Tuesday, 18 November 2008

Rant Review: Call of Duty: World at War / Call of Duty 4 (???)



Format: Xbox 360 / PS3 / PC

Category: FPS
Players: 1-18
Publisher: Activision


What the CoD?

Time for a new feature: the quick capsule review, aka a rant review. Inspired by an obscure Hicksean joke, I have decided to 'quick capsule' those games I just cba to actually properly critique. This may be for various reasons but you can rest assured that it will always be for a reason, and not just due to laziness on my part.

So,
CoD: WaW. It was inevitable this game would hit and hit it did. I wasn't even going to bother picking it up but swapping Far Cry 2 for a part exchange in a well known games store ensured the coinage came calling. To say I was sad to part with Far Cry 2 would, simply, be a lie.

I didn't expect much from "CoD5". Treyarch's games catalogue reads like a token example of a list of games that should be put on a bus for a one way trip to the desert. However, I wanted to give this one an open mind. People had told me that it was surprisingly good. Infact, many have even dubbed it 'the greatest' WW2 game ever made. Let's break that down.

I guess people are impressed by the dramatic set pieces that... wait. No. Let's roll back a year or two. So there was this games developer called
Infinity Ward and they created a few great WW2 FPS games off the back of their expertise having worked on the original Medal of Honor titles. By 2006, they got working on their magnum opus, Call of Duty 4. They made it from scratch and set a gold standard in the process. Call of Duty 4 was, and still is, that standard for FPS games on both the PC and consoles.

A few months pass. And here we have
CoD: WaW. Quick Capsule review time: this game is merely the sum of Treyarch taking IW's CoD4 formula and just dumping a few new ideas into the mix. This is literally akin to someone taking a core code for a game, customising the options screen, adding a new score over the top, and altering the maps/player models and then announcing it's the latest big thing.

I'll admit that, at first, this game actually really surprised me. At one point I fell for the line that Treyarch had actually pulled it off. I then realised that this was far from the reality of WaW. The reality here is that people are paying for a CoD4 clone. There is nothing new here. Co-op is decent enough. However, I'm not convinced it was particularly hard to implement. My real gripe is with the adversarial multiplayer. Compared to CoD4, it's just not that good. I can't put my finger on it. It's a sense of there being a lack of that magic touch to the map design we saw in CoD4. It's in the way weaponry lacks that cool and solid feel you get in CoD4. It's in the lack of red tiger camo. WaW just isn't as inspired.

It's also in the small things. The voices of the enemies and buddies alike. What they say. How they say it. The voiceover you get for the start of a multiplayer match. All of these elements are superior in CoD4 because they just are. I also prefer the helicopter for a 7 kill streak over a pack of dogs anyday.

Guns, generally, are a massive failing point for
WaW. Nothing is particularly exciting to use. For God's sake, to pit CoD4's arsenal of cutting-edge military shooters against the back catalogue of your Daddy's WW2 era firearms is only ever going to result in one winner when it comes to gamer satisfaction stakes. Treyarch needed to breathe life into these rusty guns in order to keep them exciting to use. We needed a little bit of artistic licence here. The M1 Garand, for example, needed a far more weightier, bass-heavy, blast of a sound effect. I don't care if your sound engineers didn't conclude that would be authentic. Also, camo patterns should have made it in in order to insert something into this dull set of boom sticks. There are also way too many bolt action rifles.

All WaW is is the product of an inferior studio trying to copy a superior one by literally pasting an entire body of code into their new game and tweaking/screwing with it in p-laces. About the only welcome new feature I could find was the filter for matchmaking that allows you to search for local gamers only (about time this became a standard over live). WaW does a few things well, such as the co-op and decent new gore system. The new zombie mode is also a neat bonus. However, I refuse to accept this game does anything better than, say, CoD2 when it comes to dramatic set pieces and linear level design. For me, it's also just a damn frustration that this WW2 title has taken all the limelight and left Hell's Highway in a cold and lonely shadow. Highway is the superior WW2 shooter even after its lack of co-op and poor multiplayer is taken into consideration. This is because it tried to do something different and ambitiously placed a heavy emphasis on realism.

