I'm currently playing Lost Planet: Extreme Condition for the Xbox 360.
For those who don't care about the details, here's the short version: Best new Xbox 360 game of 2007 (yes, it's the only one so far), totally worth the purchase, truly now-gen, and easily an 8/10 or 9/10 (it's one of those games that makes me re-think my "actors don't do decimals" rule).
For those who care about details, here we go.
First and foremost, I'm glad Capcom keeps shelling out the quality Xbox 360 love. Both this and Dead Rising are Xbox 360 exclusives, both are fantastic games, both really make you feel like you're playing a now-gen game, and both are critical and popular (if not AIAS) darlings. The detail is amazing (both in-game and in cut scenes). The animations for getting into a "VS" (mech') are intricate and solid. Explosions are the bomb (seriously, sorry). The buggy Akrid are lifelike and freaky (I hate anything scorpion-based; which probably stems from young Atari ST Dungeon Master exposure). Snow Pirate battles are intense, and the AI's not half bad.
Sound is amazing (the Soundelux folks are unarguably incredible). Though 5.1 is not quite as impressive as Dead Rising, it's more than solid. It's not that it's in any way sub-par -- Dead Rising just does such an exceptional job of crossing channels (for example, during cut scenes when an NPC runs from in front of you to behind, then up and over a flight of stairs from your right to left).
And the music in Lost Planet is something else. I'm so glad I picked up the Special Edition SKU to get the audio CD musical score. It does what a good movie score for a good movie does -- remind me of powerful/memorable moments from the film/game. (As an aside, there's a good interview with Jamie Christopherson about scoring the game over at GameSpot.com.)
While the graphics and details are fantastic, the cut scenes don't quite measure up to those in Dead Rising, largely for cinematic reasons. Dead Rising's scenes feel like deliberate mini movies -- directed; composed, and very tight. Lost Planet stumbles a bit here, with the cut scenes tending to "ramble" (cue hero handing coffee mug to girl meaningfully).
In addition, while the overall sound is good, that's largely with the music and sound effects, or in-game audio. The voice acting in the cut scenes isn't fabulous, but I think that's largely due to the directing/composition challenges mentioned above (though there are some painful anime tropes realized in the cut scenes.
Game play is pretty good, if a bit "trudgey" at times. The main mechanic that needs some work is also one of its coolest -- being able to swap out or remove and use VS big guns. The problem is since it's the same "B" button used in all scenarios, you can accidentally get in/out of a suit, or attach/unattach a weapon -- usually as you're running from a massive Akrid, and getting out of (or not getting into) a VS costs you the level.
On the upside, checkpoints are better than I thought they were going to be, so you don't usually have to start too terribly far back. And the grapple mechanic (though I've seen it beat up other places), to me works really well and consistently. It admittedly took some time to get used to, but not much at all.
Overall, a fantastic game. Capcom released a demo of this game nine months ago, and it arguably won at the time as the most solid console demo ever released -- and they just upped the quality from there. More impressive, when they released the multiplayer demo later in the year, they actually listened to gamer feedback, and incorporated changes into the final game. They also did things like include a survey in the Official Xbox Magazine to get additional feedback. Very cool.
Again, Lost Planet: Extreme Condition for the Xbox 360 is a fantastic game, and a good play throughout.
Video games, PC games, or other interactive media that's currently caught my attention ...
Sunday, January 28, 2007
Tuesday, January 23, 2007
Gears of War (Xbox 360)
I finished Gears of War some time ago, and I've been meaning to post some thoughts on it.
First and last, it's a great game -- fully deserving of all of those Game of the Year Awards its been getting.
Is it perfect? No (what game is?), but it's the best package of what it does (by a long shot), and far better for my money and preferences than a now-gen game like Fight Night Round 3 (10 out of 10? Whatever).
Again, it's not perfect. It's pretty close, and does some things spot on.
