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Payback Beckons

May 18th 2008 04:56
Soldier of Fortune has always been about gratuitous violence, while having helluva lot of fun. Recently, the third game of the series 'Soldier of Fortune - Payback (SoF)' came out for pc, well, in Australia anyway. Stupid classification board. I'm also writing this while playing it, so hot off the press.
So far, the first thing I notice - apart from not being developed by Raven and not having John Mullins - is that SoF continues the trend of FPSs lacking a health meter. While sure, go for the pursuit of realism, but lacking a health meter, while still having gun info down the bottom totally defeats the purpose. So now you die aftrer getting shot a certain amount of times, like normal, though not your screen goes redder the more damage you've taken. Helath does regen over time, like most games out now. This just makes things confusing now, bring back health meters.

The core of SoF remains, thankfully, which is fun mindless shooting. Enemies come from left right and center, leaving you to blow them to pieces with all manner of weapons. Speaking of pieces, the damage system synonymous with SoF games returns! This means location damage really damages their locations, legs, arms, heads, all can be damaged or simply blown off. Then laugh as someones leg gets shot off, flailing around on the ground, dancing style. Or lol at a man who, after having both his arms shot off, contemplates if he should try and take you on armless (ho ho ho) or just pass out from lack of blood?

In the recent Call of Duty 4, they added in the whole deal of shooting through objects one should be able to shoot through - only CoD 4 took it a bit further. For example, thin walls and doors. SoF tries this as well, though sometimes takes it a bit too far, as cover can become as little as something try and dodge bullets behind. i expect a pallet of bricks be able to protect me from gun fire, not just be a nice bit of scenery.


- Also, yay for random programming glitches! As usual when holding a gun out in front of you, gunfire goes where you point it, right? Well, prepare to be amazed, as in this game, when you walk up to a low wall and the animation makes it so you hold your gun against your body, turning it to the side, you are also magically able to shoot ahead, take that man who is my enemy! -

Anyway, back to my review. As with most games these days following everybody else's trends SoF also has motion blur, explosion blur, bullet blur, enemy blur, texture blur and any other blur you can think of. Blur while reloading is the most obvious one really. I'm surprised it even runs on my pc anyway.
Speaking of the graphics, it, like all of the recent gen of games, is quite good looking, it's no Crysis, or as artistic as BioShock, probably sitting around the same mark as Call of Duty 4. Character models are well modelled, with a few varieties of enemy per environment. Also, given the fact it's SoF the body pieces also have the extra internal bits for the so inclined readers out there. Character textures are fitting, though sometimes too fitting, as losing enemies in the background can provide an extra bit of challenge, especially seeing as you stick out like a sore thumb. Though they do at least fit in with the environments they are 'protecting'.
SoF loses brownie points though for once again being set in some undisclosed middle eastern setting, even if only for the first level. This is obviously our new WW2 setting.
Some points are gained back here through the level design teams effort to keep their levels filled with enough assets to make the levels not seem empty. with most of the assets being explosive barrels, though this is cool by me. Enough though has been put into them though to keep them interesting to continue blasting through.
The guns are pretty too. Not shiny, unfortunately. Weapons also are unlocked on a mission completion basis, unlocking the better weapons as you progress. Ranging from the standard categories, Assault, SMG, Heavy, Shotgun, Sniper and Pistols.

The artificial intelligence seems alright in this game, though they mainly like to stand in the open and shoot at you, only there also happens to be many of them. There also is the fun ones who spawn behind you after you've gotten a little quick and they end up stabbing you from behind. Be careful though, as many also appear from high up places, which has caused me to go 'wtf?' more than once. Enemies don't seem to use or move to cover much, while they may appear from it, i don't see them go back to it. While this may be due to the fact i have already shot them already, maybe they just don't like it?

