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Call Of Duty World At War Review From IGN

November 11, 2008 - War, as Fallout 3 so famously puts it, never changes. While the weapons and tactics may differ, it's still about chaos and fear and the overwhelming of the senses as adrenaline surges through your veins. That's a hard experience to capture on a screen, but the Call of Duty series comes close thanks to its constant redefinition of what "11" is in terms of intensity for first-person shooters. Last year's Call of Duty: Modern Warfare delivered an awesome and varied single-player experience that was matched with an even better multiplayer suite, and it made for some really big shoes for Call of Duty: World at War to fill.

If you've been living in Antarctica the past year and haven't heard, then yes, World at War returns back to the series' World War II roots. This has caused no end of grumbling from fans of Modern Warfare's contemporary setting, as well as the fact that this installment was done by Treyarch, a sister-studio to Call of Duty-creator Infinity Ward. Treyarch did the somewhat-maligned Call of Duty 3, but the studio looks to atone for that by delivering a game with an impressive amount of content. There's a solid single-player campaign, co-op play, a huge multiplayer suite, and even a fun, silly mode featuring zombies.


Video Review - Watch or download here (HD available).


It certainly helps that World at War focuses on the less popularized theaters of World War II. Instead of serving up Normandy and D-Day for what would have been the umpteenth time for World War II shooters, the game covers the island hopping campaign in the Pacific as well as the Red Army's reversal of the tide at Stalingrad all the way to the Fall of Berlin. This provides some interesting new battlefields set on sun-bleached coral atolls in the Pacific. You will see some more familiar spots with the bombed-out cities and farmlands ofthe Eastern Front missions, but it's still well done.

War tends to be a savage affair, but the Pacific and the Eastern Front were especially so. In the game, Japanese soldiers swarm out of the brush, erupting out of spider holes to charge straight at you in an attempt to run you through with their bayonets. They'll play dead and wait for you to walk into the middle of a trap. Though set outdoors, it feels like close-quarters combat much of the time. Meanwhile, the Russian Front is full of merciless moments; there's plenty of gunning down of wounded and unarmed soldiers by both sides, and sometimes you're asked to pull the trigger yourself.

War is hell. Again.
This remains a Call of Duty game through and through. What that means is that the action is fast and fluid, as well as rigidly scripted. The success of the franchise proves that there's a vast audience for that, and this won't change anyone's mind. Enemy soldiers and your computer-controlled teammates respawn endlessly until you advance far enough to hit the triggers to make them stop reappearing. Then you advance to the next firefight and repeat the process over again. The thing is, you're far too busy shooting and ducking and dying to really notice much of the time. The sense of immersion is pretty complete.

There are plenty of deafening, large-scale set-piece battles, but there's also variation to change things up. Case in point is the PBY mission, where you man the guns on a Navy aircraft. At first glance, this seems to be a mirror to the Spectre Gunship mission in Modern Warfare; in both missions you rain fire down from above. But the Spectre Gunship mission has a cold detachment to it; those tiny blips on the screen that are human beings die from a foe that they cannot see and fight back against. In World at War's PBY mission, you're in the midst of a raging air and sea battle, taking damage and fighting for your life. Or there's a sniper mission to whack a German general that doesn't quite have the cat-and-mouse feeling of Modern Warfare's sniper level.

Tanks are in one Russian level.
The campaign does suffer a bit due to its broad scope; the narrative skips over months at a time, showcasing the major battles of the war. The result is that the sense of story doesn't seem as strong as it did in Modern Warfare. It probably doesn't help that we all know how the war eventually turned out; Modern Warfare had the advantage of a fictionalized story with plenty of shocking twists and turns. All told, the single-player campaign is about as short as that in Modern Warfare, but it doesn't drag on. Plus, there's considerably more replayability here because the bulk of the campaign is playable in cooperative mode with up to three other players. I say the bulk because a handful of missions are missing, notably the sniper mission and the PBY mission; the former wouldn't make sense with four snipers, while the latter doesn't have enough room in the narrow PBY for more than one player to scamper about. Not only is the campaign in co-op, but there's also a Death Card system reminiscent of Halo 3's skull system. Scattered throughout the campaign are death cards that you can find. Each one unlocks a different capability, like Sticks & Stones, which only gives you a knife and dud grenades. Sure, it might seem strange, but it lets you have fun if you want to challenge yourself.

Multiplayer is definitely an area where World at War shines. Modern Warfare had arguably one of the greatest multiplayer suites in recent history, and World at War builds on it. There remains the create-a-class and rank system that lets you unlock perks, weapons, and upgrades that you can then mix-and-match to create different load outs. Many of Modern Warfare's perks are here, adjusted for the earlier age. For instance, what used to be the UAV Jammer is now Camouflage to keep you from being spotted by any spotting planes the enemy calls in.