Take the look, for example. Epic hit the nail on the head with their whole "destroyed beauty" motiff. The buildings are gorgeous, and I'm genuinely saddened at their brokenness.
And the vibe? A sense of a war that is ongoing, without hope, costly, and brutal? Gears, despite it's Sci-Fi clothes, does this better than most (if not all) WWII shooters.
And, honestly, I'm great with the length of the game. There have been complaints about it's shortness, but I think it's good.
And firefights are intense, can be taken from a few angles, and aren't boring or overly repeatable (except for one sniper level, where the snipers always showed up in the same place; WTF? Why not have 5 possible sniper positions, and randomize the 3 snipers; like a "real" war?).
What I thought needs some work is the story. It was decent (and the writer, Susan O'Connor, is honestly pretty impressive), but I think this was a slightly more graceful truncation of the story than what we all got in Halo 2. I think we'll get to see the whole vision on game 2 or 3, but I think that vision could have been pushed more in the first game.
Also, Gears is not prefectly balanced. It's pretty good, but there are some insane levels that do not match the levels before. And the final boss level is tough, but I'd heard horror stories about finishing it out on the hardcore setting than it actually played out (And when I complained about it taking me 8 times to play through before completing it, Cliff Bleszinski told me, "Well, he IS the last boss after all. He's gotta be a smidge tough, eh?").
But the dark wretches that explode when they die inside a closed-in level like the train? Whatever. I dislike cheap deaths.
And I really like the whole "stop-and-pop" gameplay (as opposed to "run-and-gun"), but the cover mechanic in Gears needs some work. I do not like getting stuck against something while running, or not being able to move out from cover cleanly. Rogue Trooper has dedicated context buttons for finding/breaking from cover and blind firing, and I actually like that implementation better than Gears (I know, I know, but check it out then get back with me, then let's have a mature discussion).
UPDATED: An auto-update was released for the game April 9, 2007, and the getting stuck while do the "roadie run" has been seriously massaged. I need to play it more, but seems to make a positive difference so far.
And I'm honestly surprised how buggy Gears of War is. Knocking a Locust to his knees, then have him slide and flip while crouched unmoving, like some 2D cutout, or bullet tracing feeling like it's calculated on where it was fired, rather than where it hits, etc. (Unreal Engine 3 issue?). Minor, but there are some gripe lists out there in the Internet ether. And the previous patch (at least on paper), seems multiplayer focused; but the upcoming patch is a black box.
The other minor quibble I have is the language. Understand, I don't mind language. But the language in Gears feels forced, non-organic, and yanks me out of the moment. It's like part of the premise was "Let's make an R-rated movie, but make it a game", and that premise led the horse. Feels disjoint.
But it's easier to talk about the stuff that doesn't work than the stuff that does, if for no other reason that -- from a usability perspective -- the better the stuff works, the more unoticeable it is.
Again, this is a great game. Easily a 9 out of 10 (I'm a leader of men so don't do decimals). Buy it, play it, understand that it's for mature audiences, and enjoy it.
"Niiiice!"
And check out my previous blurb.
First and last, it's a great game -- fully deserving of all of those Game of the Year Awards its been getting.
Is it perfect? No (what game is?), but it's the best package of what it does (by a long shot), and far better for my money and preferences than a now-gen game like Fight Night Round 3 (10 out of 10? Whatever).
Again, it's not perfect. It's pretty close, and does some things spot on.
Take the look, for example. Epic hit the nail on the head with their whole "destroyed beauty" motiff. The buildings are gorgeous, and I'm genuinely saddened at their brokenness.
And the vibe? A sense of a war that is ongoing, without hope, costly, and brutal? Gears, despite it's Sci-Fi clothes, does this better than most (if not all) WWII shooters.
And, honestly, I'm great with the length of the game. There have been complaints about it's shortness, but I think it's good.
And firefights are intense, can be taken from a few angles, and aren't boring or overly repeatable (except for one sniper level, where the snipers always showed up in the same place; WTF? Why not have 5 possible sniper positions, and randomize the 3 snipers; like a "real" war?).
