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Showing posts with label FPS. Show all posts
Showing posts with label FPS. Show all posts
Sunday, March 6, 2016
PC review: SUPERHOT
SUPERHOT is the most innovative shooters I’ve played in years. It relies on a couple of key gimmicks that bolster its success and fun factor, the most obvious being that time slows to a near-standstill each time that you, the player character, stop moving. Enemies freeze mid-jog, thrown objects hang in midair, and bullets push forward at a snail’s pace as you observe your surroundings and prepare your next move. You can attack foes with your fists, throw objects to disarm them and steal their katanas, pistols, shotguns, and rifles, and even make use of a new ability introduced late in the game to really mix up the formula in interesting and creative ways.
The story mode is not particularly long – it will last most players around two hours. There is a narrative thread woven in that, while not too greatly in-depth, reaches a satisfying conclusion within that limited time frame, and does very well to match SUPERHOT’s aesthetic nods to works like The Matrix, Killer7, and a dozen other action films/games. The white backdrops of office cubicles, a narrow alley, bar, mansion staircase, and parking garage all require different approaches, and forcing players to plan out their plans of attack as well as adjust on the fly is refreshing in an era when most shooters would opt for the simple ‘run-and-gun’ formula.
That isn’t to say that SUPERHOT is devoid of any flaws – there are a couple of stages where enemies are so tightly packed that the slightest movement of your character can cause you to end up in their line of fire, resulting in a retry of that stage. And the aforementioned gameplay mechanic that is introduced late in the experience (the nature of which I will not spoil, given how much it turns familiar strategies on their heads), does not see as widespread of use as it probably deserves. Still, predicting enemy movements is fun, gauging the distance between yourself and a red polygonal foe intuitive, and for a first outing, SUPERHOT is fun, responsive, and visually engaging game with its minimalist digital style.
For anyone turned off at the notion of a two hour story mode, fret not – there is plenty more to be explored in SUPERHOT’s additional game modes. Endless mode sends waves of increasingly well-armed foes your way, and asks you to take down as many of them as possible before they overwhelm you. There are variants of this mode that act as a time attack, or simply ask you to execute twenty kills in a row. Challenge mode, meanwhile, requires you to revisit the stages of the story with a specific weapon, like a katana, in hand, and asks that you kill all the foes with only that type of weapon.
Some of SUPERHOT’s stages will be easy to breeze through, others may require you a half-dozen attempts or more, as an unfortunate sidestep from behind a pillar could place you on the receiving end of a buckshot spray. But calculating enemy moves and besting them is a really satisfying feeling, especially when you get to view the real-time playback of your Hollywood bad-assery. There is a strange charm to overcoming a stage, leaving polygon thugs in a heap of shattered red gems, and hearing the repeating words: “SUPER. HOT. SUPER. HOT.”
My rating: 9.25 (out of 10)
Sunday, January 31, 2016
PC review: Fallout 4
After their release of the fifth major Elder Scrolls title, Bethesda has returned to the post-apocalyptic setting of the Fallout series, with Fallout 4 being set in the Commonwealth, formerly the area surrounding Boston. Fenway Park has been reorganized into the central hub known as Diamond City, and the cityscape is a hodgepodge of old New England brick buildings with towering paneled steel skyscrapers. Following the example set forth by Obsidian’s Fallout: New Vegas, Fallout 4 effectively allows players to roam freely once the hour-long run of tutorial quests has been cleared.
Prior to the core game taking place, players bear witness to life before the bombs dropped in the small suburb of Sanctuary. Character creation grants a great degree of customization options, including the gender of the protagonist, and for the first time in the series, the main character speaks to allies and enemies alike. After being visited by a Vault-Tec representative and reserving their space in Vault 111, the happy family life is interrupted as news breaks on the television of the first bombs dropping. Grabbing their infant son Shaun, the protagonist and his/her spouse run for Vault 111, and are sealed inside just as a mushroom cloud paints the horizon.
Inside Vault 111, the couple and their baby are ushered into cryostasis pods, where they are frozen in time to outlast the nuclear radiation above ground. However, the protagonist’s sleep is interrupted early after a small band of scientists and a raider crack the seal on their spouse’s pod, and kill them in a struggle to steal their baby. The protagonist is forced to watch helplessly as their child is taken away, and they are left as the only surviving adult in Vault 111, drifting back off to cryostasis-induced sleep for a bit until their pod is finally cracked open, and they are freed to venture forth into the wastes of the Commonwealth in search of their son and the individuals responsible for his kidnapping.
Fallout 4 suffers from a similar problem as The Elder Scrolls IV: Oblivion, in that the main story doesn’t offer a particularly compelling narrative, and that side quests relating to the game’s various major factions are consistently more interesting, more widely varied in their offerings, and generally more challenging. Simply playing the main story missions will not last particularly long, and the ultimate goal of finding one’s lost son pales even in the company of bringing clean water to the people of the Capital Wasteland in Fallout 3. It is far easier to sink hours into establishing the band of regional do-gooders known as the Minutemen, helping human-like Synths who wish to escape their Institute overlords via a new-age Underground Railroad, and uncovering the twisted goals of Vault-Tec in the other regional Vaults.
While the option to roam largely wherever one’s heart desires early on is very much appreciated, the game world, though large, is still much smaller than other open-world contemporaries like Grand Theft Auto V or Xenoblade Chronicles X. Still, the Commonwealth is littered with many locations to discover, and exploration feels rewarding. Leveling up in Fallout 4 proceeds faster than in Fallout 3 or New Vegas, and Fallout 4 technically lacks a level cap. This is partially due to the much broader offerings of the perk system – classics like Bloody Mess, Lady Killer, and Mysterious Stranger make their returns, but a whole slew of new ones round out the list, and all serve comparably useful ends. The V.A.T.S. system, which slows time for players to hone their attacks to specific body parts on enemies, remains effectively unchanged from the last outing.
A core part of the Fallout series’ identity stems from its 1950’s retro-future aesthetic, while the games are also largely recognized for their dark humor. Bethesda has selected many catchy tunes for Diamond City Radio to broadcast, though a good handful of these songs are reused from Fallout 3. The humor in Fallout 4, meanwhile, is split quite evenly between dry, situational humor and the less effective instances of characters taking a none-too-subtle push of exclaiming just how much violence and death can be entertaining in this decayed world. It’s an unfortunate step backwards, as both Fallout 3 and New Vegas excelled at the much more engaging approach of ‘showing over telling’.
Fallout 4 also utilizes a small selection of dialogue options when interacting with quest-specific characters or companions. Generally, two of these options end up resulting in the same responses, while one is a negative response or decline of engaging in conversation, and the fourth and final option is almost always a sarcastic statement. The sarcastic options rarely add anything valuable to the conversation, while the three other options are often vague descriptors for the full sentences that your protagonist will ultimately dish out. Dialogue options that are colored in yellow, orange, or red are persuasive and threatening approaches, and their respective color is dependent on how far you have leveled up their associated perks. Nine times out of ten, though, it feels like the dialogue options serve more to boost your affinity ratings with companion characters than they do to progress whatever quest you are currently undertaking.
In a similar vein, Fallout 4’s quests and indoor environments are more linear in design than those in Fallout 3, New Vegas, or even The Elder Scrolls titles. While they may not be as expansive overall, these locations are much easier to navigate, reducing the likelihood that you will find yourself lost in some deep and winding labyrinth. The wait times as these areas load is longer than one would expect from a game of this generation, and Fallout 4’s bugs and glitches are plentiful. While I never encountered any hiccups that were game-breaking, I did find three or four glitches each time that I fired the game up – whether it was a stray bullet that ricocheted off a car and caused it to fly forward like a Frisbee, NPCs pushing one another around during dialogue sequences, full sentences being skipped for no discernible reason, or Deathclaws clipping through buildings only to launch sky-high and immediately die upon their return to the ground, Fallout 4 lacks a considerable amount of polish in this department.
