Thursday, January 17, 2008

Review: The Orange Box (PS3, Xbox 360 (version played), PC. Valve, EA)

Value for money is a rare thing to discover when buying games. Sure you can pick up a two-year-old game pre-owned for a tenner if you shop around or you could get The Orange Box - the biggest bargain ever to hit the shelves of your local games emporium. What Valve have packed onto one tiny disc is nothing short of miraculous. One of the most compelling sci-fi sagas ever to grace the PC comes to consoles packed to the gills with brand new extra content, to make up a simply mind-blowing proposition. So, in order to accommodate the sheer candy store of delectable gaming goodness on offer here, this review will be split into three sections - one for each game. Simple really.

Half Life 2, Episode 1 and Episode 2
Half Life 2 is the Godfather Part II of videogame sequels. Epic in scope and narrative heft, the game follows on from the original incident at the Black Mesa facility. Silent hero Gordon Freeman returns, ready to beat zombies and marauding head crabs into pate with his trusty crowbar. The first thing you need to know about HL 2 is that it is an unparalleled masterpiece - the perfect marriage of relentless action and story that is perfectly paced and balanced. Visually, HL 2 may showing its age a tad - the game is over 3 years old now, but still looks sprightly thanks to the superlative Source game engine. Gaming pedants may baulk at the relatively low-res textures in the first two games, but there's no faulting the quality of Episode 2's graphical finesse - it looks stunningly silky smooth, especially compared to its predecessors.
Set in the shadow of City 17 where the omnipresent Dr. Breen spouts looped propaganda on gigantic screens from on high, there’s an unshakable feeling of genuine oppression pervading every inch of Half Life 2. Soldiers line the streets keeping the population in order, their crackling radio speech an ever-present noise whilst rebels hide out in deserted, burnt out buildings. It’s such a fantastically well-realised environment that fully succeeds in embroiling the player within its universe. Whether you’re fighting the Combine in a derelict building or squashing Antlions on a beach, the world is consistently solid and believable, so accomplished is the fine attention to detail.
There are some well-drawn characters in HL 2 too; strongest of these is love interest Alyx who is thankfully quite handy with a gun. You’ll need her in Episode 1 if you want to attain the One Free Bullet achievement on the 360 version of the game (we did – it’s not that difficult) and her AI is advanced enough to be helpful in a tough situation. She’s not much good when you’re trying to squeeze through a doorway though, but then she does apologise for getting in your way – bless. Barney and Dr. Kleiner return from the previous game to lend a helping hand and are welcome familiar faces. Most surprising of all though is the connection you feel to Freeman himself as he interacts with NPCs, you’re given a real sense of importance and purpose. By keeping Freeman mute, you’re able to soak up the words of those around you, listening and simultaneously gaining a real sense that your role is of major significance. Everywhere you go the city’s survivors will recognise you reinforcing Freeman's status as an almost mythical saviour of mankind. It’s incredible how Valve have achieved this – think of another FPS where you can remember experiencing an actual connection to the protagonist. Exactly.

Let’s get physic-al
Interaction is the watchword for Half Life 2. Boasting some stimulating physics-based puzzles aided by the indispensable Gravity Gun, the game really comes into its own. Every object can be manipulated in some way and each item reacts in exactly the way you'd expect them to in the real world. Break a wooden strut supporting a platform of oil drums for instance and the barrels will come crashing to the ground and roll all over the shop - exactly like they're supposed to - demostrating the exceptional Havok physics engine at work. It sounds like a minor feature but it isn't, it elevates the game to levels lesser shooters can only dream of. Lifting objects with the Grav Gun means everything can be treated as a potential weapon as you can hurl lifted objects with a stab of the right trigger. A well-aimed paint-can will blind a zombie or a high velocity breezeblock ricocheted off an enemy's bonce will kill it instantly. Brilliantly, there are some levels that give you circular-saw blades to play with. You don't have to be a genius to know that sending jagged frisbees of death towards enemies and cleaving them in two bloody lumps of offal is massive fun. Half Life 2 also rewards players for lateral thinking and there are plenty of opportunities to flex your grey matter as there are some fairly involving conundrums peppered throughout the game. We won't go into any of these as it'll ruin the fun, suffice to say, there are some satisfying head scratchers to overcome along the way.
These tasks are counter-balanced by a glut of incredible action-packed set pieces where you'll get to give the games weapons a good workout. Freeman's armoury consists of the usual pistols, machine guns, rocket launchers and so on, but each feels spot-on. The sub-machine gun sprays hot lead and kicks like a mule and toppling (frightening) Striders with the rocket launcher is every bit as thrilling as you'd expect. Every set piece also outlasts the game's end living on in the memory. You'll never forget the first time you bring down a Combine ship, your first encounter with a Strider or thrashing around in your buggy sending soldiers flying over your front bumper. It's all gaming gold.