What I thought needs some work is the story. It was decent (and the writer, Susan O'Connor, is honestly pretty impressive), but I think this was a slightly more graceful truncation of the story than what we all got in Halo 2. I think we'll get to see the whole vision on game 2 or 3, but I think that vision could have been pushed more in the first game.
Also, Gears is not prefectly balanced. It's pretty good, but there are some insane levels that do not match the levels before. And the final boss level is tough, but I'd heard horror stories about finishing it out on the hardcore setting than it actually played out (And when I complained about it taking me 8 times to play through before completing it, Cliff Bleszinski told me, "Well, he IS the last boss after all. He's gotta be a smidge tough, eh?").
But the dark wretches that explode when they die inside a closed-in level like the train? Whatever. I dislike cheap deaths.
And I really like the whole "stop-and-pop" gameplay (as opposed to "run-and-gun"), but the cover mechanic in Gears needs some work. I do not like getting stuck against something while running, or not being able to move out from cover cleanly. Rogue Trooper has dedicated context buttons for finding/breaking from cover and blind firing, and I actually like that implementation better than Gears (I know, I know, but check it out then get back with me, then let's have a mature discussion).
UPDATED: An auto-update was released for the game April 9, 2007, and the getting stuck while do the "roadie run" has been seriously massaged. I need to play it more, but seems to make a positive difference so far.
And I'm honestly surprised how buggy Gears of War is. Knocking a Locust to his knees, then have him slide and flip while crouched unmoving, like some 2D cutout, or bullet tracing feeling like it's calculated on where it was fired, rather than where it hits, etc. (Unreal Engine 3 issue?). Minor, but there are some gripe lists out there in the Internet ether. And the previous patch (at least on paper), seems multiplayer focused; but the upcoming patch is a black box.
The other minor quibble I have is the language. Understand, I don't mind language. But the language in Gears feels forced, non-organic, and yanks me out of the moment. It's like part of the premise was "Let's make an R-rated movie, but make it a game", and that premise led the horse. Feels disjoint.
But it's easier to talk about the stuff that doesn't work than the stuff that does, if for no other reason that -- from a usability perspective -- the better the stuff works, the more unoticeable it is.
Again, this is a great game. Easily a 9 out of 10 (I'm a leader of men so don't do decimals). Buy it, play it, understand that it's for mature audiences, and enjoy it.
"Niiiice!"
And check out my previous blurb.
Wednesday, January 10, 2007
Marvel: Ultimate Alliance (Xbox 360)
I recently finished Marvel: Ultimate Alliance for the Xbox 360, arguably one of the best comic book games to date (though it's in some ways a shiny skinned update to the X-Men Legends franchise, to which I'd given the title previously). And it may have to share that title with Rogue Trooper.
I finished the game for a number of reasons.
First, I was clearing by Xbox 360 plate for Friday's release of Lost Planet: Extreme Condition, and the upcoming Crackdown demo (then full game) at the end of this month and the end of February (respectively). Second, I want to give Raven Software some feedback on the game, and what I hope to see in the sequel. Third, I'm a comic book geek, and this game really scratched an itch.
And by "finished" I mean I finished the main story. I've also done a bunch of the training sims, but I'm missing about 4. And I'm missing two figures to unlock Black Panter. Mother.
First, a quick reminder of my past impressions:
I've seen the story badmouthed in a few places, which I'm not sure I understand. Pultizer-winning it ain't, but it's actually not a bad device for tying together the game, and I could totally see it as a comic book arc. There are a few artificial inclusions (like Atlantis), but better than a lot of games.
And there's a lot of good voice acting in the game, which is nice. There is also, unforgiveably, what sounds like Raven employees doing horribly bad voice over, like during simulation missions (voice over's not that easy, is it, guys?).
I also like how Raven's chosen to mix up camera angles over the traditional 3D isometric view. Occasionally, it's a bit wonky, but works most of the time.