CoD4
is all about the fun factor both on and offline. That is why red tiger camo is acceptable. That is why you can take on near enough one hundred baddies as a solo sniper guarding a man with a busted up leg. CoD: WaW tries too hard to be a 'horrors of war' piece and trust me when I say that computer games cannot achieve this like a good movie or book can.

Here be my conclusive take on Call of Duty: World at War:


Quick Capsule:


Online: Inferior to CoD4 in every respect - including map design, weapon selection, gametypes.

Single Player: Just another linear CoD romp. Co-op is fun but nothing ground breakingly good - particularly after experiencing Gears of War 2's Horde Mode (review to come soon).


Because of everything I have stated above, I refuse to actually score WaW. This is because I fear giving it a mark out of ten will negate my primary message here; being that
CoD4 is the game and WaW is some pretender trying to make out it's the game. However, seeing as I never actually reviewed CoD4 back in 2007 I will use this moment to rate that glorious title instead.

Summary (Call of Duty 4)


+Linear gaming at its finest
+The paragon of pure FPS games
+Intense, dramatic, heart racing action
+Simply put, the greatest FPS multiplayer experience since CS
-Co-op... if only



9.6 / 10
The pinnacle of a crowded genre both on and offline





by The Critical Alien
© 2008

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Thursday, 30 October 2008

Review: Far Cry 2



Format: Xbox 360 / PS3 / PC

Category: FPS
Players: 1-16
Publisher: Ubisoft


Roaming the Bush.

Now here's a game that looks at first to have it all. A grand arsenal of guns? Check. A vast and varied map? Check. Smart A.I? Check. However, let's look a little closer. Cover system? No. Satisfying gunplay? Nope. An actual sense of being lost in the wilderness? Never.

You see, Far Cry 2 is not what it at first seems. I was excited to begin with. Everything was in place. The graphics are certainly a cut above most FPS games and the clean and clear HUD made me smile. It basically looks like real life. The problem is once the bullets start flying this game falls apart. It just doesn't feel right. I can't explain it but I know many out there will just know what I mean. Shooting an enemy just isn't satisfying. Firing your weapon is a generic experience and there is just a total lack of intensity about the combat.

You do a lot of driving in Far Cry 2... until you discover the bus stops. Even after being teleported via a black loading screen to the bus' destination there is still a good deal of marching to be done. I say marching because jogging/running in this game is broken. Like the gunplay, it feels wrong. I guess the PC gamers out there (all remaining five of them) might have no issue with this whilst playing WASD style. Sadly, us console gamers do. Pressing down on the analog stick COD4 style to run is how it should be. However, not being able to easily change direction mid run is awkward. Also, a problem for all formats, comes the blemish that is the way that running means your vision will become blurred around the edges of the screen. This pointless effect seems designed with some aim of achieving realism in mind. However, this actually simulates nothing and just proves irritating and even enough to spark motion sickness with some.

There is no denying that there is a real exploration factor here. After the initial thirty or so minutes of missions that are indirectly designed to teach you the controls, you are free to do as you will. I took a vehicle, hit the road, and headed out into the wild. To begin with there was an amazing sense about this. The hot African sun bombards your windscreen as you negotiate thick foliage and ramshackle dirt tracks. The driving side of things is very well handled. You get a first person view of the inside of the vehicle and are free to look around whilst driving. You can also study your map, which you hold in your arms, and still move around. This simulated view is a far more immersive way of putting you in the driver's seat than something like GTA IV's bog standard external views and bizarre windscreen-mounted-cam view.

Your journey will eventually come to a firm halt whether on foot or off roading though. Regardless of what way you go, you'll encounter impenetrable rock faces that oddly seem to run parallel to the roads as if nature mapped those very paths. In other words, the map is sectioned up. It doesn't feel realistic. I wanted to just head into the bush with a pistol and a machete and just get lost in a wilderness. It just doesn't work that way. Head in a direction for long enough and you'll hit a mountain side. There is no way to climb rocks or devise elaborate methods of crossing over. The game just doesn't really give you that sense of battling against the elements and pulling through.