Not what you want to see.
There are also about a dozen new perks, about half of which are associated with vehicles for the four huge vehicle-enabled maps. And while tanks can deal out a lot of punishment, they're also very vulnerable to infantry antitank weapons and other tanks. Driving around in a tank is cool, but you'll realize just how slow World War II-era tanks are. Just like in real-life, you need to coordinate infantry and armor together for maximum effectiveness, and it's nice that the PC version has built-in voice chat. Fans of Modern Warfare on the PC had to set up third-party voice systems out of game to talk to one another.

The reward mechanic in World at War is also similar, but it does have a nice twist. Three kills in a row gets you a spotting plane rather than a UAV, five kills gives you an artillery strike instead of an air strike, and seven kills without dying lets you call in my favorite new feature: dogs. Yes, you unleash the hounds of war, a pack of killer dogs that will make a beeline to the enemy (helpful in spotting where they're hiding) as well as tear their throats out if they can. The dogs are difficult to take down, because they'll swarm you, and if you're busy shooting at the dogs you're often not paying attention to the fact that an opponent is lining you up in his sights.

Good thing that PBYs float.
All the popular modes from Modern Warfare return, like Headquarters (each team battles to seize a point on the map; the team that does doesn't gets to respawn if they die), search and destroy, team deathmatch and the like. There are also two new modes, war and capture-the-flag. The former is similar to Battlefield's conquest mode; there are five points on the map that must be seized. The kicker is that only one point is under contention at a time, so it focuses the action. (And, yes, Call of Duty 3 fans will recognize that it had war mode as well.)

And then there's the icing on the cake, a silly-yet-fun bonus co-op mode called Nacht der Untoten, or Night of the Undead. It's also referred to as Nazi Zombies, and it's a last stand against waves of oncoming zombies. You and up to three others are holed up inside a bunker; the zombies try to break down the barricades at the doors and windows and you have to kill them. Each wave becomes harder by throwing more zombies at you or making the zombies faster or both. You gain points for killing the zombies and for rebuilding the barricades, and these points can be used to purchase weapons, ammo, and access to other parts of the bunker. There's even a mystery box that can serve up a ray gun straight out of 1940s pulp fiction. Still, eventually the zombies will kill you, and the goal is to survive as long as possible to compare your performance on the leaderboard.

Given that it uses the Modern Warfare engine, World at War looks every bit as good on both the PC and the Xbox 360. The PlayStation 3 version suffers a bit more from aliasing, but that's mainly it. I've always been impressed with the level of detail on everything; walk up to a fellow soldier and you can see the seams in their clothing. The most memorable visual in the game for me has to be the arterial blood spray that happens when a human body gets torn apart by explosions and gunfire. The dark red of the blood is in stark contrast to the dust and smoke in the air. And the frame rate is Call of Duty-smooth on both platforms from that I saw. (For comparison purposes, the PC I used had a Core 2 Quad processor with an 8800GTX and 2GB of RAM. All detail settings were set to maximum at 1920x1200 resolution.)

The death cards are like Halo 3's skulls.
Activision tapped Hollywood's top talent for the voice acting. Kiefer Sutherland does his part for the Marines, while Gary Oldman is the main voice for the Russians. Sutherland's voice is so distinct that it's easy to imagine him in the recording booth, bellowing his lines into the microphone (that must have been some recording session). Oldman, who has made a career out of being an utter chameleon, is almost unrecognizable in his role, and he delivers a convincing Russian accent. The rest of the sound effects are as authentic as we've come to expect; when you hear the metallic thunk of various machine guns you know that the sound guys spent a lot of time shooting and recording those World War II guns in a desert somewhere. Yet it's the mixing of all these elements that makes a Call of Duty game; there's so much audio erupting all over the place, from gunfire, explosions, guys yelling out commands or warnings, the whistle of artillery above, to the rumbling of vehicles nearby. It all combines to create a rich soundscape comparable to those in movies.

Closing Comments
It's easy to be jaded about World War II shooters, but Treyarch makes a convincing argument to stay excited with World at War. The game is packed with a deep amount of gameplay to appeal to every type of player, from those who want to experience a gritty single-player campaign to those who like to play with their friends to those who just like to play multiplayer. This is a solid, confident shooter with plenty to offer the casual and hardcore alike.