Where the camera didn't work (and needs some serious help) is on same-screen cooperative play. I'm bummed that I introduced to friends to MUA as I finished the game on the final boss battle, which made for a wildy swinging camera, disorienting respawn repositioning of each other, and a generally frustrating, ungraceful experience for my cronies. And this was just 3-way play, and I suffered the same kinds of problems in 2-way play.
The training simulations in a lot of ways seem unbalanced. I was focused on leveling up Captain America throughout the game, but even with that, it was a long time after I found his training sim disc before it was playable. That play balance needs to be tuned quite a bit. Other levels (like Lizard), were serious walks in the park.
The whole My Team mechanic -- where I get create a dedicated super team and increase skills and reputation -- is pretty slick, but needs some tweaking as well. For example, the feature isn't unloocked until you're later in the game, and you're penalized (lose points) if you change out any of your team members. I think the mechanic should be available earlier (or outright), and you shouldn't be penalized if you switch out to characters or skins that weren't available when you first formed your team.
The replayability for the game is decent. But Raven needs to seriously fix the experience. This goes back to the "appropriate cutscene/mission briefing" gripe I've mentioned before (everyone learn from Dead Rising). To get pieces of the the same dialogue for things I've already completed is -- to me, in a now-gen game -- unecessary. Plus, I'd like to unlock some areas, or have things tweaked a bit. Going back into Mephisto's realm should be a bigger deal, because he should be pissed at my last foray into his kingdom.
Again, Marvel: Ultimate Alliance is a great game -- especially for comic geeks. But even if you're just a fan of great RPGs, this title should be at the top of your list.
I finished the game for a number of reasons.
First, I was clearing by Xbox 360 plate for Friday's release of Lost Planet: Extreme Condition, and the upcoming Crackdown demo (then full game) at the end of this month and the end of February (respectively). Second, I want to give Raven Software some feedback on the game, and what I hope to see in the sequel. Third, I'm a comic book geek, and this game really scratched an itch.
And by "finished" I mean I finished the main story. I've also done a bunch of the training sims, but I'm missing about 4. And I'm missing two figures to unlock Black Panter. Mother.
First, a quick reminder of my past impressions:
Those two previous posts focus on some of the needed areas of improvements, so here's more of the positive. And some more areas for improvement.
Overall, this is a great game, and I think Raven really hit the mark. Being able to play with such a huge stable of diverse characters, multiplied by the number of variations that actually change their stats and leveling up, is wicked cool. And the types of costumers are real fan service, too. For example, as a fan of Captain America, it's a big deal for me to unlock the same WWII skin that's on my desk as a Marvel Selects figure. And getting to unlock the Beta Ray Bill variation on Thor is tops. Other skins aren't as great (I think the Iron Spider variation of Spider-Man, due largely to timing, isn't all that big of a deal).I've seen the story badmouthed in a few places, which I'm not sure I understand. Pultizer-winning it ain't, but it's actually not a bad device for tying together the game, and I could totally see it as a comic book arc. There are a few artificial inclusions (like Atlantis), but better than a lot of games.
And there's a lot of good voice acting in the game, which is nice. There is also, unforgiveably, what sounds like Raven employees doing horribly bad voice over, like during simulation missions (voice over's not that easy, is it, guys?).
I also like how Raven's chosen to mix up camera angles over the traditional 3D isometric view. Occasionally, it's a bit wonky, but works most of the time.
Where the camera didn't work (and needs some serious help) is on same-screen cooperative play. I'm bummed that I introduced to friends to MUA as I finished the game on the final boss battle, which made for a wildy swinging camera, disorienting respawn repositioning of each other, and a generally frustrating, ungraceful experience for my cronies. And this was just 3-way play, and I suffered the same kinds of problems in 2-way play.
The training simulations in a lot of ways seem unbalanced. I was focused on leveling up Captain America throughout the game, but even with that, it was a long time after I found his training sim disc before it was playable. That play balance needs to be tuned quite a bit. Other levels (like Lizard), were serious walks in the park.