Sound quality in SoF is indeed quality. The music is fitting in my mind, changing tempo so it's almost as if it's trying to calm me amongst the huge poo storm I'm creating. Lots of guitar thrown in, seemingly to makme feel as though that i'm never safe and to keep an eye out at all times... which is pretty much what is always going on i guess. Weapon sounds are nice and loud and chunky, definitely making my boom sticks sound just like that, sticks of boom.
Enemies shout and hoo hah around when they're angry and trying to kill me in their foreign languages. While your character has enough dialogue with HQ to detail what you need to do for the level, just in case you can't figure it out for yourself. Levels also begin with a short briefing, just to clarify further your objectives. These only happen though at the start of a chapter i guess, the change of scenery.

The story in Soldier of Fortune - Payback centers around the building of a pipeline in China, with apparent slave labour going on. You, meanwhile, are on a mission to get back a man who knows all the inside details. When it all goes wrong, it means you are to go in and do something about it of course! While not much of a story, it does enough to keep you moving on through. Plus, who really plays a SoF game for the story? It's all about having fun! Which I'm finding this game has in spades (or shovels).

In conclusion, i find this game is a nice break from reality, nothing too complex, plenty of guns, ammo, people to kill. Multiplayer is also a plus, though i haven't had a chance to try it yet. If i were to give it a score, I'd probably say 7.5 or so out of ten (way to generalize!).
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A Delicious Mix

May 14th 2008 03:28
When it comes to games, i'm a lover of First Person Shooters and Role Playing Games. So it's no surprise when some of the greatest things since sliced bread are a delicious mix of the two, or FPS/RPG hybrids. Hell mix most things with RPGs and I'll hang round it long enough.

When i mention games like Deus Ex, System Shock 2, BioShock and Vampire the Masquerade: Bloodlines (let's also say S.T.A.L.K.E.R for good measure) hopefully give warm fuzzy feelings of great moments in hybrid gaming. Intelligent shooters filled with stats, story and some of the best characters i've found in games to date. "But you hardly meet characters in System Shock 2/Bioshock" you or may not mutter to your screen at me, you do however find countless audio logs detailing others' woes with survival in the hell they are unlucky enough to be stuck in.

System Shock 2 Box Art
System Shock 2 Box Art


I'm not alone when i say this, but I'm a whore for stats, when a game with stats plonks itself in front of me, I'll sit there for some undisclosed amount of time weighing up pros and cons, thinking "will i need another hack skill? but what if i need the modules/skill points for some other weapon or health related skill?!" Mixed with the fact these games contain all sorts of weapons from guns to wrenches and the human mind, I'm in a virtual heaven.
On the topic of mechanics, the games all seem to have very solid gameplay options for combat, giving players plenty of choice to deal with situations how they please, from all combat runs, to trying to kill as little people as possible. The AI in each of the games also challenging enough, even giving gamers the option of making AI play for your side, always a popular choice for giving some back to the enemy.

Artwork, graphics, looks. Each game mentioned has its own style, SS2 in space, Deus Ex in Future New York, Vampires in an alternate Los Angeles and S.T.A.L.K.E.R in Chernobyl. While the newer games look great, each running on engines that allow for higher poly counts, larger texture sizes and other tech like advanced physics, bump/normal mapping, HDR lighting etc, means the amount of effort gone into them looking just like envisioned was massive. BioShock in particular was praised for it's brilliant artwork, pulling off the underwater 50's utopia with critical success. As for the older games like SS2 and DX, they've stumbled upon dedicated fans to update models and textures which allow both games to have fresh looks especially for newer gamers put off by older blocky characters and blurry textures.

Deus Ex Cover
Deus Ex yay!



Secondary to the fact that these games have fantastic single player stories of their own, each - with the exception of BioShock, due to the lack of a released SDK - have had dedicated community members keeping the dreams alive by putting out their own campaigns. For example, Ponterbee station for SS2 or Burden of 80 Proof/The Nameless Mod(when it's done) for Dues Ex. Those examples show a huge amount of effort to keep these shining examples of gaming fresh.