Conversely, character models look quite good on the whole. Standouts include companion characters like Piper (whose animations are highly expressive), Nick Valentine (with a network of mechanical pieces visible through his cracked facial structure), and the Mr. Handy models (whose eyes are constantly zooming and retracting, while bobbing up and down, independent of one another). In fact, the companion characters are one of the game’s strongest points. While human-friendly Super Mutant Strong and canine pal Dogmeat operate almost exactly the same as their equivalents in previous games, Piper is a reporter determined uncover a Synth conspiracy in Diamond City, Nick Valentine is a slick trenchcoat-wearing private eye with considerable knowledge of the Commonwealth, Deacon is a ‘far-out’ beatnik master of disguise assisting The Railroad in their aims of freeing runaway Synths from the enigmatic Institute, and Curie is a pre-war Miss Nanny robot who fills the role of questioning ‘where do the lines between man and machine blur’ with her insistence on research and finding a way to be inspired beyond her programming. On the whole, Fallout 4’s characters are a nicely varied bunch, with a few being among the best the series has seen to date. Upon reaching maximum affinity levels with each companion, players earn an additional perk specific to that companion’s behavior, while some companions can even be romanced.
Helping NPCs on various quests can unlock new settlements for you to establish and build structures, defenses, workbenches, food, water, and energy. It’s a welcome addition that not only increases the play time value of Fallout 4, but also finally makes use of the various junk items you discover in your journeys. Cans, toy rocket ships, fallen trees, turret switchboards, old cameras, and many other assorted items can be taken to workbenches and broken down into base resources, which can then be recycled for constructing settlement necessities. While this settlement management system is neither the most fleshed-out, nor the most actively rewarding version of such an addition to an open-world game, it does bring something fresh and coherent into the mix.
Additional workbenches can be used to concoct health items, and customize weapons and armor. Pieces of Power Armor can also be repaired here. The iconic Brotherhood of Steel Power Armor functions differently than in previous games, effectively acting as a limited exoskeleton or vehicle, able to take its own damage before you yourself are physically wounded. Power Armor also runs on energy cores than can be gathered from generators scattered across the Commonwealth. The more of these cores in your possession, the longer you can make use of the Power Armor. Pieces of the many versions of the Power Armor can be swapped out and paired with one another, and there are many Power Armor frames in the Commonwealth to scavenge these pieces from. The Power Armor is especially useful for taking on stronger foes like Deathclaws, which appear more frequently in Fallout 4 than in previous games, and can also make short work of Super Mutants or Ghouls, two enemy types which travel in generally larger numbers than before. It is not uncommon for eight or more Ghouls to attempt to overwhelm players, while Super Mutant ranks often include one suicide runner who will attempt to rush players with a Mini Nuke in hand.
As is tradition for the series, Fallout 4 requires you to keep an even eye on your health bar and your radiation level. The higher your radiation level, the greater portion of your health bar it takes up, temporarily reducing the maximum level you are able to heal to until you are either able to find RadAway or pay a doctor NPC with the Commonwealth’s bottlecap currency. By and large, Fallout 4 feels surprisingly less the part of an RPG than its predecessors. It isn’t uncommon to find high level, specialized weaponry during one of your many quests, even during the game’s earliest hours. This sort of negates the need to hold onto common weapons for customization. The wide selection of perks is truly a high point of Fallout 4’s ‘play-as-you-want’ design, but the game feels more like an open-world adventure/survival title with a mild amount of RPG elements thrown in than a proper RPG.
My rating: 7.5 (out of 10)
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Monday, September 28, 2015
Xbox 360 review: Metal Gear Solid V: The Phantom Pain
Nine years after the sabotage and destruction of Mother Base that acted as the cliffhanger ending of Metal Gear Solid V: Ground Zeroes, Metal Gear Solid V: The Phantom Pain opens with Big Boss awakening in a hospital to the shocking discovery that there is a shard of metal lodged in his skull and his left arm is missing from the elbow down. As a doctor explains the situation to him, tries to calm him down, and ease him back into the land of the living, word that ‘V has come to' quickly spreads, and it is not long before the hospital is besieged by heavily-armed forces. Barely able to stand, Big Boss, aka Punished ‘Venom’ Snake struggles to regain his ability to walk, while a mysterious bandaged friend calling himself Ishmael acts as his guide out of the hospital.
The route is dangerous, as the militant forces have orders to shoot everyone in the hospital, and Ishmael and Snake encounter what appears to be a flaming projection of Volgin, the Soviet colonel from Operation: Snake Eater. This first leg of the journey is largely an interactive story segment which teaches players the basic controls as they pertain to The Phantom Pain’s stealth and combat techniques. The escalation of events beyond the player’s control is intense, and ultimately the two patients are forced to dupe their would-be assassins, steal an ambulance, and avoid a pursuing helicopter before crashing through a roadblock. Snake passes out for a brief period, and awakens to find no trace of Ishmael, but rather is introduced to Revolver Ocelot, his contact from the newly-reconstructed Mother Base. Ocelot and Snake board a freighter ship to waters near the Seychelles Isles, where XO Kazuhira Miller ordered the new Mother Base be constructed in Snake’s absence.
The first orders of business in setting the stage for events to come are equipping Snake with all of his familiar gear, as well as a new robotic arm, and explaining to players (whether they previously experienced Ground Zeroes or not) that Skull Face is still at large, commanding XOF as a rogue agency no longer tied to the United States government. It’s just the right amount of information and story content to dish out to players this early on. The massive open world exploration element is kept in perspective, for the time being, as Ocelot informs Snake that Miller ran into some trouble during his most recent operation, and likely only has a few days to live before his Soviet captors decide they are through trying to interrogate him.
Each mission Snake embarks on during the game’s first eight hours or so is set in Afghanistan, where tall cliffs limit the number of available routes, but large rocks and hilly terrain offer sufficient cover for Snake, even as he rides past enemy outposts in D-Horse’s saddle. Afghanistan is, as Ocelot informs Snake, a big place, and there is great deal of time spent simply travelling from one location to another early on, though destroying anti-air radar emplacements can open up new landing zones for Mother Base’s helicopters. This map is also a stark contrast in design to the later-accessible African border region between Angola and Zaire, which is technically smaller in size overall, but the open plains and dense jungle provide Snake with a greater freedom to immediately drop in and explore, take on side-ops, and scope out enemy patrols.
Any misgivings about the open-world gameplay adopted by The Phantom Pain should be put to rest. The ability to rely completely on stealth is just as strong as ever, and plenty satisfying to boot. For players who wish to go loud and shoot up a base of enemies with automatic weapons, however, The Phantom Pain does not punish this approach, provided you have something of a plan in mind before storming a heavily-fortified base. More than any Metal Gear title before it, The Phantom Pain offers some truly creative solutions for players who can think on the fly and adapt to the situation as it changes. While Ground Zeroes felt incredibly limited in its scope and restricted in its freedom of play, The Phantom Pain welcomes experimentation, and on the off chance that you are killed in action and receive a ‘game over’ screen, it is always fair, placing responsibility on the player and their choices both in the moment and prior to engaging the enemy.
Enemies are quite a bit smarter than in previous Metal Gear titles, and will receive helmets, shields, and full body armor as word spreads of Snake besting their comrades. The Phantom Pain is somewhat forgiving, though, as the moment an enemy spots you does not immediately put all nearby soldiers on alert. Instead, Snake is granted a brief window to tranquilize, kill, or (provided he is close enough) perform a CQC takedown on the soldier that spotted him. This addition is most appreciated when infiltrating fortresses with high walls that prevent Snake from properly scoping out all enemies therein. The weather and time of day also play important roles in the enemy’s visibility. Obviously, nighttime is ideal for infiltration missions, as enemy soldiers have a smaller field of view away from light sources, and rain storms in Africa further obscure their vision. Dust storms will occasionally whip up in Afghanistan, lasting approximately two minutes at a time, and practically cover the entire area in a thick, blowing cloud – this can prove a double-edged sword, as the enemy is practically blind, but if Snake has not scanned the area beforehand, so too is he.