The whole My Team mechanic -- where I get create a dedicated super team and increase skills and reputation -- is pretty slick, but needs some tweaking as well. For example, the feature isn't unloocked until you're later in the game, and you're penalized (lose points) if you change out any of your team members. I think the mechanic should be available earlier (or outright), and you shouldn't be penalized if you switch out to characters or skins that weren't available when you first formed your team.
The replayability for the game is decent. But Raven needs to seriously fix the experience. This goes back to the "appropriate cutscene/mission briefing" gripe I've mentioned before (everyone learn from Dead Rising). To get pieces of the the same dialogue for things I've already completed is -- to me, in a now-gen game -- unecessary. Plus, I'd like to unlock some areas, or have things tweaked a bit. Going back into Mephisto's realm should be a bigger deal, because he should be pissed at my last foray into his kingdom.
Again, Marvel: Ultimate Alliance is a great game -- especially for comic geeks. But even if you're just a fan of great RPGs, this title should be at the top of your list.
Friday, January 05, 2007
Rogue Trooper (Xbox)
I finished Rogue Trooper last night, the Xbox shooter from Rebellion.
This is a great little game, and I'm so bummed that it's likely to never see a sequel -- this thing would be awesome on the 360. Updated graphics, the continuation of Rogue's mission, better enemy AI and a robust multiplayer -- this thing would be pretty sweet (but would probably suffer in the Gears of War shadow).
The thing pretty much played out like my last post about it. There were was some nice diversity of maps (the Petrified Forest in particular), nods to the inspiring comic book elements (Nu-Earth fauna, to-be-later-girlfriend Venus, etc.).
My only gripe is the the end of the game was ridiculous. One of my gaming pet peeves is an insane push to get to the final boss, and then not (as the player) having the opportunity to take out the final boss myself. There are several ways this can be done badly in a game, but I'll let you play to see how it was badly implemented in this game. But even that doesn't detract from how much I enjoyed the whole game.
Oh, and stay to watch the credits. This one of those there's-a-scene-after-the-credits-you-shouldn't-miss things. Not Nu-Earth shattering, but worth waiting for. (Besides, you should always view the credits on a game. Those people put hard work into what you just finished.)
On the whole, I'm really glad this game was made. I'm frankly surprised it was, since the character was ostensibly rested after 1996, and had an arguably lackluster reboot in 2002 (though a couple of novels did come out in 2005 and 2006).
And this isn't the first game for the franchise. There was a 1986 shooter (isometric) from Piranha Software for the Amstrad CPC, Commodore 64, and ZX Spectrum. There was also a A platformer for the Amiga and Atari ST in 1990 (Krisalis Software), which I'm not sure how I missed, since I was into both 2000AD and the Atari ST at that time.
Rambling, but all that is to say I hope a fourth game is made from the Rogue Trooper franchise, this time for now-gen systems. I'd do a lot to make that happen.
UPDATED: I just saw Pro-G rated Rogue Trooper 12th in 2006 -- ahead of games like Tom Clancy's Splinter Cell: Double Agent, Tom Clancy's Ghost Recon: Advanced Warfighter, and this quote from the reviewer is spot on:
This is a great little game, and I'm so bummed that it's likely to never see a sequel -- this thing would be awesome on the 360. Updated graphics, the continuation of Rogue's mission, better enemy AI and a robust multiplayer -- this thing would be pretty sweet (but would probably suffer in the Gears of War shadow).
The thing pretty much played out like my last post about it. There were was some nice diversity of maps (the Petrified Forest in particular), nods to the inspiring comic book elements (Nu-Earth fauna, to-be-later-girlfriend Venus, etc.).