Far Cry 2 needed more in the way of an emphasis on survival. There should have been the option to buy a tent and deploy it whenever you wanted and use that as a save point. There should have been a way of collecting various resources in order to make stuff like primitive bows. I don't know. It just seemed to me to lack everything I wanted from such an African setting.

The missions with Far Cry 2 are your standard go and blow up some crates tasking objectives. To be honest, I didn't bother with many. Instead, I roamed the map and created my own story. I often 'pretend' things when playing these kinds of games. In my world, I was a lone sniper out to cause as much chaos as possible whilst remaining out of site. I moved from enemy checkpoint to enemy checkpoint and engaged with an old Springfield bolt action sniper rifle from a distance. After playing in this manner for several hours I had basically unlocked almost every location marked on the map.

It was certainly fun. However, it was rather a pointless tour of duty. Sniping is completely effortless, with no scope drift or bullet drop, and the enemy make no effort to hunt you down. I wanted to see a collective effort by them to track me. I wanted to see swarms of them rambling through the vines, coming to get me. Instead, I just saw a load of checkpoints; where enemies patrol and never budge from. Once killed, they eventually respawn, ready for it all to happen again.

Many reviews go on about the awesome fire effects in this game. Personally, I think it's pretty worrying when the best thing you can say about a game is that the fire looks cool. Sure, it spreads around a little, only to then puff out into smoulder before you've got yourself a forest fire. Nothing burns for long and no major structure is destructible. I'll admit that on one occasion I was very impressed by the way fire can be used as a distraction. I sneaked over a promontory of rock where I had an overhead view of a few bad guys patrolling a... shed. I hurled a molotov and it lit the grass alight. They all ran off screaming 'fire' whilst I sniped them one by one. It's all good but just not enough.

Far Cry 2 is let down by its gunplay. Death animations aren't impressive. The blood effects are also poor. I wanted to see pools of the red stuff under bodies and entry and exit wounds. I also just wanted to see more realistic enemy behaviors. The A.I isn't stupid but the enemies don't strike me as organised. Okay, they're a bunch of militiamen with AK-47s and not much skill. However, this is no excuse for the way they never seem to just do human stuff like call for backup, stay in cover, or just run away.

There is a possibility here that I'm missing something regarding the A.I. You see, I ended up playing this game on the easy/normal difficulty settings. This was because otherwise, I just kept getting killed by crazy enemy jeep assaults (see further below) or just found it impossible to survive with enemies charging me and the sluggish control handling making precision firing next to impossible.

Just to cover it, I may as well bring up the game's multiplayer offering. To be blunt, it sucks. It feels dated, much like Hell's Highway's recent attempt. Also, it is another game that suffers from its lack of any co-op mode. The idea of roaming this vast world with a buddy to share the experience with would have made it all worthwhile. The hyped map editor is all very well but I'm just not into map making. At first glance it just looked too complicated to me and I doubt we will see many console players embrace it. It's interesting to note that at the time of writing the most popular custom map was a user created 'Shipment' from... yes you guessed it, Call of Duty 4. To me this was yet another example of multiplayer gaming truth number one: map design makes or breaks an online game. Map editors are all very well but they need to be backed up by... good maps.

I'm going to round this up with my final few points. The whole, 'omg I have Malaria, best take my meds', feature is BS. It shouldn't have made it into the game. You have to make sure you are stocked up with pills or otherwise you'll suddenly find yourself wondering the jungles and thinking you're under the influence of eight dried grams.

It was also sad to see this game suffer from the Oblivion style 'bandit on the road' syndrome. Whenever you drive across the road you're bound to encouter enemies driving jeeps and riding shotgun with a fixed MG. In other words, you'll get shot up and f*cked up unless you, too, cruise in a vehicle boasting some form of turret. You die, you die, you die. All because some jeep smashed into you and you had no time to grab cover.

