Sunday, February 22, 2009

#4 What ever became of the likely (1UP) lads...

It's pretty common knowledge in gaming circles that 1UP got bought by UGO, coinciding with the end of the magazine EGM. Also a high proportion of the 1UP staff were laid off, and a consequence of that as far as the Podcast Reviews is concerned is the unfortunate death of many cherished podcasts that I held dear - also I'm annoyed that I wrote a huge post over the Christmas break concerning the 4 podcasts of theirs which, for the most part, are no longer about.

Fortunately, these 1UPers which I had so readily welcomed into my heart, would not go down without a fight, and they have now established new podcasts/shows and this post is a little look at them, passing on the links to help these guys out.

Saturday, February 21, 2009

#16 Left 4 Dead

There's one game recently that has dominated my online play, and that game is Left 4 Dead - Valve's co-op shooter set in a zombie apocalypse (also available on PC). This is a game that whilst does offer an offline, single-player, can only truly be experienced properly with three others WITH headsets and that is crucial - having your teammates shout out for help, berate you for failing to save them when surrounded and offer congratulations for pulling through a nasty scrape is genius. The simple fact that playing through this game, makes yourself and others emote so is testament to the quality of title here.

What do I think of this game? Simply awesome. Is that not enough for a review?… Fine, click for more.


Left 4 Dead has you play as one of the four survivors through four themed campaigns, the premise being that you must work and help each other through zombie-infested streets, houses, sewers etc towards a hopeful rescue. These campaigns are full of movie set-pieces and cliches, the impression further cemented by the movie poster loading screen when the campaign starts. Each campaign is split into 5 "chapters" or levels with a "safehouse" being the goal at the end of each chapter. Each campaign builds to its finale where the survivors have to call for the rescue vehicle (a helicopter in one scenario, a yacht in another etc), and then hold out against waves of zombies until it arrives.

The beauty of the game is in its ability to induce panic even when there may not actually be that many zombies running at you. Holding down the trigger as you try and mow the advancing numbers down and your accuracy will suffer, which only adds to the panic as you begin to struggle to clear these zombies.

Along with the finale set pieces, there are also chokepoints throughout the stages such as waiting for the elevator, opening an emergency door etc where you can no further until you initiate the sequence. Doing so predictably alerts the zombie horde to your presence, so get ready to defend your position.

To make progress through the levels even harder, the survivors will come up against boss or elite infected characters. The Hunter will pounce on an unsuspecting survivor and start ripping them to shreds. The Boomer will attempt to vomit over survivors - the Boomer's bile would attract the horde and the vomitees (I’m arguing for it to be a word) would become the sole target for the zombie pack. The Smoker has the ability to lasso with his tongue and drag them away from the other survivors. The Tank is a hulk-like super-zombie that can pummel a survivor to death, hurl slabs of concrete and requires all four to work together to take it down. Finally, there's the Witch that doesn't dynamically spawn like the others, but sits stationary - the choice is to try and sneak round and not disturb her - doing so equals instant incapication if she gets you. The intro movie does a great job of solidifying all this information so it all feels pretty familiar when you first start out.


The sound design in this game is deep and well thought out. All of these boss/elite infected all have their audio cues, plus even if they are missed, the survivors themselves will often announce them for you - and soon enough you'll be calling them out too. The music swells to indicate an incoming swarm plus the vocals of the four characters and the interchange between them are very entertaining. Drums beat when a roaring tank bursts out and the haunting melody coupled by crying indicates a Witch is close and gets stronger as you dare to get closer. Clicking in the left thumb stick will get your survivor to announce what they can see, whether that be a Boomer, weapons or even another survivor. When doing this with your other players, your player will shout their name if they are a fair distance away, and not if they're much closer, again it's these kind of minutia which make the game so polished. A fun departure we've developed is announcing Bill's name - I don't know why but it's hilarious - give it a try and let's spread this thing...


Players are able to carry 2 types of weapons, the 1st weapon being the pistol which has unlimited ammo (a 2nd pistol can be found to dual wield - although remember it's still the one trigger and not both like in Halo which I accidentally did my first time with it), the 2nd weapon can be a choice from a shotgun, machine gun or rifle, and this ammo is limited, but more can be found, along with gun upgrades, along the way. Players can also carry one health pack (restores majority of one's health), one projectile (more in a moment) and one lot of "pills" which offer a temporary health boost. Players can either carry a molotov cocktail or a pipe bomb, which zombies are attracted to the noise and light and then blow up taking out a large number.