My only gripe is the the end of the game was ridiculous. One of my gaming pet peeves is an insane push to get to the final boss, and then not (as the player) having the opportunity to take out the final boss myself. There are several ways this can be done badly in a game, but I'll let you play to see how it was badly implemented in this game. But even that doesn't detract from how much I enjoyed the whole game.
Oh, and stay to watch the credits. This one of those there's-a-scene-after-the-credits-you-shouldn't-miss things. Not Nu-Earth shattering, but worth waiting for. (Besides, you should always view the credits on a game. Those people put hard work into what you just finished.)
On the whole, I'm really glad this game was made. I'm frankly surprised it was, since the character was ostensibly rested after 1996, and had an arguably lackluster reboot in 2002 (though a couple of novels did come out in 2005 and 2006).
And this isn't the first game for the franchise. There was a 1986 shooter (isometric) from Piranha Software for the Amstrad CPC, Commodore 64, and ZX Spectrum. There was also a A platformer for the Amiga and Atari ST in 1990 (Krisalis Software), which I'm not sure how I missed, since I was into both 2000AD and the Atari ST at that time.
Rambling, but all that is to say I hope a fourth game is made from the Rogue Trooper franchise, this time for now-gen systems. I'd do a lot to make that happen.
UPDATED: I just saw Pro-G rated Rogue Trooper 12th in 2006 -- ahead of games like Tom Clancy's Splinter Cell: Double Agent, Tom Clancy's Ghost Recon: Advanced Warfighter, and this quote from the reviewer is spot on:
"I don't think I've ever been as surprised as I was with Rogue Trooper. The team at Rebellion have crafted a tactical combat game that hits the target so often that slight wavering now and again can easily be overlooked. It would be easy to dismiss Rogue Trooper as the game where you play as a blue man with a talking gun, helmet and rucksack, but that blue man is one of the greatest video game action heroes."
Monday, January 01, 2007
Rogue Trooper (Xbox)
I try to play all games comic book related. With the exception of the excellent Marvel: Ultimate Alliance and X-Men Legends franchise (all from Raven Software), and the Spider-Man movie games, most comic book video games are lackluster. Or blow chunks (ahem, virtually anything Batman).
Not only am I a fan of comics, I've got an affinity for Brit comics, and a lot of the good ones come from 2000AD, like Rogue Trooper. I've been meaning to play the Rebellion-developed, Eidos-published game (based on the comic) for some time. Since the game is playable on the Xbox 360, I recently rented a copy to put it through its paces.
Rogue Trooper shipped in May of 2006 for the original Xbox (and PC and PS2), and this is a gem of a game that's not getting enough recognition.
This is probably largely due to being a last-gen release 6 months after the launch of the Xbox 360, and in the pre-furor of the PS3 and Nintendo Wii. But I'm bummed this game and development team probably won't get its/their due.
I lost track of time and was up until 5 a.m. playing this game. This hasn't happened in I don't know how long.
The game is a third-person shooter with some surprising depth and mechanics, great last-gen graphics (and better than some of the now-gen), a compelling story that moves the action forward, good voice acting, and stays true to the source material.
Rather than just running and gunning, you'll quickly leverage skills from your fallen comrades (a la their personality and affinities built into rescued and -- uh, liberated -- bio-chips) to spice up the game. You can also collect salvage to build weapons, buy upgrades, and replenish supplies, giving it an almost RPG(ish) (lite) mechanic.
But the big thing -- and here's something that will probably get me some nastigrams -- it's like Gears of War, the Xbox 360 powerhouse that's the biggest franchise (and exclusive) on that console.
Seriously, Rogue Trooper is like Gears of War. Not that I'd necessarily pick the former over the latter, but the similarities are suprising.
Check it out:
Vault over stuff? Check. Use cover? Check. Blind fire? Check. Grenade-arc mechanic? Check. Even crouching and running in Rogue Trooper is like the roadie run in Gears of War (but with out the cool shaky cam dealy). Weird.