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Gears Of War 2 CE and LE packages:


At the San Diego Comic-Con this week, the panel members of Gears of War 2 (design director Cliff Bleszinski, game scriptwriter Josh Ortega, and Gears novelist Karen Travis) released some new information regarding the CE/LE for the new highly anticipated Gears of War 2. They brought forward more information regarding what is actually going into these packages and what our hard earned money is buying.

As the list stands they are including:

  • Beneath the Surface: An Inside Look at Gears of War 2. A 48-page hardbound book including character profiles, exclusive concept art, and foreword by Design Director Cliff Bleszinski.
  • Making-Of-Bonus DVD including exclusive video footage, design galleries with audio commentary by Epic Games, and promotional videos including the E3 2008 “Rendezvous” trailer.
  • A Dominic and Maria keepsake photo.
  • Steel DVD case.
  • An exclusive Xbox LIVE code to unlock a gold-plated Lancer Assault Rifle for online multiplayer.

They have now announced something many people that play Gears (like myself) would drool over if they could be in the same room as one… and that is the famous Gears of War Lancer. We are not clear yet if it will have its own packaging like Halo 3 did with its Legendary Edition, as Microsoft have not yet announced a third edition (Standard, Limited and now Collectors).  What also hasn’t been announced yet is the size of it. Many of us are hoping it will be life size which many still doubt, but I can see it now all over the news “Suspect terrorists, terrorize local people with chainsaw like rifles…”

Pricing:

The package with the Lancer has been set for $130 US which was the same price that the Halo 3 Legendary package cost, so be prepared to fork up approximately AU$200 locally!

[ED] It is interesting to note, that what would normally be high asking prices for such things, we are now paying far less than we did just a few short years ago. Just look at the cost of the latest GTA:IV Collectors edition in value for money. Then compare it to the first major one like this, Halo 3’s Legendary Edition which was basically $AU200 +-

Collectors and Limited Edition Packages:

The Gears of War 2 CE/LE package is no different from others we see in games coming out now, which consist essentially of the same things. They all satisfy the fanboys that are paying out big time for these packages, but I think they can do more, adding things to these packages that are not so gimmicky. I mean, do we really need a Dominic and Maria photo just for keepsakes?

Don’t get me wrong they’re fabulous add-ons to these packages, but I think including more things that we might find more useful throughout the game experience such as an ultimate guide to the game would be fantastic. These manuals normally get made separately to the game and many people find them really helpful. If they bundled this in the CE and LE packages I think it would be a further incentive to buy them.

We are seeing more and more CE/LE hitting the shelves with today’s games. These packages don’t just appeal to the users and the players who buy and play these games, but to collectors in general who are willing to buy such items, even at a premium.

Of course like with everything, it’s all about money. The publishers make big bucks out of these by pleasing the fanboys who crave such things. Publishers only have a small window to fulfill a title’s desired income goal, and with these packages they are doubling their profit (in some cases) relative to much lower standard package returns, and so it’s clearly a great option for many publishes to push forward.

The publisher also gets a clear outline on how solid their sales will be on the date of release with many people pre-ordering their CE/LE and standard packages. Which are often only available now as pre-orders, making the sales almost guaranteed. All this bonus material (videos, concept art, etc) costs the publisher far less than standard game development but still a significant amount in many case. With some costs of promotion only reaching as high as $US10 million and upwards.

Some members of the gaming community could see it as a rip off, believing that it takes very little to throw a DVD, some art and some plastic toys together, but that’s far from the truth. Giving the false sence of actual cost when you consider it’s just some paper and DVD videos, that could be some tidy profit! BUt it’s not always the case.

As games come and go we’re sure to see more of these CE/LE packages coming out. I myself would be happy to pay the extra money for these packages, as they are often collector’s items and present an opportunity I simply cannot pass on with some games. And as these packages develop and start to become a normal thing for publishers, giving gamers a wide range of choice, we will see more innovations in what things are included in these packages.

I can only hope we will receive more useful things such as complete walkthroughs… And then all this will be gladly accepted into our gaming hearts as we build custom fabricated shelves just to store these precious items pack in their bulky metal cases!

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Faction Profile – the Brotherhood of Steel

How, exactly, does one worship technology?

Is it as simple as praying to a golden, robotic calf? Perhaps “god” is recognized as some kind of sentient artificial intelligence who demands subservience in exchange for feats and favors?

Or maybe, just maybe, the human race has already answered this question: technology is worshipped, simply and plainly, through obsession and attainment. We are a people dominated by technology, from our electrically-powered cities right down to our scientifically engineered anti-depressant medications. And every Sunday mass we miss to stay home and watch football on our HDTVs is further proof that now, more than ever, technology is the deity we hold most dear.

