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Showing posts with label Xbox. Show all posts
Showing posts with label Xbox. Show all posts

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.

Sunday, August 7, 2011

Xbox review: Halo 2


One month after the events of the original Halo, the Elite in charge of of the forces that pursued the Pillar of Autumn from Reach to Alpha Halo is brought before the High Council and the Prophets - the leaders of the Covenant. He is questioned as to why he was not able to prevent the destruction of the ring, and though he tries to explain that containing the Flood became his highest priority, the council claims his actions were that of heresy. The Elite is then carried away to be branded. While he expects to be executed, the Prophets inform him that - despite what the council might demand - his fate ultimately rests with them. The Prophets then provide him with an alternative - become the Arbiter, the hand of the Prophets, and seek out those who would defy the Covenant's grand design; those who do not believe in the Great Journey.

Meanwhile, Cairo Station is in orbit above Earth, and on it Master Chief and Sgt. Johnson are the recipients of medals for their actions at Alpha Halo. Miranda Keyes, the daughter of Captain Jacob Keyes, is granted a medal on behalf of her father. Cortana informs Lord Hood that she is picking up faint signals further out in the Solar System, which prompts Master Chief and Johnson to action. Not long after, Covenant boarding vessels begin latching on to nearby MAC platforms and blowing them up from the inside in order to clear a path for the Covenant cruisers to land on Earth. Master Chief then proceeds to seek out the bomb that has been planted in Cairo Station, then heads planetside to aid in repelling the Covenant.

This setup might seem a bit strange at first, as the original Halo was told only from the perspective of Master Chief and the UNSC Marines. But after the first few missions it becomes apparent that Master Chief's story is not the only one being told, as players are granted control of the Arbiter. The controls for the two are almost identical, though Master Chief is given a flashlight while the Arbiter uses active camouflage, as well as the obvious differences in UNSC and Covenant weaponry. This works brilliantly - not only for the gameplay which keeps players on their toes as they alter between fighting the Covenant forces as Master Chief and confronting both Flood and Forerunner sentinels as the Arbiter, but also for the story. No longer is the Covenant a conglomerate of aliens seeking the same end - their social structure, their religious faith in Forerunner technology; all of this is explored in detail, adding greater depth to the entire Halo story and allowing players to better understand and relate to the two factions.


Grunts, Jackals, Hunters, and Elites all make their return and not only receive improvements in their physical appearances, but also in their reactions to players. The same can be said for the Flood - their grotesque appearance and disturbing cries, combined with greater agility and smarter responses makes the parasite even creepier than in the original Halo. As for the newcomers to the Covenant forces, the ape-like Brutes react in a similar fashion to the Elites, though they will charge at players as a last resort. Drones do not appear as frequently as any of the other Covenant species, but they do present a much different challenge - their health is minimal, but they attack in swarms of a dozen or more at a time as they dart around to evade fire.

Dual-wielding is now made possible, and players can mix and match any of the smaller wepons they wish in both campaign and multiplayer. Larger weapons are exempt from this, so no dual-wielding of shotguns, battle rifles, rocket launchers, snipers , or carbines is allowed. When you're playing as Master Chief and you're deep in Covenant-controlled territory with only a clip or two left in your SMG, the ability to pick up a needler and a plasma rifle will be appreciated (the same can be said for the Arbiter in the midst of fighting the Flood).

During cutscenes, there are some objects that will 'bump-in' a second or two after the rest of the scene has rendered itself. It's a minor annoyance at worst, though, and thankfully does not occur with objects or scenery in the midst of a level. That aside, the game looks graphically gorgeous for a 2004 release. It certainly aims for a more realistic look, but doesn't lose sight of Halo's signature art style, which is carried over in the design of vehicles, weaponry, and the Covenant forces. While there are certainly some memorable tunes from the rest of the games in the series, the soundtrack to Halo 2 is phenomenal throughout. It takes the iconic soundtrack of the first game and improves upon it with soaring tunes to match the epic scale of Delta Halo's environments, dark and mechanical sounds layered over narrow Flood-infested passages, and echoes that are both majestic and alien filling the halls of High Charity.


Players can tackle each mission of the campaign alone or with a friend via splitscreen co-op. Multiplayer makes a triumphant return, allowing for system link or online play for up to sixteen people per match. The maps included on the disk present a great variety of small, medium, and large combat zones. Some, like Midship and Ivory Tower, present players with the option of close-quarters combat or ranged rifle shootouts. Others like Waterworks and Coagulation focus on vehicular combat, while Zanzibar and Headlong provide a balance of all of the aforementioned.