There is also a great deal of freedom in which weapons and gear Snake takes into battle with him. Grenade launchers, RPGs, and explosives like C4 are generally best-suited to missions that require the destruction of heavily armored vehicles, as they are among the most expensive to equip. But the sheer number of these that can be developed, along with assault rifles, machine guns, submachine guns, pistols, grenades, and camo patterns is astounding, and further reinforces the notion that you can play The Phantom Pain virtually any way you like. The ability to develop certain items is restricted until you have added sufficient personnel to Mother Base’s R&D team, and of course, each individual item costs GMP, the game’s monetary value that is earned in large sums upon the completion of each main game mission and side-op. Some of the wackier loadout options, like the Rocket Arm and cardboard boxes decked out with supermodel posters or anime characters, prove the most entertaining, despite perhaps not being universally practical.
Mother Base is divided into more than a half-dozen struts, each of which can be further built up over time. It does cost a great deal of GMP and resources like fuel, metals, and biological materials to expand Mother Base, but the benefits are more than worth the lengthy wait times between each addition. Building more platforms for your Intel team means that they can offer you greater information about your surroundings, while R&D will develop new weapons and gear more quickly if they have the space to support a larger team, and so forth.
GMP is also spent calling in fire support from your helicopter and for retrieving prisoners, unconscious enemy troops, wildlife, and vehicles alike with the Fulton balloon system, and it is a good idea to maintain a healthy amount of GMP at all times, as dipping into negative numbers means that Mother Base soldiers may leave due to dissatisfaction with the way Snake is running the show. Conversely, the more Snake displays heroism and grows Mother Base, the more likely volunteers are to show up on his doorstep, requesting to join his Diamond Dog forces. Each and every Mother Base soldier displays a specific set of traits, making some better suited for particular teams, and ill-suited for others. Some also boast unique abilities that can lessen or increase the likelihood of fights breaking out, and even perform special moves should players choose to take control of these characters for missions over Snake. Mother Base troops will have their morale increased upon visits home by Snake, and while there isn’t a ton to do on Mother Base, players can scour each platform for diamonds to up their GMP, engage in shooting range side-ops, and stumble across some cleverly-placed easter eggs.
While D-Horse is the first ‘buddy’ character Snake is allowed to deploy with into missions, the trusty steed’s fast gallop can be swapped for three other buddies, each with their own unique support roles. D-Dog, a wild pup that Snake encounters in Afghanistan, grows up under the training of Ocelot, and can eventually be utilized as a radar for detecting the exact location of all nearby enemies, wild animals, and plant life. While D-Dog’s default loadout allows him the option to distract enemy soldiers, he can later be outfitted with a knife or stun baton for stealthy enemy takedowns.
Quiet, the voiceless Sniper, moves at inhuman speeds, similarly scoping out enemy patrols from a distance, and picking them off one by one per Snake’s orders. Quiet is best utilized by players who prefer direct intervention, or who want a backup plan in case the enemy bears down on Snake with everything at their disposal. Quiet’s standard sniper rifle can be swapped for a tranquilizer rifle, while her alternate outfits are more aesthetically amusing than they are situation-sensitive. Finally, Huey’s D-Walker offers a travel speed slightly slower than that of D-Horse, but with offensive options like a gatling gun and rocket launcher, as well as a defensive buffer to the front. Each ‘buddy’ will be recalled from the field if they take too many hits, however, and this will subsequently weaken Snake’s bond with them, while properly utilizing their abilities and ensuring their safety will strengthen Snake’s bond with them.
The main missions during the first act of The Phantom Pain are largely concerned with piecing together the puzzle of Skull Face’s master plan, one ‘weapon to surpass Metal Gear’. While the pacing of the game is spot-on, the story sequences – one of the Metal Gear series’ most popular and famous offerings – are sparse until the second act. While it is appreciated that The Phantom Pain does not bog players down with extensive cutscenes as Guns of the Patriots once did, MGSV cuts back on its narrative a bit too much. Metal Gear villains have long held a commanding presence in their respective games, and Skull Face is no different, walking a fine line between theatrically confident and cunningly evil. But when his plan is revealed in full, it is underwhelming, and offers too much room for error.
The second half of The Phantom Pain does increase the frequency with which the story is sprinkled in. Kaz becomes increasingly suspicious of Huey, believing he was responsible for the security breach that destroyed the old Mother Base. Quiet finds the soldiers on Mother Base are not all keen on her presence, calling her a freak and generally distrusting her. And Snake is forced to carry out some very heavy actions that, while perhaps necessary, are important steps in painting both himself and the forces of Outer Heaven as more of villains than heroes by the time the events of the first Metal Gear occur.
The Phantom Pain fills in the last major gap of time between the era of Big Boss and the era of Solid Snake, and as such, is less concerned with presenting grand revelations pertaining to the series at large than most other Metal Gear titles. The events of The Phantom Pain are guided in large part by what transpired in both Peace Walker and Ground Zeroes, and ultimately the endgame plays most prominently into the events of Metal Gear, Metal Gear 2: Solid Snake, and Metal Gear Solid. Some of The Phantom Pain’s strongest moments lie in its second act, but so too do its greatest faults. Roughly half of the second act’s main missions are simply retreads of missions taken on during the first act, with higher difficulty settings or more specific rules in place. In addition, the penultimate chapter that would otherwise provide The Phantom Pain with a clean, complete finale is entirely absent, leaving a humongous plot point hanging with no resolution.
Boss fights are also quite sparse in The Phantom Pain, though the handful that are present pay homage to previous titles in the series. A sniper duel between Snake and Quiet mirrors that of the battle with The End in Snake Eater, and the general design and abilities of Metal Gear Sahelanthropus offer throwbacks to Metal Gear Rex from the PS1’s Metal Gear Solid. One particular close-quarters battle with Skull Face’s elite Skulls unit even incorporates quick-time reactions reminiscent of Metal Gear Rising.
Side-ops are entertaining, more relaxed distractions from The Phantom Pain’s main missions, offering up goofy scenarios like tracking down a legendary bear to tranquilize and bring back to Mother Base’s animal sanctuary, or infiltrating a Soviet-occupied base to rescue a sheep via fulton balloon extraction. Other side-ops are more run of the mill fanfare, such as extracting prisoners, and destroying heavy infantry or armored patrol units. Side ops typically require less careful planning of Snake’s loadouts beforehand, and it can be easy to find yourself burning through three, five, or ten at a time, in-between The Phantom Pain’s main missions.
While Metal Gear Online may not yet be up and running, The Phantom Pain does offer an online component in the form of an F.O.B. invasion. F.O.B.s, or forward-operating bases, can be constructed in waters beyond the main Mother Base, and serve to further establish Big Boss’ presence to the outside world. Snake can infiltrate an enemy base for a GMP reward, depending on how well he manages to sneak past the troops stationed there, but your own base(s) will similarly be potential targets for other players to invade. F.O.B. invasions are an interesting afterthought, but they lack substance, and do not return as high-value rewards as the deployment missions Snake can send Mother Base soldiers on against CPU forces.
Many fans were, understandably, disappointed to hear that longtime voice of Snake, David Hayter, would not be returning to reprise the character in MGSV. It’s difficult to fully accept Kiefer Sutherland as the new voice of Snake, not because of the quality of his performance, but because of how infrequently he adds anything to the conversation. On the whole, Kiefer Sutherland does a sufficient job of carrying such an iconic role, but would be far more memorable if he spoke more than a few words at any given juncture – a stark contrast to Hayter’s rather talkative portrayal of Snake in every other major Metal Gear entry. As a rippling effect of this, Snake frequently comes across as more of an observer of events unfolding on Mother Base and during his missions than an active participant, at least during cutscenes and other scripted sequences.