Variety is the spice of Half Life - there’s always something fresh to challenge and engage so you’re never left wanting. If Half Life 2 were a meal (lazy analogy alert), it would be a big Sunday lunch. A substantially meaty storyline, a hearty weapons stuffing and a hefty steaming ladle-full of action gravy.
In conclusion, HL 2 and the accompanying Episode 1 and 2 are peerless chunks of cerebral first-person action gaming and despite HL 2’s age, that it still puts the majority of its genre stablemates to shame is testament to the inherent depth and longevity you'll find. Everything about Half Life 2 is fully realised, wholly imagined, flawlessly executed – there isn’t a single bum note in the game. In a word: pure genius.

Portal
As an expansion of the Narbacular Drop concept dreamt up by the DigiPen Institute of Technology, Portal is the simplest of concepts, but makes for the most intriguing puzzle game you’ll ever play. The idea is so straightforward that you’ll be amazed no one ever thought to make a game out of it until now. An explanation then for the uninitiated – Portal casts you in the role of a test subject put through a series of situations that make use of the Aperture Science portal gun. The function of the gun is to create two portals one entrance, one an exit. Launching a pair of portals, one orange, one blue, to avoid confusion, allows you to enter one and exit the other. From this central premise there’s a range of possibilities and ways to solve Portal’s brainteasers. Further possibilities are unlocked when you learn that falling through a portal builds up velocity meaning that you can shoot out the other side at speed to clear gaps and make high jumps. Add to the mix, energy balls that you can manipulate to open doors, gun turrets that will hamper your progress and the sure to become iconic companion cubes that prove crucial at certain junctures and you’ve a recipe for a varied first-person puzzler.
Between them, the brains at DigiPen- employed to build on their original idea - and Valve have crafted a refreshingly unique and novel game with a dark, deadpan humour all of its own (what’s all this stuff about cake?) It may be short, but it’s incredibly sweet and the most rewarding game you’ll have played in a long time. In fact it's better than the majority of shooters masquerading as full games at full price.

Team Fortress 2
The Orange Box’s online component arrives in the form of long, long, long awaited shoot-em’-up sequel Team Fortress 2. Boasting a quirky cartoon style, Team Fortress 2 looks stunning and thankfully plays as good as it looks. Choosing from nine different classes the aim is to blast the crap out of your opposition. No surprises there then. Each class is what gives TF 2 its edge. You’ll quickly develop a favourite, as each possesses a unique set of abilities.
Sadly, at time of writing we’ve yet to play TF 2 extensively so expect a thorough play-test when we’ve bought ourselves a wireless adapter bridge for our 360. (How much?!)

Overall, The Orange Box represents fantastic value for money. It also happens to be one of the finest FPS experiences you’re ever likely to come across. To ignore it is to do Valve and yourself a massive disservice. Buy. It. Now.
Verdict: 10/10

Friday, January 11, 2008

BioShock (Xbox 360, PC. 2K Boston, 2K Games)

It’s very rare that a game manages to successfully evoke a genuine sense of time and place, especially within an entirely fictional framework. BioShock sets its narrative in Rapture: an undersea utopia gone spectacularly wrong. A city that upon first sight appears majestic and inviting until BioShock’s compelling story begins to unfold and the reality behind the imposing statues and tall buildings quickly unravels before your very eyes. BioShock’s intro is one of the most jaw dropping we’ve ever seen. Beginning on an ill-fated plane journey, you wake up underwater struggling to make your way to the surface. Emerging from beneath the briny deep, you’re surrounded by bright orange flames and the disheartening sight of your plane gradually sinking out of view. The only place to go is the gigantic, foreboding black tower nearby. Apprehensive, you swim towards it. Who knows what waits for you within? It’s a humdinger of an opening that has you instantly immersed from the very second the game begins and the ensuing, serpentine plot is enough that you’re certain to be hooked throughout.
The strongest element of BioShock is its uniquely bold visual design. Utilising Epic’s much vaunted Unreal Engine 3, 2K Boston have crafted a solid and believable, intricate art deco styled nightmare filled with incidental details like 30’s styled propaganda posters, neon store fronts with twee slogans and haunting melodies of old, familiar songs. There are scenes of corrosion and desolation almost everywhere you go – exposed pipes spike out through cracked, rotting tiles, corpses lie against walls covered in thick, congealed blood. The devil here is most definitely in the details. With every surface of Rapture encrusted in filth or rust, the textures are so rich and tangible that you can almost taste the decay. BioShock is a visual tour de force and candidate for best-looking game on 360.