This is a game that boasts it all but the execution is just lacking. It's just not that fun or satisfying to play. Combat is overly simplified and the marvellous world you roam lacks any real sense of life besides the generic evil militiamen and the odd zebra. This title is more a showcase than it is a computer game. It's a tech demo with a hefty pricetag for admission. If you're that desperate for some African sunsets, just get saving for that real trip.

Summary

+Visually stunning
+Uniquely realistic fire
+Pretty limitless freedom
+/-(But the map is sectioned up via rocky borders)
-Combat is generic and lacking in intensity
-No real sense of getting 'lost in the woods'



7.8 / 10
With freedom comes generic content and a dated FPS experience





by The Critical Alien
© 2008


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Saturday, 4 October 2008

Review: Brothers in Arms: Hell's Highway



Format: Xbox 360 / PS3 / PC

Category: FPS
Players: 1-20
Publisher: Ubisoft

Got the t-shirt.

Literally. It came free with my copy of
Gearbox's latest tactical WW2 FPS; a game I've been pretty pumped for since... oh at least 2006! When it came in the mail it was one of those childish moments I seldom experience nowadays. Like a geek, I 'prepared' myself before settling in for a hardcore night of war gaming. How? By watching Saving Private Ryan and eating Pringles, of course.

I can't be bothered to type
Hell's Highway every time so from here on in this one's called Highway. I had a feeling Highway was going to do something special. Three years of development would surely ensure one hell of a game? You would think so, and you would be right to think so, for Highway delivers. There are a plethora of issues here though; most being minor, a few being major.

I'm going to be blunt here. Quite simply,
Highway is without doubt one of the finest FPS games I've ever played. It's also one of the very best WW2 era shooters put onto a disc. As war games go, this is a high point. However, it's a flawed game and some of its rougher elements are plain embarrassing for all concerned.

Highway is all about the single player experience. Forget the multiplayer. It's optionless, laggy, played by about 35 people, and blatantly just an afterthought. There is no party mode, clan system, or any sense that it's going to be a hit. It feels like the old days of online gaming and reminds me of early builds of Day of Defeat as opposed to a Cod 4 rival. This is a shame. I wasn't expecting a great deal from the team deathmatch mode but was hoping for co-op. Highway is just one of those games crying out to be played with a friend. Why it didn't make it into final code is a question I don't think anyone has a satisying answer for. The best I've heard is something about how 'we' are just not there yet as an industry. Well, surely we are? With Cod 5's 4 player co-op on the way and countless other games managing to include some form of co-op mode in recent years there basically just isn't an excuse. It was obviously on the cards at some stage of production but just never happened. Frankly, this is just embarresment number one.

If Highway had just been a generic romp of an FPS game I'd have been utterly pissed off with the fact the multiplayer side of things is just pants. The thing is this: what Highway does well it does so well that I, for one at least, can just forgive and forget. The experience this game puts you through feels like playing the very best bits of
Band of Brothers and Saving Private Ryan. Now I know that just sounds like a gaming cliche' nowadays, and I'll admit I've said that before about much older titles, but here I just cannot emphasise it enough. However, the bug/omission list goes on.

There are all sorts of blemishes with
Highway that could/should have been ironed out before release and considering the length of time it took to make, and countless delays, it just makes no sense that they exist. One particularly striking issue comes with the way your character's mouth doesn't move when he is yelling out a command to the squad. When in the third person cover view this is very noticeable and just takes away some of the sense of it being real and cinematic. All we needed was a mouth movement animation! Also, why can't you chose your kit before each stage? I wasn't impressed by the way this game assigns weapons to you. It's odd because you never get to use some guns, such as the Grease gun, at all. It's also rather bizarre how you can't pick up German stick grenades. They don't seem to be modeled at all. This is a shame as it would have been nice to have more than one type of explosive. I also wanted to try out the bazooka and .30 caliber MG for myself. There should also have been some form of melee attack, a rifle butt atleast.