Robin Atkin Downes and Troy Baker put forth strong performances as Kazuhira Miller and Ocelot, respectively. Downes does a phenomenal job at conveying Miller’s desire for revenge, and the hatred he harbors towards Skull Face’s XOF forces for destroying the old Mother Base, yet still maintains a strong-willed presence and great degree of faith and respect in Snake, even if he does attempt to go over his head during a few key instances. There is a constant tension in the air whenever Snake and Miller are present in the same scene, due in no small part to Downes’ performance. Troy Baker, meanwhile, manages to present Ocelot in the prime of his adulthood, without sounding too similar to other middle-aged roles he’s performed in the past, like The Last of Us’ Joel or Bioshock Infinite’s Booker DeWitt. Baker gives the famous gunslinger an appropriately deeper voice than Josh Keaton’s performance of a youthful Ocelot in Snake Eater, but dials back a few notches from Patric Zimmerman’s famous raspy voice from Metal Gear Solid, Sons of Liberty, and Guns of the Patriots.
As Snake explores Afghanistan and the Angola-Zaire border region, he will receive cassette tapes – some that are delivered by Miller and Ocelot containing mission-sensitive information, and others that contain musical tracks. Many of the audio tapes will prove a real treat to hardcore Metal Gear fans, referencing events from Snake Eater and Peace Walker, while others provide greater context to Skull Face’s motives and the origins of XOF. Playing Metal Gear theme songs of yesteryear while carrying out missions delivers a good dose of nostalgia, but blasting one of the many hidden 80s pop and rock tapes can make for some wacky, thoroughly amusing moments. Better yet, you can set any of these songs to blast from your helicopter’s speaker system, so as to bear down on unsuspecting enemies with rockets launching to the tunes of Kim Wilde’s “Kids in America”, The Cure’s “Friday I’m in Love”, Kajagoogoo’s “Too Shy” or Billy Idol’s “Rebel Yell”.
As for the original orchestrated soundtrack, The Phantom Pain’s musical stylings deviate a surprising degree from those in previous games. The few reprises of classic Metal Gear themes that do sneak their way in to the mix are quite subdued. Sins of the Father, meanwhile, is a powerful and commanding vocal track, with lyrics that are among the most thematically-appropriate to a Metal Gear title since Snake Eater’s self-titled jazzy James Bond-esque number.
The Fox Engine once again outdoes itself, as The Phantom Pain looks shockingly good, even on a last-generation console like the Xbox 360. There are some minor shortcomings when compared to the PS4 and Xbox One versions, such as certain textures sporting less detail and requiring the occasional bump-in load. As the game installs on the system’s hard drive prior to your first play session, load times between missions are kept to a reasonable speed. Draw distances are superb, offering Snake the ability yo scope out vast distances, provided the terrain does not obscure his field of vision. The blurred distance effects are nowhere near as harsh on the eyes in the Xbox 360 version as they are on the PS4 or the Xbox One. I never stumbled across any noticeable dips in frame rate, and only encountered one odd, non-threatening glitch during my playthrough – very much appreciated, given the track record of other contemporary open world games.
In addition to catering to any play style you like, The Phantom Pain reflects player loadouts and time away on missions within cutscenes. When Snake begins an interaction with Ocelot and Kaz, he’ll be wearing whichever camo pattern players last dressed the legendary soldier in. If Snake has been taking to more direct means of intervention, shooting up enemy soldiers, his face will be streaked with blood, while even a long series of stealth ops will depict Snake with sweat dripping from his brow.
Metal Gear Solid V: The Phantom Pain is far from a perfect game. The lessened focus on a complex narrative will likely leave veteran fans hungry for more, especially with the knowledge that the final leg of Snake’s journey is left incomplete. That said, the story elements that are at play prove, by and large, of the same carefully-calculated nature that Kojima is known for. The few major twists that come to pass are masterfully executed, and the nigh-on perfect gameplay The Phantom Pain sports certainly helps ease the pain of the elements that are absent. The Phantom Pain travels to some dark places, with plot points that teeter closer to reality than other games in the series. While The Phantom Pain may not be the definitive masterpiece fans had hoped would cap off Hideo Kojima’s nearly-thirty-year run of directing the Metal Gear series, it is still one of the most enjoyable games I’ve played this year. It’s a shame that the circumstances surrounding Konami, Kojima, and the game’s development process did not pan out more smoothly, as the full, completed vision for The Phantom Pain would have no doubt earned a considerably higher overall score.
My rating: 7.75 (out of 10)
Tuesday, March 31, 2015
Top 5 Multiplayer Maps in Halo: Reach
While it may have been Bungie’s swan song to the Halo franchise, Halo: Reach also marked the culmination of all their efforts over the nine years they spent crafting conflict of the Human-Covenant War. Though the narrative of Reach may have opted to go back in time, acting as a precursor to the events of Halo: Combat Evolved, the gameplay combined many of the best elements from the other games. Players were limited to one gun at a time, something that had not been a staple of the franchise for nine years, but the faster turnaround on reloads and mobility offered a satisfactory handling in the vein of Halo 2. Meanwhile, Halo 3’s equipment came into its own in the form of more well-balanced and practical loadouts that could be selected at the start of a multiplayer round (with some equipment options more heavily emphasized for certain gametypes). Playlists catered to a variety of fan-favorite game types, while also introducing a few new modes, encouraging community content via the incredibly user-friendly Forge World, and even added in a cleaner take on the Firefight mode first tested in Halo 3: ODST. Halo: Reach’s launch may have been marked by a somewhat smaller offering of multiplayer maps than fans were used to, but this was counteracted in part by the offerings of Forge World as well as the general polish on the maps that were readily available at launch. As was the case with the preceding Halo games, though, some of my personal favorite maps did not see the light of day until months later, when the DLC packs were released.
#5 – Boneyard: Among the multiplayer offerings in Halo: Reach were two new game types, Headhunter and Invasion. Invasion settled halfway between the Team Objective and Big Team Battle playlists, pitting teams of six or more against one another. While one team attempted to capture one of two points designated on the map at a time, the other defended in hopes that they could thwart the invaders’ three-stage assault. Boneyard was a massive map, with multiple structures that provided many high vantage points for the defending Spartans, while the invading team of Elites relied on their more varied loadouts and the long distance from one objective point to the other to try and breach the shipyard’s defenses. Boneyard was also a rare breed, in that, while it ranked among the largest Reach had to offer, the hollowed-out ship situated at the center, the warehouse off to the far side, and the large sections of cover that littered the dirt below encouraged strategic play. No vehicle, nor any particular weapon loadout, guaranteed a longstanding advantage over the competition, given the multiple routes players could use to push on through from one end to the other, and this proved similarly in the more pure and free-form Big Team Battles.
#4 – Anchor 9: While it was amusing to see how Bungie managed to work in most of the multiplayer maps that shipped with the retail release of Reach into the campaign missions in a genuinely cohesive manner, Some of the DLC maps were arguably a better illustration of Bungie’s creativity in design. Anchor 9 took a look inside the UNSC docking station orbiting Reach that was introduced in the mission Long Night of Solace. The map took advantage of the game’s previously-established low-gravity physics, offering a section that ran the far edge of the map for players to land heavy strikes on foes as they attempted quick pushes toward the other base. The more roundabout method of traversing the medium size map required players to duck behind crates and make use of Anchor 9’s power weapons. Defending bases, meanwhile, was a matter of one team making the most of their high ground, and the limited cover from short hallways, narrow staircases, and mounted turrets that came with said territory. While rounds of Capture the Flag on Anchor 9 formed somewhat predictable strategies on part of the attacking team, Slayer matches were anything but, and the kill count could suddenly shift with players capitalizing on the element of surprise.
#3 – Reflection: There are certainly a few patterns in my choices of favorite maps thus far, one of the most noteworthy being the return to my Halo 2 roots. Ivory Tower was a map that I had always enjoyed in its original Halo 2 incarnation, but one that never quite matched up to my previously detailed favorites. It’s almost wholly unchanged remake, Reflection, was a great pick for Bungie to include in Halo: Reach, as the equipment functions add an extra dynamic to the small-scale, multi-level map, improving the balance in the advantages opposing teams have. Reflection is at its best during Slayer matches, but variants for Infection and Headhunter run quite smooth as well. The map looks gorgeous to boot, with a gold glow setting in over nearly every reflective texture on the appropriately titled map.