Players can also choose either a Spartan or an Elite character model for use in multiplayer. In-game, they basically control the same, though the height and position of the Elite's head may prove a make-or-break deal for SWAT and Sniper matches. Players can customize their multiplayer counterpart with two colors and an emblem, and designate one of a handful of preset control schemes.

Some might criticize the game's cliffhanger conclusion, but there's no denying how effective the storytelling in Halo 2 is. The online play, though discontinued as of 2010, was not only some of the most enjoyable on the original Xbox, but was also arguably the most influential for the generation. While Bungie did not start online gaming, they made a big push and almost single-handedly got the ball rolling on this new frontier for console gamers. Given both the technology and time constraints Bungie was working with, there are some imperfections with Halo 2. But taking into account everything it did correctly, it's arguably the best title in the entire series.

My rating: 9.5 (out of 10)

Friday, December 18, 2009

25 Days of Christmas - #8: Half-Life 2


In 1998, Valve released their landmark game Half-Life, which took the FPS genre in a whole new direction. This was a game that focused less on the run-and-gun gameplay of popular titles like Doom, but rather chose to present players with obstacles and allow them to figure out how to get around them. Some of these obstacles were enemies, who needed to be killed in order for hero Gordon Freeman to continue his journey. Other obstacles were barricades that could be torn apart with the crowbar. Some obstacles required Freeman to carry out a side mission in the style of Metroid and do some brief backtracking in order to restore power to a generator or find the correct switch that would open a door. Half-Life was an incredibly linear game, but offered some very creative environments and forced players to watch their moves carefully.

After much toil at Black Mesa, Freeman is finally able to close the portal between Earth and Xen, cutting off the alien forces. However, Dr. Freeman doesn’t receive a traditional heroic ending, and is instead put to work for the mysterious G-Man. His life spared, Freeman enters a stasis sleep for almost two decades. When he awakens again, Freeman finds that Earth has been conquered by another alien race known as the Combine. The human race has been spared, but people are forced into following strict living conditions and constantly live in fear of the Combine.


This dystopian world is the setting for Half-Life 2. As Gordon Freeman fights the Combine forces alongside his new partner Alyx Vance, he encounters many former colleagues from Black Mesa. Barney Calhoun, a former security guard, aids Gordon by opening passageways for him and rallying people to fight against the Combine. Scientist Issac Kleiner gives Gordon directions and later uses hijacked television channels and radio stations to inform the citizens of City 17 of what they should do after the human revolt has started. Eli Vance, Alyx’s father, was wounded sometime after the events at Black Mesa, but is constantly watching out for the safety of Alyx and Gordon, as well as offering moral support to the duo.

However, another former Black Mesa employee shows up in City 17 as the primary antagonist. Dr. Wallace Breen carries out the role of being the human representative to the Combine, as well as a Combine propaganda tool. His broadcasts can be heard all throughout City 17. Later in the game, once the human revolt is well under way, Breen will focus his broadcasts directly at Freeman, fruitlessly attempting to stop him from dismantling the Combine rule.


The world is visually stunning in Half-Life 2. Scattered around the drab streets of City 17 are various propaganda posters of Dr. Breen. Most of the buildings are old and the doors and signs bear writings in a dialect of Russian. Outside of the city walls, the sands of the shoreline are bright and largely untouched. In contrast, the oldest part of City 17, Ravenholm, is dark and almost completely devoid of life, save for the headcrab and zombie infestation, as well as the lone surviving human Father Grigori. These distinctly different environments work events to their advantage brilliantly. The narrow streets and building interiors focus heavily on combat with zombies and Combine forces, while open areas give players more freedom to explore in the vehicles.

While physics played an important role in the original Half-Life, they become the center of the sequel’s gamplay. Initially, Freeman is limited to his crowbar in order to break boxes and solve puzzles. Not too long into the game, however, he acquires the gravity gun, which plays a dual role as both a weapon and a tool. Players will find the gravity gun useful for stacking boxes in order to reach a certain height, or hurling heavy objects at Combine troops during combat. There is a well-balanced variety of weapons in the game, from the classic pistol, to the melee crowbar, to the one-hit-kill crossbow. But racking up kills with any of these weapons doesn’t quite give you the same satisfaction as disposing of an enemy by hurling a toilet or oil drum at their face.


The AI in Half-Life 2 in fantastic, and only hits one or two snags throughout the entire game. The friendly forces think before charging into an area heavy with gunfire. Likewise, Combine forces will always try to take on Dr. Freeman in numbers, and will stay a safe distance from him if fighting solo.