Walking around Rapture is simultaneously awe-inspiring and patently unsettling as hideously disfigured inhabitants known as Splicers threaten to pounce at any moment. Given that they too have had the same horrific graphical attention lavished upon them, they are truly terrifying – leaping towards you, screaming with fixed grimaces upon their clownish, surgically altered visages. Thankfully there’s plenty of weaponry and a steady supply of ammunition lying around in every crevice, desk drawer and cupboard in Rapture meaning that you’re seldom ill-equipped. Unfortunately, while this makes BioShock a lot of fun to play, it slightly drains the air of dread that pervades from the outset. After all, there’s always a checkpoint activating Vita Chamber where you can respawn an infinite number of times. Having the additional luxury of being able to save anywhere means that you’ll virtually never have to play through the same situation twice. While it keeps frustration to a minimum, (which is a very good thing) it does make finishing the game a breeze, even in hard mode (which is kind of a bad thing). You can purchase items like Medikits and Eve Hypos to replenish your plasmid powers, bullets and more from strategically placed vending machines. You’ll also come across U-Invent machines where a variety of scavenged items can be transformed into useful ammo and gadgets. Hacking said vending machines through a puzzle-based mini-game lowers the prices so you can save those hard earned dollars stolen from the still-warm corpses of anyone unfortunate enough to have been clubbed to death by your trusty wrench.
Central to BioShock’s premise is the acquisition of special abilities courtesy of power-ups called plasmids. Dual wielding plasmids alongside your conventional weapons quickly becomes second nature and makes you feel incredibly powerful. There’s a wealth of different abilities to discover, which you can upgrade later in the game to devastating effect. The best ones we found were the electro shock, incinerate and telekinesis, which are pretty self-explanatory from their names. Head and shoulders above the others though is the insect swarm which gives you the ability to cast armies of killer bees from your hand. Nasty. There are also downloadable plasmids available on Xbox LIVE meaning that there’ll always be scope for replaying the game, even if it’s just to see what new havoc you can wreak.

Invented by Rapture’s twisted founder and reprehensible wizard behind the curtain Andrew Ryan, plasmids are gained by accumulating a substance called Adam. Adam can be harvested from the macabre Little Sisters who roam the environments guarded by colossal, menacing Big Daddies who protect the Little Sisters at all costs. That’s where BioShock’s fundamental choice comes into play. Do you kill and harvest the Little Sisters for more Adam, therefore becoming more powerful at a much quicker rate, or do you rescue them and choose to build your powers slowly, gaining less Adam but potentially reaping greater rewards later on? It’s a no-brainer of a choice if you ask us. It quickly becomes apparent which is the better option dispelling any illusion that your selection has any kind of effect on the story. There’re two endings - a good and a bad one. You can probably guess which choice leads to each and which is the more rewarding. The choice that you ultimately make however will tell you a lot about your moral values (maybe). However, there are enough absorbing tasks and unpredictable plot twists to keep you occupied that you’re never really fully aware of BioShock’s (admittedly tiny) flaws until you’ve finished the game and had time to reflect on the journey that you’ve just taken. And playing through BioShock is indeed a journey, an intense experience that has few peers.
No other game in recent memory possesses the same brand of slow-burn psychological horror permeating every room, every passageway and every hall. BioShock doesn’t scare in the traditional sense; it quietly crawls under your skin and confronts you with unsettling scenes such as a couple lying in a lifeless embrace on their bed or a conventional family surrounding their TV set as static illuminates their grotesque, decomposing bodies. A game like Resident Evil would have you jump out of your skin as they spring at you, but BioShock doesn’t do cheap scares. It aims for something higher - it messes with your head. There are even moments that are scarily surreal, seemingly lifted from The Shining. A pair of Splicers gracefully dancing the foxtrot while a gramophone plays a crackling old record being one such instance. Setting them alight with your flamethrower just makes things worse though, which is where BioShock’s combat options come to the fore. You can play through BioShock in any way you like due to it’s flexible and varied system which allows you to upgrade almost every aspect of your character. It’s surprisingly in-depth; offering almost RPG levels of self-improvement such as quieter footsteps for stealthy wrench assaults, better hacking skills, stronger plasmids, better weapons, extra resilience and so on. Theoretically, you could play through without firing a single bullet; so plentiful are your options. You can set traps, enrage your enemies so that they fight one another, hack security bots to fight alongside you or even hypnotise Big Daddies to protect you instead of the Little Sisters. You don’t always have to torch your foes or shoot them in the face. The possibilities are vast and another reason why BioShock stands up as such an accomplished work of genius.
BioShock is an incredibly ambitious title, which more than delivers on its initial promise, managing to entertain and enthral from start to finish. Consistently surprising, shocking and eminently, compulsively playable, BioShock stands head and shoulders above any 360 title you’ll play this year. And even though the majority may argue that Halo 3 was 2007’s definitive 360 title, we enjoyed BioShock more. Even though it has far less features than Halo 3 (the lack of multi-player being a minor blow), BioShock possesses such scope and abundant imagination that for our money, it’s the finest game of 2007 and a bona-fide masterpiece.
I choose…Rapture! - 10/10