#2 – Powerhouse: Despite its large, open and round center, most of Powerhouse’s kills were earned within the structures set off to the sides, as well as along the top ring of the water reservoir. Over-confident players might attempt to scope out player’s locations on the map by using the jetpack, but this typically resulted in their being swiftly shot down. Powerhouse’s semi-symmetrical design and medium size offered a great setting for SWAT, Team Slayer, and Rumble Pit matches, with the later two often resulting in kills from less traditional weapons. Lobbing grenades around corners and bouncing them off walls to finish off a foe who crouched in hiding just out of sight at the bottom of one of the staircases was always satisfying, while curiously enough the Needler proved one of the most prized weapons that players would scramble for at the start of a match.
#1 – Condemned: Unfortunately pushed to the wayside after the Anniversary playlist updates, Condemned was a map that I loved for all of the same reasons I enjoyed Halo 3's Orbital – coincidentally, they share a similar aesthetic, both falling into the territory of UNSC space stations. Condemned’s semi-symmetrical layout offered some emphasis on the stage’s more powerful weapons, but not as consistently as maps originating from a similar school of thought. The most frantic scuffles often took place in the low-gravity center, where the rockets spawned. The switch between normal gravity and the slower jumps of outer space played a more consistently impactful role here than they did on Anchor 9, as the low-gravity environment was situated at the center of the map. Every shot counted as much as every lunge across this middle portion did, setting an extra layer of tension over team-based matches, and demanding a greater degree of care in lining up headshots or making sure your weapon loadout could provide an advantage as you floated through the muffled space, sectioned off from the normal conditions of the outer ring.
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Monday, March 30, 2015
"You Look Terrible, Snake" #2 - Halo 4
"Don't make a girl a promise... if you know you can't keep it." - Cortana (Halo 2)
The release of Halo: Reach marked the end of Bungie’s exclusivity contract with Microsoft, and the end of their days developing Halo games, as they looked towards new frontiers with their next project, Destiny. But Halo was destined to remain a property under the ownership of Microsoft, who had created a department specifically for continuing the Halo storyline, dubbed 343 Industries. 343 Industries would be tasked not only with the development of future games in the bestelling series, but weaving tales for novels, comic books, and live action series that helped to fill the gaps between games. During the Bungie era, there were a number of Halo novels written that provided greater context to the Spartan program, the UNSC vs. Insurrectionist conflict that preceded the Human-Covenant War, and explored other Forerunner artifacts that Doctor Halsey had examined prior to the crew of The Pillar of Autumn stumbling across Alpha Halo at the beginning of the first game.
As part of the buildup to the 343 Industries-directed Halo 4, which would signal the start of the new ‘Reclaimer Trilogy’, two novel trilogies were launched. The first dealt with a UNSC team known as Kilo Five, and took place in the then-present day of the Halo universe, bridging the gap between Halo 3 and Halo 4, and exploring the fragile peace that existed between the Human race and their reluctant Sangheili comrades. This trilogy would go on to explain how some of the Sangheili grew restless in the post-war peace time, and opted to splinter off into their own faction to continue their warrior-like ways in seeking out Forerunner artifacts, thus setting the stage for Master Chief’s unexpected encounter with antagonistic Elites and Grunts early in Halo 4. The other trilogy of novels went far back in time to provide a direct narrative of the last days of the Forerunner empire, setting up for Halo 4’s major plotline that saw the return of the Ur-Didact and his desire to wipe humankind from the galaxy, under the belief that they proved the greatest threat to its stability in the absence of The Flood.
While I personally found the Forerunner trilogy to be among the best Halo tie-in novels released to date, there was something exceptionally odd about their being so contextually important to the events of Halo 4. The same went for the Kilo Five trilogy – sure, I had read these precursor texts as my anticipation for the new game built, but in the grand scheme of things, only a small portion of the Halo fanbase would go out of their way to acquire and read these novels. Previous Halo novels like Ghosts of Onyx, Contact Harvest, The Fall of Reach, and The Cole Protocol did well to expand upon the existing universe, but not a single one of these was necessary reading in order to grasp the context of the games. Anyone could play from Halo: Combat Evolved up through Halo 3 and successfully gather the core of Master Chief’s story – the aforementioned novels provided further backstory to other characters and events, the majority of which preceded the events of the games by many years. But both the Forerunner and Kilo Five trilogies were so tightly connected to the narrative of Halo 4, I find it a wonder the delivery of the single-player campaign managed to come across as well as it did.
Halo 4’s campaign is incredibly short-lived, even when compared to the games that came before it. Yet, it hits high notes from start to finish, with Master Chief’s race to stop the Didact’s plans standing strong as the core conflict of the game. It’s quite surprising, in fact, that this smaller-scale and more personal battle between two men out of their own time handles so convincingly in a series that has long been about a large-scale conflict between an alien conglomerate and the human military. The game delivers a satisfying conclusion that wraps up its own story without too much in the way of cliffhanger content, yet leaves enough doors open the ensure future games and associated media have sufficient material to draw from.
The combination of the campaign being so brief, yet so well-written, certainly left me with somewhat complicated feelings toward it, and perhaps more importantly, toward the future of the franchise under the banner of 343 Industries. But with Bungie veteran Frank O’Connor relocating to the 343 Industries team, I was hopeful that Halo 4’s story was more a reflection of the studio wanting to play things safe during their first proper outing than a signifier that the series would teeter toward the realm of Metal Gear with a highly complicated narrative than would be as spun up in the core games as it would any and all spinoff material. While the former may very well have been the case for the campaign mode, the online multiplayer and Spartan Ops modes revealed an uglier truth.
The Halo games have provided me with a ludicrous number of hours of entertainment in online play. From Halo 2 onward, friends and I would take part in a variety of Slayer and objective-based matches, from the close quarters of Lockout and Turf, to the vehicular carnage on Valhalla and Sandtrap, to the new game types of Invasion and Headhunter introduced in Halo: Reach. Halo retained a unique identity in the online multiplayer scene. While Halo 3 and Halo: Reach both offered players the option to alter the appearance of their multiplayer Spartan avatar, these were purely for aesthetic purposes, and no restrictions on unlocks were associated with any weapons or ability loadouts. Halo 4, however, painted a much different picture – one that wandered a tad too far into the realm of every other first-person shooter on the market for my own tastes.
Better weapons and abilities were unlocked at higher levels, and this sucked a large amount of the fun from the multiplayer experience. Ordinance drops of heavy weapons rewarding the winning team even more of an edge over the competition led team matches to feel incredibly lopsided. The map layouts either evoked rather direct memories of their Halo 3 and Reach predecessors, in that their designs deviated so little from what had already been established, or were too outlandish and impractical for more than one or two game types. While I abhor the competitive multiplayer format of practically every other major first-person shooter, I think it is worth mentioning that I actually performed quite well in the majority of the Halo 4 Slayer matches I did play. But the lack of enjoyment I found from them led me to abandon them so quickly, that my objective with Halo 4 became solely focused on completing the campaign, a feat which was completed in a grand total of three sittings – and I was by no means attempting to rush through it.
Spartan Ops was an abysmal series of short missions that lacked any inspiration in either design or narrative, asking little more of you, the player, than to kill every enemy along the path from point A to point B. To think that Spartan Ops replaced the spectacular horde mode that was Firefight boggled my mind, especially considering how well-received Reach's Firefight was by the Halo community. Maybe the later updates that Spartan Ops received offered more interesting missions, but one playthrough of all the default missions left me with a foul opinion of them. Perhaps if they had been included alongside the Firefight mode, I might not have received them so poorly.