Now imagine all of that compulsion, all of that addiction we as an entire race share, and encapsulate it into one group of people. Imagine the obsession and fervor, the unending need for technological superiority, and the ultimate futility of such a goal.

Imagine, if you will, the Brotherhood of Steel.    

In Fallout 3, the Brotherhood of Steel is one of the most important and influential factions you’ll encounter. And while it’s true they are a military organization, the Brotherhood’s values and command structure are actually more representative of a medieval knightly order. Like the Templars of old, in their own eyes, the members of the Brotherhood of Steel are pure, they are just – they are truly human in a world filled with both physical and moral corruption.

But it is the worship of technology that truly defines and drives them. For a Brotherhood of Steel Paladin, Power Armor is his plate mail, a powered Super Sledge his warhammer. A non-combatant Scribe is more scientist than scholar, utilizing computers as a monk in the Middle Ages would a quill and ink.    

It’s not enough for the Brotherhood of Steel’s members to use whatever high-tech gadgetry they’ve acquired, though. The organization’s entire existence is predicated on the acquisition of technology. Whatever they’ve got is never enough. Their best equipment? It could be better. Even if this endless search for high-tech toys means keeping the good stuff out of the hands of others who could really benefit from it, well, that’s okay with the Brotherhood of Steel.

So it really didn’t come as a surprise to anyone within the Brotherhood of Steel when the order’s ruling council, based in Southern California, decided to send a contingent of soldiers all the way to the East Coast, with two important objectives:

  1. To scour the ruins of Washington D.C., once the nation’s capital, and recover any and all advanced technology. After all, D.C. was the home of the Pentagon, the very headquarters of the United States Department of Defense. Who knows what secrets – or equipment – they left behind?
  2. To investigate the reports of Super Mutant activity in the area. Could these creatures be somehow related to those that fled eastward after the Master’s destruction (as depicted at the end of Fallout 1). Or were these Super Mutants something else entirely?

And so a small but hardened contingent of Brotherhood of Steel soldiers, led by an idealistic Paladin named Owyn Lyons (and accompanied by his friend and technological advisor Scribe Rothchild, as well as his seven year-old daughter Sarah) set out from the Lost Hills Bunker in California, and began the long trek east to what was once Washington D.C. 

When the group finally arrived in the Capital Wasteland, it didn’t take long before they made some remarkable discoveries.

The Pentagon, as they had feared, was largely destroyed. But its sub-levels remained intact, and contained enough pre-war technology and weaponry to keep Lyons’ forces going indefinitely (once the defense robots were destroyed). But there was something else, as well… a technological marvel that, if restored, could help the Brotherhood rebuild a strength and reputation that had been declining steadily for years.

The discovery was significant enough to earn Paladin Lyons a battlefield promotion to Elder, and a new directive from his superiors – to establish a new, permanent Brotherhood base in the Capital Wasteland, and continue the search for any other advanced technology hidden in the capital’s ruins.

Lyons accepted his new post gladly, and founded the Citadel, built into and beneath the ruins of the Pentagon. It was a fortress the Brotherhood of Steel desperately needed, and one they rushed to fortify, thanks to their other great discovery – Super Mutants.

It didn’t take long for Lyons and the Brotherhood of Steel to find the Super Mutants, mostly because they didn’t have to: the Super Mutants found them. In the Capital Wasteland – particularly in the urban ruins of downtown D.C. – the Super Mutants simply couldn’t be avoided.
 
That’s why, for the people of the Capital Wasteland, the Brotherhood of Steel was the answer to their prayers. Scattered, hungry, and largely disorganized, they had lived with the constant threat of death or capture by the Super Mutants for as long as they could remember. Elder Lyons and his brave Knights and Paladins changed all that. For the first time, the Super Mutant tide was stemmed. The D.C. ruins were still Super Mutant controlled and uninhabitable, that was true, but the number of incursions against outlying settlements dropped significantly. Life was still harsh and unfair, but at least now the people of the Capital Wasteland had a fighting chance – and they had Elder Lyons and the Brotherhood to thank for that.

Fighting the Super Mutants, simply keeping them at bay, may have been enough for the area’s innocents, but for the Brotherhood, too many questions remained: how were these local Super Mutants created? Why were they capturing the people of the Capital Wasteland? Where were they taking them? Finding these answers would, ultimately, become Owyn Lyons' obsession.