The game itself actively rewards co-operative behaviour; if one person breaks off from the others, whether that be leaping ahead out of impatience, or being left behind, the game will punish that survivor, so it really is an "all for one" mentality, which everyone needs to adhere to in order to make it through. All players are able to heal themselves and more importantly heal each other. Pain pills which offer a temporary health boost can also be shared with other players. When other players have been knocked down or being pinned by a hunter or smoker, you can rush to their aid to help them back on their feet - but do it quick, once a player has been knocked down they are on borrowed time and very close to death. The beauty of the game is in its ability to induce panic even when there may not actually be that many zombies running at you. Holding down the trigger as you try and mow the advancing numbers down and your accuracy will suffer, which only adds to the panic as you begin to struggle to clear these zombies.

If the group stays in one place then don't think the game will cut you a break, the horns will soon sound and a swarm will be on its way.


Probably the biggest selling point of the game is the AI Director that serves to vary the experience every time mixed with these simple mechanics detailed above. The majority of the game's encounters are unscripted so it's not possible to learn what's going to be beyond the next corner and so forth - the AI Director will mix it up every time, throwing a swarm of zombies at you during one playthrough, and spawning a tank at the same point on the next playthrough. If your team is struggling then the director will ease up on the zombie swarms and offer more ammo and health. If the group stays in one place then don't think the game will cut you a break, the horns will soon sound and a swarm will be on its way.

Extra little options which again cement my opinion of how polished this game is are the option to call a vote in mid-game in order to change the difficulty, go back to the lobby, or kick a player as they keep running off/startling the witch. Also it's possible to take a break and the AI will take over. There are always the four characters (unless there have been deaths...) and the AI will take over (and sometimes do a better job).

Along with the campaign mode, the game also offers a Versus Mode where you get the opportunity to play as the infected. Four survivors play against four infected and it's the ultimate griefing mode. The learning curve is a quite steep at first when playing the infected, it takes a moment to work out how to maximise each infected's ability, plus you are taken out with one good shot most of the time, so it's best to plan and coordinate with your other zombie buddies. Once this initial slump is overcome, the game is terribly rewarding and strangely always fun to give the survivors a hard time. I found it best to take cues from where the AI director spawns the zombies, so Smokers go on rooftops, Boomers hide round corners and jump out to vomit etc. The game randomly selects either boomer, hunter or smoker as the infected that you spawn as, the witch is not an option (rightly so) and the option as spawning as a tank crops up most once a level and is awarded to one player, so that's always very cool, although it's never myself enough it seems. The versus mode scores the survivor team after each round, multipliers are awarded for the number that make it to the safehouse - despite this the playstyle seems to be at a quickened pace to give the infected team less chance to screw them over. After each round, the teams swap over and go again.

The main life in the game I think is the versus mode and also chasing the harder achievements in the campaign, such as completing all four on expert (very hard!)


Perhaps the only downside of the game is the fact that while the game's placement of the infected changes every time, the campaign setting is limited to the current four offerings, and it is this reason why some may feel that there's not much game here. I personally feel there it is enough, the number of hours I've clocked up should be proof of that. Plus, Valve are very good at supporting their games, and forthcoming DLC has been announced. This DLC will offer to play the other two campaigns in Versus mode and also a new Survival mode - no details have been announced but it's the next best thing after a fifth campaign which is what everyone, myself included, were hoping for. Despite it not coming in this first DLC pack, there's hope that more DLC will be released in the future.

Left 4 Dead was actually released last November, and I'm prepared to make it my Game of the Year for 2008. It is a true co-operative experience which I've not found in other games that boast a co-op option. I would repeat my sentiments at the very top, this is best played with others and soon you'll be crafting your ultimate zombie team in preparation for when the real undead apocalypse comes...

Thursday, February 12, 2009

#15 Race Driver: GRID



This is a belated review, but I finally managed to get round to giving Race Driver: GRID (or just Grid as the cool kids are calling it) a go, and for a racing game fan such as myself it was exciting to try out a new IP over the established heavyweights in the genre.
GRID is actually from the same people that brought you TOCA and the Colin McRae: DIRT (that seems a lot of capitals...) but was this game worth my 8 month wait?

First off, this game's front end-menus are incredibly slick. Upon loading the game you are offered with chunky 3D text that floats in your garage. This style carries over into the races themselves and is used very effectively when a particular driver is highlighted before the start as the cars line up on the grid by what I can assume to be your race engineer/voice in your head. More about the voiceovers later.