With all of these factors combined, it was abundantly apparent to me that 343 Industries had lost sight of what Halo was really all about somewhere during the development of this new game – at least with regards to every facet of this project outside of the campaign. But even there, the lack of consideration to how easily audiences would be able to settle into the new narrative was a significant oversight on the part of Halo’s new management. Since the release of Halo 4, 343 Industries has gone on record as stating that they will do better with the next installment in the series, though what specific points they intend to improve on remains to be seen. The push for current storylines in both tie-in novels and comic books to emphasize rebellious factions of both Sangheili and Humans leaves me concerned that Halo 5 might see Master Chief fighting other human soldiers as opposed to the Promethean Knights or some other kind of Forerunner combatants.
While I wasn’t particularly hot on the notion of fighting Elites and Grunts again for the sake of convenience in 343 Industries not having to design a whole new slew of foes, I understand that something familiar needed to be retained to avoid wholly alienating longtime fans. But the potential for future games to teeter even further into the realm of Call of Duty or Battlefield by having Master Chief fighting militarized human forces is a truly upsetting notion. With any luck, the team at 343 Industries will recognize how much the Halo community loved the old multiplayer format, and return to the series’ roots with Halo 5: Guardians, as Halo’s online component has always accounted for a good half of its identity.
The release of Halo: Reach marked the end of Bungie’s exclusivity contract with Microsoft, and the end of their days developing Halo games, as they looked towards new frontiers with their next project, Destiny. But Halo was destined to remain a property under the ownership of Microsoft, who had created a department specifically for continuing the Halo storyline, dubbed 343 Industries. 343 Industries would be tasked not only with the development of future games in the bestelling series, but weaving tales for novels, comic books, and live action series that helped to fill the gaps between games. During the Bungie era, there were a number of Halo novels written that provided greater context to the Spartan program, the UNSC vs. Insurrectionist conflict that preceded the Human-Covenant War, and explored other Forerunner artifacts that Doctor Halsey had examined prior to the crew of The Pillar of Autumn stumbling across Alpha Halo at the beginning of the first game.
As part of the buildup to the 343 Industries-directed Halo 4, which would signal the start of the new ‘Reclaimer Trilogy’, two novel trilogies were launched. The first dealt with a UNSC team known as Kilo Five, and took place in the then-present day of the Halo universe, bridging the gap between Halo 3 and Halo 4, and exploring the fragile peace that existed between the Human race and their reluctant Sangheili comrades. This trilogy would go on to explain how some of the Sangheili grew restless in the post-war peace time, and opted to splinter off into their own faction to continue their warrior-like ways in seeking out Forerunner artifacts, thus setting the stage for Master Chief’s unexpected encounter with antagonistic Elites and Grunts early in Halo 4. The other trilogy of novels went far back in time to provide a direct narrative of the last days of the Forerunner empire, setting up for Halo 4’s major plotline that saw the return of the Ur-Didact and his desire to wipe humankind from the galaxy, under the belief that they proved the greatest threat to its stability in the absence of The Flood.
Many of Halo 4's highest points come courtesy of the Didact being such an intimidating villain.
While I personally found the Forerunner trilogy to be among the best Halo tie-in novels released to date, there was something exceptionally odd about their being so contextually important to the events of Halo 4. The same went for the Kilo Five trilogy – sure, I had read these precursor texts as my anticipation for the new game built, but in the grand scheme of things, only a small portion of the Halo fanbase would go out of their way to acquire and read these novels. Previous Halo novels like Ghosts of Onyx, Contact Harvest, The Fall of Reach, and The Cole Protocol did well to expand upon the existing universe, but not a single one of these was necessary reading in order to grasp the context of the games. Anyone could play from Halo: Combat Evolved up through Halo 3 and successfully gather the core of Master Chief’s story – the aforementioned novels provided further backstory to other characters and events, the majority of which preceded the events of the games by many years. But both the Forerunner and Kilo Five trilogies were so tightly connected to the narrative of Halo 4, I find it a wonder the delivery of the single-player campaign managed to come across as well as it did.
Consider this required reading material.
Halo 4’s campaign is incredibly short-lived, even when compared to the games that came before it. Yet, it hits high notes from start to finish, with Master Chief’s race to stop the Didact’s plans standing strong as the core conflict of the game. It’s quite surprising, in fact, that this smaller-scale and more personal battle between two men out of their own time handles so convincingly in a series that has long been about a large-scale conflict between an alien conglomerate and the human military. The game delivers a satisfying conclusion that wraps up its own story without too much in the way of cliffhanger content, yet leaves enough doors open the ensure future games and associated media have sufficient material to draw from.
The combination of the campaign being so brief, yet so well-written, certainly left me with somewhat complicated feelings toward it, and perhaps more importantly, toward the future of the franchise under the banner of 343 Industries. But with Bungie veteran Frank O’Connor relocating to the 343 Industries team, I was hopeful that Halo 4’s story was more a reflection of the studio wanting to play things safe during their first proper outing than a signifier that the series would teeter toward the realm of Metal Gear with a highly complicated narrative than would be as spun up in the core games as it would any and all spinoff material. While the former may very well have been the case for the campaign mode, the online multiplayer and Spartan Ops modes revealed an uglier truth.
The Halo games have provided me with a ludicrous number of hours of entertainment in online play. From Halo 2 onward, friends and I would take part in a variety of Slayer and objective-based matches, from the close quarters of Lockout and Turf, to the vehicular carnage on Valhalla and Sandtrap, to the new game types of Invasion and Headhunter introduced in Halo: Reach. Halo retained a unique identity in the online multiplayer scene. While Halo 3 and Halo: Reach both offered players the option to alter the appearance of their multiplayer Spartan avatar, these were purely for aesthetic purposes, and no restrictions on unlocks were associated with any weapons or ability loadouts. Halo 4, however, painted a much different picture – one that wandered a tad too far into the realm of every other first-person shooter on the market for my own tastes.
Highly-detailed Spartan armor cannot disguise the huge steps backwards the competitive multiplayer took.
Better weapons and abilities were unlocked at higher levels, and this sucked a large amount of the fun from the multiplayer experience. Ordinance drops of heavy weapons rewarding the winning team even more of an edge over the competition led team matches to feel incredibly lopsided. The map layouts either evoked rather direct memories of their Halo 3 and Reach predecessors, in that their designs deviated so little from what had already been established, or were too outlandish and impractical for more than one or two game types. While I abhor the competitive multiplayer format of practically every other major first-person shooter, I think it is worth mentioning that I actually performed quite well in the majority of the Halo 4 Slayer matches I did play. But the lack of enjoyment I found from them led me to abandon them so quickly, that my objective with Halo 4 became solely focused on completing the campaign, a feat which was completed in a grand total of three sittings – and I was by no means attempting to rush through it.
Spartan Ops was an abysmal series of short missions that lacked any inspiration in either design or narrative, asking little more of you, the player, than to kill every enemy along the path from point A to point B. To think that Spartan Ops replaced the spectacular horde mode that was Firefight boggled my mind, especially considering how well-received Reach's Firefight was by the Halo community. Maybe the later updates that Spartan Ops received offered more interesting missions, but one playthrough of all the default missions left me with a foul opinion of them. Perhaps if they had been included alongside the Firefight mode, I might not have received them so poorly.
Spartan Ops: for when you want to team up with friends to tackle repeatedly lackluster missions.
With all of these factors combined, it was abundantly apparent to me that 343 Industries had lost sight of what Halo was really all about somewhere during the development of this new game – at least with regards to every facet of this project outside of the campaign. But even there, the lack of consideration to how easily audiences would be able to settle into the new narrative was a significant oversight on the part of Halo’s new management. Since the release of Halo 4, 343 Industries has gone on record as stating that they will do better with the next installment in the series, though what specific points they intend to improve on remains to be seen. The push for current storylines in both tie-in novels and comic books to emphasize rebellious factions of both Sangheili and Humans leaves me concerned that Halo 5 might see Master Chief fighting other human soldiers as opposed to the Promethean Knights or some other kind of Forerunner combatants.