The years passed, but not in a way anyone had foreseen. Indeed, the Brotherhood of Steel’s importance to the people of the Capital Wasteland was not something that Lyons ever expected. Nor was it something his superiors back in California cared at all about. Their newest Elder had a clearly defined mission – to acquire advanced technologies in and around the ruins of Washington D.C. Finding the source of the Super Mutant threat and destroying it was important too, of course. But that shouldn’t take too long… right? Surely the Brotherhood of Steel could handle a few Super Mutants? How hard could it be to locate and eliminate their source? Lyons’ prime objective was, first and foremost, the acquisition of technology. The Super Mutants were his second priority. Thus was the subject of every communication from the Brotherhood of Steel leadership in California.

But Elder Owyn Lyons had another priority, one he considered more important than his original directive or any orders received since – the protection of the innocent people of the Capital Wasteland. And so, Lyons sent word to his superiors that he would continue his search for technology when he was damned good and ready, and would not sacrifice the people who had come to rely on the bravery and strength of the Brotherhood of Steel. 

The Californian corridors of Lost Hills erupted in rumor and speculation. Had Owyn Lyons “gone native,” putting the needs of the people of D.C. above those of the Brotherhood itself? Or had a Brotherhood Elder finally exhibited the selfless behavior that should serve as a model for the entire order? Caught in the middle, the ruling Elders made the only decision they could – they would still recognize Elder Lyons as a leader of the Brotherhood of Steel, and the Citadel as their D.C. headquarters. But all support from the West Coast was thereby cut off. If Lyons wanted to pursue his own agenda on the East Coast, he would do it alone.

So that’s what the stalwart Elder did. The Capital Wasteland division of the Brotherhood of Steel, headquartered in the Citadel, became its own entity: still affiliated with the Brotherhood of Steel on the West Coast, and bound by its laws and customs, but otherwise completely independent.

Most of Elder Lyons’ soldiers supported his dedication to the people of the Capital Wasteland, and were proud of their leader’s commitment to honor and heroism. But there were those who voiced their opposition – loudly, and aggressively. They believed that by abandoning the Brotherhood of Steel’s primary mission of acquiring new technologies, Elder Lyons had abandoned the very values that defined the order itself.

One night, the dissenters departed from the Citadel, absconding with weapons, Power Armor, and other pieces of technology and equipment. This was, without question, Owyn Lyons’ darkest hour. He had become a man of compassion and understanding, and couldn’t help but sympathize with those who had left: he had abandoned the Brotherhood’s primary mission. He recognized that, and took full responsibility. Some of the Knights and Paladins who left had been his battle brothers for years. Together, they had shared victory and loss, pain and elation. But to those soldiers loyal to Elder Lyons, this dereliction of duty and theft of technology was an act of cowardice and treason. Lyons was left with little choice: he branded the dissenters “Outcasts,” traitors to the Brotherhood of Steel – it was a name they would ultimately wear like a badge of honor, proud of the distance it put between themselves and Lyons’ “soldier sycophants.”

Such is the state of the Brotherhood of Steel when you, the player, enter the picture, in the year 2277. The order is still dedicated to the protection of the people. Its members are tough, loyal, and bound by honor… and they’re also barely scraping by.

Elder Lyons’ daughter Sarah is now a grown woman, and one of the Brotherhood’s fiercest warriors; in fact, she’s the only member to have achieved the illustrious rank of Sentinel, and now commands her own elite squad, Lyons’ Pride.

The war with the Super Mutants – a conflict that has continued unceasingly for over twenty years – rages on, and the Brotherhood is feeling the strain of this extended conflict. Without reinforcements from the West Coast, Lyons has been forced to recruit locally, and the results have been less than stellar: most new conscripts are overeager, unskilled, or both, and as a result their survival rate is atrocious. So low, in fact, that that word has spread throughout the Capital Wasteland – join the Brotherhood of Steel, and you’ll be dead within the week.

The Outcasts have grown in power since their split from the Citadel, and have re-dedicated their lives to what they consider the Brotherhood of Steel’s only mission – the acquisition of new technologies.

It’s certainly not how Elder Owyn Lyons expected his life to turn out, not the way he imagined his command would be chronicled in the historical archives. Such is a career of a Brotherhood of Steel Elder.

Now, only one question remains – When the Brotherhood of Steel Scribes record the events to come, what will they say about you?

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Soul Calibur IV Mini Review

Soul Calibur IV Cover Art
Soul Calibur IV Cover Art
This Game Is Awesome I love it . It Has a good mix of characters and alot of  game modes you'd expect (story mode, Arcade mode, and a new tower mode)  

But The Star wars Characters are a little cheap (Yoda, and The Apprentice)   

Bottom Line Game is great alot of replay value and alot of fun online   

Get this game its worth the money

 
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