Half-Life 2 takes everything from the first game and turns it up more than just a few notches. The gameplay is fluid and never stops for cutscenes. Every event is scripted into the gameplay, making players feel immersed in the world. The game will last players a decent time length – not too long, but not too short either. Half-Life 2 is easily one of the most creative FPS titles ever released, topping even its prequel.

Saturday, December 12, 2009

25 Days of Christmas - #14: Star Wars: Knights of the Old Republic



Over the past few years, BioWare has had an explosion of successful titles released. While Mass Effect and Dragon Age: Origins may be the two most talked about titles from the company at present, a large part of the company's success can be traced back to their first big licensed game: Star Wars: Knights of the Old Republic. It was one of the more successful games on the Xbox, a system that, aside from Halo, struggled to find big games that would leave their mark. The game’s impressive sales on the Xbox were surprising due to the fact that the title was primarily marketed towards the PC audience. Regardless of which port gamers played, they were in store for a Star Wars game that would change not only the LucasArts franchise, but the RPG genre as a whole.

The thing about Star Wars that separates it from every other licensed series is that most of the games are actually good. Certainly there will be the occasional piece of rubbish that is released, but for the most part LucasArts has a great track record with their published games. Knights of the Old Republic broke away from the traditional Star Wars story, focusing on neither the Galactic Civil War, nor the Clone Wars. Instead, the game took players back thousands of years to the great war between the sith and jedi for control of the old republic systems. Players assume command of a character with no past, and can name him or her whatever they so choose. They can focus attributes and skills into three classes, which can be customized at the player’s discretion as they level up. And although the story mode forces players to complete the jedi trials at one point, players can choose to refrain from using the force and/or their lightsaber if they so choose.

The characters in Knights of the Old Republic are ingeniously designed, and play off one another perfectly. The fact of the matter is that – no matter how hard you might try to be a peacemaker – not every character is going to get along with one another. Canderous will always view himself as one of the greatest warriors the galaxy has ever known, and isn’t afraid to boast about it. Carth has his own inner demons to deal with and is never completely trusting of anyone. Mission lives for adventure, but is more concerned with the well-being of the party than herself. Every one of the characters that joins your party has been scrutinized by the developers down to the tiniest of details. Even assassin droid HK-47 has a personality all his own, offering the player with sadistic humor and advice that is somewhat insulting to their intellect.


The planets are so vastly different from one another that things rarely feel repetitive. The only exception to this would probably be on Taris. It serves as the central hub before the quest for the Star Map begins, and players carry out a large number of tasks there. This requires a fair amount of backtracking which can be monotonous at times, but the payoff for most missions on Taris grants the player with large boosts to their combat skill and overall experience points.

Combat plays out beautifully in Knights of the Old Republic, and is in large part why BioWare’s later games were so successful. When encountering an enemy, the game pauses temporarily, allowing players to assign targets and attacks to each party member. Once everything has been determined, players can un-pause the game and watch their party fight it out. But players can also choose to pause the game again in the midst of battle if they wish for characters to switch targets or attacks.


The variety of weapons available in the game is impressive. Melee weapons range from the milder vibro blades and stun batons to the more powerful lightsabers. Firearms are divided into two groups: dual-wieldable and the larger two-handed guns. Blaster pistols are provided in plentiful amounts early on in the game, but scouring sith weapons caches may occasionally reveal an assassin pistol or two. Rifles are the heaviest weapons one can find on Taris, but Dantooine and Kashyyyk hold plenty of disruptor rifles and crossbows, which are far more accurate and deadly. Most party members have trademark weapons that can be customized with additions such as the hair trigger and energy cell. Lightsabers can be altered in attack focus and blade color by swapping out crystals. Even armor can be upgraded with mesh underlay and reinforcement.


Depending on whether the character chooses the light or dark path, different force powers will be unlocked. Light-side powers tend to focus more on healing and stunning enemies, whereas dark-side powers are centered more around injuring enemies and crippling droids. Every character you interact with, every decision you make in the game determines the outcome of the story. This coupled with a truly creative story makes the experience all the more engaging. Knights of the Old Republic also deserves a round of applause for its inclusion of one of the greatest plot twists ever included in a video game.

Star Wars: Knights of the Old Republic is a title that every Star Wars fan should experience. There are some traditional RPG fans who criticize the game for using a real-time combat system. But to me, it wouldn’t make sense to do it any other way. The soundtrack feels new and creative, but the overall vibe is still classic Star Wars. The buildings and spaceships foreshadow those in the films and other Star Wars media. While Knights of the Old Republic definitely deserves recognition as one of the best Star Wars experiences, it also deserves recognition for redefining RPG titles and PC gaming.
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