The multiplayer (offline, system link, and Xbox Live) is pretty limited, but really fun. There are only two cooperative game types -- basically variations on Assault (get from one end of the valley to the other to control the landing platform, in the allotted time with the allotted lives) and Defend (protect the wounded G.I. in the allotted blah blah blah). But these two variations are pretty intense, have some decent configuration options, and you can easily invite a friend to play online (ahem, Gears?).
There is no adversarial online, which is a bummer, because this game is ripe for it. There's also no online or offline co-op for the story, which is too bad, because (again), the game is ripe for it (but hey, Bungie badly stubbed out the online co-op for Halo 2, so at least Rebellion's exclusion is more graceful). Actually, there's a lot in this game other titles should learn from.
Like the HUD system. If you're not going to be minimalist (like Gears, which I like), Rogue Trooper's HUD/interface/selection widgets are pretty slick, intuitive, and I found myself not thinking about them as I switched and blasted frantically online or off. That's a good sign.
I recommend Rogue Trooper. If you find it in the bargain bin or on the rental shelf, do yourself a favor and put a few hours into it -- this is one of those pleasant gaming surprises.
Not only am I a fan of comics, I've got an affinity for Brit comics, and a lot of the good ones come from 2000AD, like Rogue Trooper. I've been meaning to play the Rebellion-developed, Eidos-published game (based on the comic) for some time. Since the game is playable on the Xbox 360, I recently rented a copy to put it through its paces.
Rogue Trooper shipped in May of 2006 for the original Xbox (and PC and PS2), and this is a gem of a game that's not getting enough recognition.
This is probably largely due to being a last-gen release 6 months after the launch of the Xbox 360, and in the pre-furor of the PS3 and Nintendo Wii. But I'm bummed this game and development team probably won't get its/their due.
I lost track of time and was up until 5 a.m. playing this game. This hasn't happened in I don't know how long.
The game is a third-person shooter with some surprising depth and mechanics, great last-gen graphics (and better than some of the now-gen), a compelling story that moves the action forward, good voice acting, and stays true to the source material.
Rather than just running and gunning, you'll quickly leverage skills from your fallen comrades (a la their personality and affinities built into rescued and -- uh, liberated -- bio-chips) to spice up the game. You can also collect salvage to build weapons, buy upgrades, and replenish supplies, giving it an almost RPG(ish) (lite) mechanic.
But the big thing -- and here's something that will probably get me some nastigrams -- it's like Gears of War, the Xbox 360 powerhouse that's the biggest franchise (and exclusive) on that console.
Seriously, Rogue Trooper is like Gears of War. Not that I'd necessarily pick the former over the latter, but the similarities are suprising.
Check it out:
Vault over stuff? Check. Use cover? Check. Blind fire? Check. Grenade-arc mechanic? Check. Even crouching and running in Rogue Trooper is like the roadie run in Gears of War (but with out the cool shaky cam dealy). Weird.
The multiplayer (offline, system link, and Xbox Live) is pretty limited, but really fun. There are only two cooperative game types -- basically variations on Assault (get from one end of the valley to the other to control the landing platform, in the allotted time with the allotted lives) and Defend (protect the wounded G.I. in the allotted blah blah blah). But these two variations are pretty intense, have some decent configuration options, and you can easily invite a friend to play online (ahem, Gears?).
There is no adversarial online, which is a bummer, because this game is ripe for it. There's also no online or offline co-op for the story, which is too bad, because (again), the game is ripe for it (but hey, Bungie badly stubbed out the online co-op for Halo 2, so at least Rebellion's exclusion is more graceful). Actually, there's a lot in this game other titles should learn from.
Like the HUD system. If you're not going to be minimalist (like Gears, which I like), Rogue Trooper's HUD/interface/selection widgets are pretty slick, intuitive, and I found myself not thinking about them as I switched and blasted frantically online or off. That's a good sign.
I recommend Rogue Trooper. If you find it in the bargain bin or on the rental shelf, do yourself a favor and put a few hours into it -- this is one of those pleasant gaming surprises.
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