bad voice acting. The gameplay is repetitive with multiple areas requiring annoying backtracking made worse by respawning enemies. Then something surprising happened. As we got further into the game the levels continued to change and stay fresh and the boss fights we encountered actually became a good deal of fun, going a fair way toward keeping the game from falling into complete mediocrity.

Powered by Hellfire

The storyline for Infernal may sound a bit familiar. You play as a renegade angel named Ryan Lennox. For some reason or other, a bad man named Lucius Black has recruited you to bat for the other team; you know, the one that smells of sulfur and likes using fire to dish out eternal torment. They hire you to take down Etherlight, Heaven's "secret agency," and recover a powerful new device for Mr. Black that can control all the souls on Earth. To this end, you have been imbued with demonic powers.


These demonic powers go a long way toward making Infernal stand out from other shooters. One of your most basic powers is the ability to charge any weapon you wield with a burst of "hellfire." This is done with your alternate fire button and adds a big punch to your shots. You can use this power to charge everything from your Walther P99 pistol to your AK-47 to a rocket launcher. Certain enemies will have special shielding that requires a hellfire-infused shot to take down.

Your other powers include the ability to temporarily teleport yourself to a nearby location, a special Infernal Vision, a roll move that makes you temporarily invincible, and a tool to teleport objects and other people. Each of these abilities will come into play during the game and you'll have to use them all if you plan on reaching the end. Basic puzzles will have you teleporting through a wall to throw a switch, while more advanced puzzles will have you teleporting objects to bypass barriers. Using your powers eats up mana, which can be recharged by killing people, resting on unholy ground, or picking up mana spheres which are visible only when using Infernal Vision.

Hostile Territory

The puzzles aren't especially great, but the bosses are. One highlight is when you fight a CH-53 Sea Stallion (a big helicopter) on the deck of an aircraft carrier, complete with burning F/A-18s on the runway. A mini-boss fight has you eluding walking mechs in the hanger of the same aircraft carrier with nothing but explosive barrels, a pistol, and laser trip mines in your inventory and your demonic powers temporarily disabled.

Sadly, combat with regular enemies isn't nearly as fun. The fault doesn't lie with the AI; these guys at least know how to take cover and will juke and dive and roll to avoid their inevitable deaths at your hands. What's annoying is the way bad guys will respawn. Respawning bad buys alone isn't a huge problem in shooter like this, but it's the way that they respawn which irks us. There were countless times when we'd go in a room, kill everyone inside, and then leave only to get shot in the back by a baddie who walked out of the very same room.

Being challenged by the sheer number of enemies isn't so bad, but getting gunned down by enemies who appear out of nowhere isn't any fun. Granted, there are certain enemies who are supposed to be able to teleport, but our beef is with the regular guys who just appear out of empty rooms and hallways and start shooting us in the back. Pair this with levels that require lots of backtracking and you've got a recipe for unhappy gaming.


It All Adds Up

The annoying respawn system is bad enough on its own, but there are other small problems that come together to drag down the overall. The self-teleportation system can get tricky when you want to go to a precise location, and setting multiple waypoints only complicates matters. Teleporting objects can be frustrating too because you move them much like the way you'd move objects using the gravity gun in Half-Life 2, only with much clunkier controls. Barrels and boxes will often get stuck in the environment, forcing you to cancel your teleport attempt and start over from the beginning, and some items just refuse to budge at all despite the indicator on your reticule that says you can teleport it. Also, there will be times when Lennox himself will get stuck just by standing near a crate or a box and have to roll to get out of it.

There is a cover system in Infermal but it's practically useless. You'll often take cover against a surface when you don't want to and other times Lennox won't take cover when you do want him to. The rules for what's usable as cover and what isn't seem completely arbitrary. Even when you do take cover its value is limited because when you spin out to fire, you're completely vulnerable, and you spin in and out so slowly that you'll get hit multiple times while you're doing it. We ended up giving up on the cover system all together.

Then there's the matter of the cheesy dialogue and poor voice acting. There's actually a boss who says, "Here comes the bazooka!" Also, the storyline doesn't make sense. Why does your character throw in with the side of Hell so quickly? How does he go from being a righteous angel to someone who goes around sucking up the souls of heaven's agents for health? By the time the game is over, you won't care.