While I wasn’t particularly hot on the notion of fighting Elites and Grunts again for the sake of convenience in 343 Industries not having to design a whole new slew of foes, I understand that something familiar needed to be retained to avoid wholly alienating longtime fans. But the potential for future games to teeter even further into the realm of Call of Duty or Battlefield by having Master Chief fighting militarized human forces is a truly upsetting notion. With any luck, the team at 343 Industries will recognize how much the Halo community loved the old multiplayer format, and return to the series’ roots with Halo 5: Guardians, as Halo’s online component has always accounted for a good half of its identity.
Saturday, March 28, 2015
Top 5 Multiplayer Maps in Halo 3
I have never been quite as big a fan of the multiplayer in Halo 3 as I have of the multiplayer in Bungie’s other three major Halo creations. The equipment was clunky and unbalanced, an awkward first step on the road to Reach’s more carefully-designed loadouts. Certain weapons, like the Mauler and Incendiary Grenades did not see much in the way of practical application in the company of their more well-established brethren, while the Assault Rifle’s return was largely moot in the presence of the obviously superior Battle Rifle. Halo 3 also played host to Snowbound, one of my least favorite Halo multiplayer maps to date. Yet, I still found online matches with friends to be quite enjoyable, and the playlist offerings only seemed to get better as time passed, with the official adoption of Grifball and Infection, as well as thirteen new maps offered as DLC. While my memories of Halo 3 may not be quite as fond as those I made while playing Halo 2 or Halo: Reach, the game still offered some solid map designs, and the five below stand out to me as being among the best Halo 3 had to offer.
#5 – High Ground: One of the earliest Halo 3 maps to see the light of day, High Ground first debuted as part of the game’s multiplayer beta. While the base set at the top of the hill does make a good defensive post for Capture the Flag and Assault, the damaged sections of the wall offer multiple openings for invaders to navigate on foot and open the main gate, giving their teammates a more direct route into the small fortress. When the gate is closed, matches, these objective-based matches often turn into battles of attrition, if not careful (or even simply lucky) timing for making a push inward. Once the gate is opened, however, the pacing of the matches speed up dramatically, increasing the tension and often forcing the defending team to carefully ration their heavy weaponry and grenades.
#4 – Foundry: Halo 3’s handling of the Forge customization mode may not have been as fully-realized nor as user-friendly as its counterpart in Halo: Reach, but it did allow players to make all sorts of wacky alterations to pre-existing maps, swapping out weapons and vehicles, and adding in blockades, turrets, and new equipment in places these had previously not been. However, Halo 3’s Forge mode did not properly come into its own until the release of Foundry. Set within a large warehouse, players were effectively given a blank canvas with which to build whatever structures they so desired with the allotted shipping containers, bridge pieces, staircases, and energy barriers. Players could also seal off the hallway that ran along the back end of the map between the bases in order to force more strategic team play, or leave them open to encourage unexpected rushes from either side during free-for-all matches. Foundry offered an unprecedented degree of freedom to fans, and a number of community creations were later adopted into official matchmaking playlists. That said, the default configuration was a great starting point for all of this, as its multiple areas of cover worked into a maze-like series of containers and platforms made for plenty of enjoyable matches.
#3 – Blackout: While its predecessor Lockout was one of the most popular Halo 2 maps, I’ve long since preferred the slightly wider ramps and platforms of Blackout, as well as this Halo 3 remake’s darker aesthetic. Having Lockout set along a the side of a cliff in a frozen tundra was certainly a cool design choice (no pun intended), but reimagining it as a lone weather station standing high above an arctic ocean gave it a greater sense of isolation and dread. The nighttime setting and lack of any other landmarks save for a distant glacial wall further emphasizes this notion. While small team-based Slayer, Swat, and Sniper matches fit the close-quarters map well, free-for-all Rumble Pit matches proved particularly great, as there is really no safe place to hide, given the open design of all the interconnecting areas of the structure. Just because you are crouched in a corner with the shotgun doesn’t mean that another player couldn’t easily lob a plasma grenade your way and stick it to your helmet, and just because you’ve nabbed the sniper rifle doesn’t mean someone else wasn’t tailing you as you made your way up the winding ramp just to beat you down as soon as you feel confident in its ability to earn you one-hit kill headshots.
#2 – Ghost Town: Something of a successor to Halo 2’s Turf, Ghost Town’s series of small buildings filled with small areas of cover and plenty of nooks and crannies to navigate made for some great small-scale skirmishes. Making a blind run across the outer bridges during a SWAT match was ill-advised, while backing into a corner with your shotgun at the ready during an Infection match was a strategy that would only last until either your ammo was depleted or the infected team overwhelmed your position in the central building. Players were most frequently mobile during Rumble Pit matches, as each of the dilapidated jungle structures offered unique vantage points over other areas of the map, and their multiple entrances meant that, while quick escapes were not out of the question, neither was the chance that an opponent could sneak up behind them and either beat them down or earn an easy kill with the stick of a plasma grenade.
#1 – Orbital: Set high above the Earth along one of the space tethers, Orbital is a brightly-lit, yet eerily abandoned UNSC dock. Players must exercise caution when peering around its tight corners or leaving the cover of crates to push forward down its two longest hallways set on separate floors of the structure, each offering a direct route to the respective team bases that also leaves incoming opponents very exposed. Stairwells and incredibly narrow server access tunnels to the sides offer alternate routes to those more patient in their approach strategies, while those who prefer a higher risk-reward play style can attempt to rush the opposing team’s base with a Mongoose, though the latter often results in spectacular explosions before these vehicles can get too far. The high ground certainly provides a straight line of fire upon those rounding the lower corners, but the low ceilings of Orbital’s tunnels make it difficult to fire too far down the approach path from above. The limited view to either side also makes it difficult to get a read on opponents from this vantage, and it is best to utilize it for quick tosses of grenades or two shots from the rocket launcher before abandoning the post for better defenses.
Friday, March 27, 2015
Top 5 Multiplayer Maps in Halo 2
My picks for the five best multiplayer maps from each of the Bungie-developed Halo titles continues with Halo 2, the game that is primarily responsible for my getting hooked on the video game series and its groundbreaking online multiplayer. Halo 2 was important not just for me as a gamer, but for console gaming as a whole. It was one of the first games to realize the full potential that online gaming on a home console had, with specialized matchmaking playlists, the ability to organize clans with friends, and the option to host custom game modes. My heyday with Halo 2 took place during my high school years, not long after its original release. To this day, I still consider Halo 2 to have the best overall multiplayer experience of any of the games in the franchise, a feat which is due in no small part to the wonderful selection of maps that were shipped with the game, as well as those that were later made available as downloadable content. With the other Halo titles, narrowing the multiplayer maps down to a mere five was relatively easy. But the consistently high quality in the design of Halo 2’s multiplayer maps made this process far and away the most challenging portion in writing this series of articles. While the five below certainly stand out as being among my all-time favorite Halo multiplayer maps, know that nearly every other Halo 2 map still stands as a strong accomplishment in my eyes.
#5 – Terminal: I’ve long been a fan of maps that incorporate vehicles into their layout, but do not rely expressly upon them for a lone gimmick. Terminal is one such map, falling somewhere between medium and large-scale, and allowing players to traverse its urban environment a few different ways. As previously mentioned, a couple of vehicles will spawn at the respective bases, and depending on the game type, can result in either one team attempting to defend their prized flag with the slow heavy shots of a Wraith, or the more agile dances of Warthog versus Ghost. A parking structure provides a good vantage point for snipers to pick off opponents from a nearby base, though the open nature of the parking structure coupled with the fact that the shotgun spawn point is located just down ramp means that snipers need to be ready to abandon said post at a moment’s notice. The more open spaces near the opposite base and the train station tend to host most of the close-quarters firefights, though players need to be aware of the lightning-fast trains that come barreling through from time to time, potentially running them over as one of the few active stage hazards worked into a Halo multiplayer map. And of course, the muffled chatter over the station's loudspeakers give Terminal an extra dash of personality.