However, one thing noticeable about these games is that they're all pc games, with the exception of BioShock. Another obvious thing i haven't pointed out is yes, BioShock has no stats. Which brings me to my next point, consoles are killing my beloved FPS/RPG hybrids. The switch to a consoles inclusive release may have lead to them taking away the challenging difficulty along with the chance for a skills or inventory screen. Sure Deus Ex 3 is somewhere on the distant horizon, then the prequel to BioShock comes in '09, where's all the other announcements for these genre mixing games? What if both take the path of their predecessors? (yes, by that i mean Deus Ex: Invisible War - which, pales in comparison to the original)
Even if games like Rainbow Six Vegas 2 and Call of Duty 4 have experience points and the chance for you to level up, it's not the same by a long shot. I want my stats! I agree getting the extra weapons and perks unlocked in those games each level is a nice incentive, still no strength or agility upgrades from Mr. Clancy yet.

Anyway, enough of me complaining, random trivia time. Both Ken Levine and Warren Spector (who actually worked on the original System Shock, connection!) appeared in their games. Pointless, but true.

Any points or games i may have missed, feel free to shout.
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The new fortress

May 13th 2008 01:43
While I sit here, waiting for new PC to magically purchase and create itself in front of me, I find myself once again drawn into Valves multi-player mayhem game Team Fortress 2.
With the release of the recent patch, they've shown the future where we unlock extra weapon load-outs for all classes - for getting achievements. So far though, only the medic has received a set of upgrades, it makes me wonder though why they just didn't release all the classes at once! Sure, sure, balancing and coding and such. Unfortunately, I found myself being constantly surrounded by medics, while I'd normally be very happy at this stage, I instead was suffering a dark medic related fate, with 90% of people on some servers just being medics for the achievements. Thankfully this has all past.
Regardless of that hiccup, it's a good idea and something to keep ones eye on for the future.

Easily the shining precipice on the mantle piece of this update was the new "Gold Rush" map. I've found myself constantly on the lookout for servers playing this new map, oddly, it seems this was the map I was always on the lookout for. Reminiscent of the days spent playing TimeSplitters for hours on the Assault maps, Gold Rush is an Attack/Defend map where i can constantly find myself on the edge of my seat as i stop the cart from it's forward momentum. It's also a map where i can look good, as the points received for captures is epic indeed.

With all that said and done, get out there and play some Team Fortress 2, my recommendation of the day.
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Tom Clancy must be a busy man. It seems to me he must be as single as me, he has to writing all the time, right? Honestly, it seems these days there's a new "Tom Clancy presents" game each six months. Though, you may seem confused, am I angry at Tom? Or am i just pointing out a useless fact? Well, i have to praise the guy really, because with Vegas 2 him and his guys at Ubisoft have done the FPS genre a big ol' favor once again, releasing, in my opinion, a gem of a tactical shooter.

First off, i just have to put this out there, i generally refuse to play this game unless I'm playing co-op, if you've had a chance to check this game out yourself I'll wager you'll agree. This game is all about co-op. Though back to the roots of the game. As with the original game, you start off with a tutorial mission far, far away from Vegas' shiny casinos. Eventually you're back in Vegas though fighting off hoards of terrorists and plot twists while having a blast with a mate (or 2


[ Click here to read more ]
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The Grand Theft of Auto

May 13th 2008 00:04
"Sandbox", the word can conjure images of a box full of sand, or a video game with a massive open-ended world filled with (hopefully) imagination and freedom. How can Rockstar keep making these games with shining quality, while the rest fall so short time and time again? I've played a lost of these "sandbox" games, but only GTA (Grand Theft Auto) has been a shining example of this. The simple pick up and play freedom, the abundance and variety of cars, weapons, missions up the wazoo, all coming together to make a great package. Why is it that other games always feel that when they try to emulate GTA they only seem to put effort into only the combat or driving? It does show though in Rockstars' production value, as they value every detail. For example 1000 people worked on the recent iteration, with a total cost of 100 million dollars. While you may cry "That's how come they have the advantage", i digress though. The reason they have the massive team and huge budget is the fact they're repeatedly made a game rich in content and features with each being significantly better than the last. My advice, simply let them make all the sandbox games and the rest of us can try and be good at other genres...
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