What Infernal has to offer is very simple, pretty graphics, showcased in a variety of levels that take you from a mountainside monastery to an offshore train yard to an aircraft carrier, paired with decent action and surprisingly fun boss battles. Is all this worth the various niggling problems in the game? Barely. You'll probably fare better if you take this game in small chunks rather than a marathon session; still, if you look hard enough, there's some fun to be had.

©2007, IGN Entertainment, Inc. All Rights Reserved

Some things deserve to die.

ign

By: Charles Onyett

Ryan Lennox is so pissed off his arm catches on fire. He's an angel, or at least he was, and now he's working for Hell to blow apart a secret heavenly outfit called EtherLight. As the main playable character in Infernal, a third-person action game from Eidos, it seems like a promising setup. Turns out it isn't.

They really tried for a snappy style of dialogue in this game; attempted to cobble together a wise-cracking, angel-turned-hellish-mercenary attitude. While you'll occasionally hear a sharp quip, such instances are stranded in a lake of convention and contrived one-liners. But the story isn't the main reason you're here, as unfortunately seems to be the case with most games.

Lennox has a bunch of tattoos, short spiky hair, and a tendency to kill things of angelic persuasions. He's supposed to be a badass. His feeble dialogue and utterly stereotypical enemies do a fine job of making sure Infernal's personality never strays from the mundane. But what about the one girl enemy whose skin-tight outfit has nipple outlines on it? She's cool, right? She and Lennox have a strained relationship but there's sexual tension writhing underneath. We've never seen that before.

Gameplay falls into the dialogue's mold: a few noteworthy sparks glittering over an expanse of cardboard. The demon powers can be entertaining for a short while though the level designs built to test your ability to implement them aren't particularly challenging. The weapons, enemy AI, and cover mechanics all suffer from awkwardness, uselessness, and blandness, in no particular order.

For each fighting area, enemies spawn in front of Lennox and on platforms of varying verticality. Depending on which weapon is being used, be it pistol, machine gun, or welder gun, you can unleash a different super-powered attack that consumes chunks of mana. To recharge your magical energy, you kill enemies or wait around for an extended period of time. This actually works well, forcing you to mow down foes to ensure the super abilities are available.

The shooting mechanics aren't that interesting, though. Foes display a decent amount of AI, helping to keep things engaging for at least a little while (like 10 minutes). Most of those who walk on the ground perform backflips, even when you're not shooting at them. At other times they'll do small head dodges, run from rooms, move into cover spots, and resist the temptation to charge through doorways directly into your gun barrel. You get flying enemies too, though they float around in generally the same spot. A few of the tougher enemies require more precise maneuvers to take down. The impossibly armored welders, for example, are only vulnerable in their backpacks (ingenious!).

Then there's the cover system, which is too slow to be useful. By pressing against a wall, which happens too often by accident, you can peek around corners to fire your weaponry. The issue is when you actually fire, Lennox steps entirely out of cover at a painfully slow rate. It's such a ponderous process that during a firefight, it's far more useful to just stay in the free-roaming WASD mode to dispatch your opponents.

Lennox can demonically siphon health and ammo from killed enemies by standing over them and hitting a key. It requires several seconds of charge time to complete, which can get aggravating. It makes sense in battle - if enemies are still around it challenges the player to strategically select which bodies can be safely drained. However, out of combat, you still have to feed on the fallen for a few seconds resulting in frequent lulls in an otherwise fast-paced game. Why not just switch the feed mechanic to instant-trigger after a room is cleared of bogeys? As it stands, the feeding or soul-sucking or whatever you want to call it is like dumping molasses on an ant.

There are some good ideas here to make the gameplay somewhat interesting. Lennox can move objects and enemies around with a telekinesis ability, for instance. There's a teleport ability not only useful for solving puzzles, but also to warp forward on the battlefield and shoot enemies from behind for a brief moment. You still take damage, but it at least gives you a better vantage point. Had this kind of gameplay mechanism been more tightly interwoven with the core gameplay, and the fighting arenas been filled with more interesting opponents, this game could have been worth playing. As it is, it's more just a flashy graphical package drowned in pounding rock music you've probably heard in hundreds of other action games like this.

©2007, IGN Entertainment, Inc. All Rights Reserved