#4 – Turf: A map great for Team Slayer, Swat, and Rumble Pit matches, Turf combined many elements of its close-quarters predecessors like Ivory Tower and Lockout, and placed them in a narrow urban environment. The map is, oddly enough, set up on something of an angle, with one of the far corners being a more open street level spawn point for Turf’s lone Warthog, while the complete opposite end of the map has, perhaps fittingly, a complete opposite setup, with tight corners, small archways to hide behind, and a handful of very small raised areas to gain a birds-eye-view of the action below. The difference between the raised sections in Turf and those in other maps, is that here, they only grant you so much of a visual leg-up on the competition. Crevices that offer you the best opportunity to spring a surprise attack on an opposing player can just as easily be death traps if a player spots you and decides to lob a grenade up into your tiny hiding space. Meanwhile, the raised ridge that runs along the inside of the streets provides a better view of everything and everyone below, but leaves you exposed from practically all sides.
#3 – Midship: Classic Halo map design at its finest, Midship is a jack-of-all-trades death pit. Its rounded small interior makes for fast-paced Slayer matches, while the outlying ramps and lifts ensure that players will have to keep a close eye on their radar at all times. Three pillars in the center, along with rounded roof covers on opposite ends of the map provide limited cover, and though the bowl-shaped center does offer the most direct route from one team’s base to the other, flag and bomb handlers should be wary of the excessive amount of fire they will call upon themselves the moment they are spotted.
#2 – Headlong: With the updated graphical capabilities of Halo 2 came more impressive level details, many of which carried over from the single player missions into the multiplayer maps. The warm glow of New Mombassa’s industrial environment makes for one of the most aesthetically impressive large-scale maps in the Halo series. The grungy construction site of Headlong has plenty of different pathways that capitalize on both big-team vehicular carnage and smaller-scale tactical matches. Headlong’s handling of four-on-four sniper matches is arguably unmatched by any other Halo map to date, as the varying heights of the different structures and the many corridors and stairwells of each perpetuates a tense air of uncertainty, with players constantly scanning the area for foes, wary that remaining in one spot for too long will make them an easy target.
#1 – Relic: While not all large-scale maps in the Halo games are made equal, Relic stands out as a map that - despite appearances - works beautifully with many different gametypes. The giant central structure offers up some of the most intense, strategic, and just plain fun objective matches – more specifically, Capture the Flag and Assault. While one team spawns within the raised structure and must use its limited fortifications to their advantage in defending the far edge objective point, the other team pushes forward from the beach, able to collect power weapons along the way and even lay down fire upon foes from a hovering sniper nest. Relic does typically spawn a few vehicles, but they serve greater purpose as transport to the central structure rather than for full-on assaults against enemy team members. Making a daring escape from the fortress as you carry the flag in the passenger seat of a Warthog is an exhilarating experience, one that few other maps of this size have managed to evoke so consistently.
Wednesday, March 25, 2015
Top 5 Multiplayer Maps in Halo: Combat Evolved
The number of hours I have put into online multiplayer in the Halo series has grown far beyond my estimation. There have been some great games I’ve played over the years, as well as the occasional round where I got my butt handed to me (the latter being more frequent during my early days with the franchise). There have also been a number of multiplayer maps that have stood out to me over the years, be it due to their layout, their aesthetic appeal, their practicality for a myriad of different game types, or simply fond memories I have from playing with friends. This collection of ‘top five’ lists will highlight my five favorite maps from across the four Bungie-developed Halo games (Halo 3: ODST will not be included, as it did not have competitive multiplayer of its own, instead offering extra maps to those who owned Halo 3 while simultaneously kicking off the cooperative Firefight mode). While remakes of older Halo maps are eligible for these lists, I will not be double-dipping and placing both the original version of a map and its remake, lest things become lopsided in favor of one map or another (example: if Midship were to make the cut for my Halo 2 map list, its remake of Heretic would not be eligible for the Halo 3 list, but if Longest did not make the cut for my Halo: CE list, then Elongation would still be eligible for the Halo 2 list). I will be tackling these titles in chronological order of their release, which naturally places Halo: Combat Evolved at the start of this series.
#5 – Sidewinder: Halo: Combat Evolved is the Bungie Halo title I have sunk the least amount of time into, especially with regards to multiplayer. Part of this is due to the fact that Halo: CE did not include any sort of Xbox Live functionality, though the fact that Halo 2 had already been released by the time I got into the franchise played a greater factor in my having less direct exposure to the first game in the series. For being something of an afterthought, the multiplayer in Halo: Combat Evolved is surprisingly solid. True, some of the stages feel a little more inclined toward one gimmick or another than their successors did, as is the case with Sidewinder, a wintery map that places heavy emphasis on vehicular combat. There’s a certain charm to Sidewinder that lends its cold, desolate landscape to stand out among the other maps packaged with Combat Evolved. Sure, the bases might be small and a tad impractical, but there’s something genuinely impressive about the large scale of this arena, about taking the Scorpion tank for a drive up to the opposing team’s front door, and about how much of an important step this map would be in shaping the design of future maps centered around large team-oriented game types.
#4 – Derelict: Similar in size and format to Wizard, Derelict design was a shining example of smart design choices in small space in the company of Wizard’s shortcomings. Whereas Wizard consisted of a series of platforms and ramps circling the outside of the arena, Derelict’s platforms spread from the center out, offering better small covered spaces for those low on health quickly duck behind and plan their next course of action. While the high ground may have provided a better vantage of the arena, it did not guarantee safety, as the open format of the platforms meant that players could aim their sights up or lob grenades at foes on that raised section with relative ease. Derelict offered up small-scale matches that demanded player be able to think quickly in the midst of frenetic firefights, and was a great setting for both fast-paced team matches and more chaotic free-for-all bouts.
#3 – Damnation: Designing maps that are more long than they are wide is always a tricky process, but Halo: Combat Evolved offered up a couple with these schools of thought in mind. Whereas Longest was a more literal set of adjacent hallways, Damnation mixed things up a bit with varying height to its walkways and a distinctly alien design aesthetic. A more open area consisting of gaps between platforms and the general non-linear design seen in Damnation placed special emphasis on carefully plotting your next move, as well as making the most out of the stage’s power weapons. Though it took an decade for the map to return to Halo multiplayer in any form, the Halo: Reach remake known as Penance did little to alter the map’s design, embracing even the faint purple coloration of the original and pushing for a full-blown Covenant aesthetic.
#2 – Battle Creek: Set in relatively close quarters, Battle Creek generally pits two teams of four against one another, granting each a home base that is just as effective for housing a flag as it is for defending against enemy team members. The geography of the map is simple, yet effective, with a small creek running through the middle and a rocky arch that runs diagonal through the center space, situated between the opposing bases. While the original Halo: Combat Evolved’s graphical prowess may not hold a candle to that of its Xbox successor Halo 2, Battle Creek is one of those rare maps that is still holds a particular visual charm all these many years later. While the crew at Bungie may not have expected the multiplayer aspect of the Halo games to really take off at the launch of this Xbox-exclusive property, it’s thanks to maps like Battle Creek that the original Halo: Combat Evolved’s system link matches gained such popularity and pushed for the sequel to have such a heavy emphasis on the Xbox Live functionality.
#1 – Blood Gulch: Arguably the most iconic of all multiplayer maps across the Halo franchise, Blood Gulch has seen multiple remakes in sequel games since its initial debut. A wide expanse sets the stage for vehicular combat, while the two bases on opposite ends of the valley make for great objective-based skirmishes with larger teams. Meanwhile, snipers can use the snaking ridges to their advantage, furthering the importance of team strategy, while still offering plenty of space to engage in fun matches with plenty of carnage. There’s a reason that Blood Gulch has returned time and time again, whether as a slight reimagining in the form of Halo 2’s Coagulation or a Forge World variant in Halo: Reach – its design is just too darn perfect to ignore.
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