The game offers a career mode (more about that later), a freeplay mode where you can set up a custom race and of course multiplayer. Unfortunately, the online community has pretty much dried up upon playing now, but it does offer a voting system for those players in the lobby to pick the next race which is a cool alternative to the game generating a random race, or having specific lobbies for the differing race types. Anyways, let's concentrate on the single-player and in particular the career mode where you are most likely to spend most of your time...

The first step in the career mode (called Race Day) has yourself accept offers to drive for other teams in order to raise cash needed to start your own team. The main focus is running your own team, improving its reputation, attracting new sponsors and eventually expanding to accommodate another driver to race for you.

Once you hit this early landmark, progress through the career is very conventional. The career is spread across 3 continents - North America, Europe and Asia (predominantly Japan) - the progress on each continent is separate and broken into three tiers. Participating in events earns you reputation, which goes towards acquiring new racing licences which unlock the higher tiers, and also money which is used to purchase new cars and sign a better teammate.
As more racing licences are acquired, new events open up which offer greater rewards and exposure to better and faster cars - there are no surprises here.
A great feature in the career mode is the ability to acquire sponsors and palce their branding of your car. Each sponsor has a condition which if satisfied will pay out a bonus, much in the way that there is a bonus attributed to each driver offer available. At first, the conditions are pretty easy to meet - "finish the race" or "finish the race greater than 7th" but as the sponsors' bonus increase, so do the difficulty of these conditions, some only paying out if you win the race or to go to the extreme, will only pay out if you win without taking any damage - that's a toughie

GRID offers a number of different event types. From street races to grand prix race tracks; from head-to-heads to demolition derbies and drift challenges - the variety helps keep the racing fresh and a lot of different disciplines are covered. At the end of each season, participating in the Le Mans event is an option - initially driver offers from other teams are the only option until you can raise the funds to purchase your own Le Mans prototypes. The Le Mans event itself lasts 24 minutes and it's a shame that the trackside environment looks pretty sparse, although the transition from day to night and back again is a unique challenge.


For the events themselves, a really useful game mechanic can be found in the form of flashbacks. These allow you to pause the race at any time, rewind up to 30 seconds or so to erase your mistake and give it another go. This is especially useful when you have just written your car off in the wall, or have given away 1st place by screwing up on the last corner. It's also super convenient that access to the flashback is mapped to the back button, access is easy enough to become a reflex and is not hidden away behind menus.


Under the hood (geddit!), and the core game is not much more than a just above average racer. The game avoids the depth and minutia of Forza 2 and the differing handling of the cars doesn't even compare with that of PGR4. With regards to the handling, a lot of the cars feel very samey and more often than not suffer from oversteer, especially at slow speeds to the point that it feels unnatural.

While the game is lacking in car handling compared to PGR4, GRID injects more personality thanks in part to the voiceovers I mentioned earlier. PGR4 named all the drivers, gave them nationalities, and presumably different characteristics (although it was very difficult to tell), but it failed to humanize my AI opponents. Luckily GRID does offer more immersion, with each driver having attributes defined in skill, aggressiveness etc and also a potential preference for a particular discipline.

Under the hood and the core game is not much more than a just above average racer.


Back to the voiceovers, and at the start of the race, your race engineer will highlight a particular driver or team that could be a threat in the race. The same race engineer will give you constant updates during the race, letting you know who is currently in the lead, if there have been accidents and also updates on your position. If you reach the status of having a teammate, your race engineer will inform you how they are doing, and you will also get updates from your teammate as well. The teammates offer that personality, my first teammate was a whiny Italian who I eventually replaced with a stoned American surfer dude. It's little touches like this which enrich the experience so you're not just going through the motions.
Possibly the most notable and immersing hook is the ability to select your name from a list when you first fire up the game. Both your race engineer and the very attractive sounding woman that greets you when firing the game will use the name/nick you've selected - again, another great little touch. Don't worry, if your name isn't it their pre-defined lists, they do offer a number of nicknames as a next best thing - if only you could combine them into a super-duper nickname...


The AI opponents in the game are pretty impressive - when following two or more that are in close proximity to each other it's refreshing to see them realistically scrapping for position, and not following a set line like a number of racers are guilty of. The AI is prone to mistakes, often after being hounded by someone close behind, they'll often slide, skid and sometimes completely spin out - which all adds to the realism and helps give a sense that you're not just racing against 7 bots.

Overall, GRID is an OK-to-good arcade racer, a case of more style than substance. That being said, features like the flashbacks and the voiceover work help this game stand out from the crowd - there's a lot of enjoyment to be had here but it does get a bit samey after a while.