There is no animation for attaching charges to Pak 88s either. You just hear a click to acknowledge the bomb is set. I died the first time I primed a field gun because I literally just didn't realise I'd done anything and didn't run for cover. I was also unimpressed by the way death of squadmates is handled. They never die! Instead, they fall and writhe in pain only to respawn at the start of a new checkpoint. The
Cod system should have been adopted here. I would liked to have seen some form of pool of reinforcements who run into the fray every time a soldier falls. A medic would have also been a decent inclusion, and a sniper team. Stuff like this would have made this an absolute masterpiece of a game as opposed to a very, very good one.

This brings me to another problem. Only in one level near the end do you get to play with a full squad at your disposal; being 3 teams of 3 guys. I wanted far more of this earlier on. However, the early stages were still stunning in every other respect and that's the thing about
Highway. Its successes are solid enough to negate the f*ck ups.

What Highway does is something no other war game, besides former
Brothers in Arms titles, has ever come close to: depicting combat for what it really is. Skirmishes can be long, drawn out affairs where you find yourself flushing enemies out of barns with grenades, pinning down an MG42 position with sustained covering fire, or even just getting so confused and battle weary that you lay low in the bushes and hope for a positive outcome. Blood spatters the ground where dead bodies rest in the grass and grenade explosions raze sandbag placements and create billowing craters in the earth.

Combat just feels authentic. Sometimes you'll just see red and feel a burning desire to assault all guns blazing. It never works out though. You rely on the men around you, your squad, and the skill is ultimately in leading them through it. Here are a few things you simply MUST do in order to get the full experience with this game: 1) Turn off every on screen HUD element. 2) Crank that effects vol all the way up. 3) Set the controls for 'tour of duty' - the FPS controller layout God intended. 4) When it's unlocked, you owe it to yourself to play in the 'authentic' difficulty setting.

With these pointers in mind, you'll get to experience a true simulation of WW2 era squad based combat. This is not a game that has you single handedly defeat a reinforced armoured battalion. Nor is this a game that puts you in the shoes of some godlike hero of warfare. In fact, Sgt. Baker is in some ways an anti hero. You're a dried up soldier in no mood to do much besides get through it.


The story is adequate without being particularly memorable I would suggest. My biggest gripe was the way British troops were acknowledged but in that antiquated way certai
n Americans just can't leave alone. I do wish Gearbox had just accepted the fact years ago that games cannot mirror television when it comes to portraying character. The cutscenes are overly sentimental and seem to be aimed at a pro-war, go America, gun demographic that doesn't really exist anymore in any great number and probably are mostly just too busy watching re-runs of BoB to play games anyway. That or they're dug in deep in Afghanistan right now.

The battle dialogue that can be heard during gameplay between squad mates could have been better too. It's good and quite varied but I just wish it had been even more varied and, well, just done by much better voice artists. There is often a lack of emotion in the comments you hear and not enough swearing. It's that simple. I really wanted to hear yells of "this son of a bitch" and "fucking flank that bastard" during intense moments of swell. Occasionally you do hear some realistic dialogue but it's just not as integral as it could have been.

The last level of Highway is a big anti climax. It's another 'to be continued' moment. I can live with that though because I want far more of this game. A factor I struggled to accept at first was the way this game tries to go all mystical on us. The initial in medias res level is a poorly handled introduction to the game as it simply fails to do anything besides throw you straight into the combat without any sense of a build up to the action. Later, we are once again forced to play through a sort of dream-like sequence in an abandoned hospital. You are split up from your squad and end up wondering through hallways whilst marvelling at the impressive visuals. The atmosphere is fantastic and certainly rivals moments from fully fledged horror games such as Fear and Bioshock. However, it just felt a little out of place. This is a realistic war game. It tries to be more than that and just shouldn't.

The eastern village moments are few and far between compared to the constantly challenging and genuinely realistic scenes where you are in the thick of it. I wasn't that amazed by the tank combat though. It felt like
Medal of Honor, enter the evil nazi shooting gallery, territory. During scenes where you take on enemy tanks as infantry you also get the sense that realism goes out the window. For a game striving to be realistic there is no excuse for these old school moments where you defeat panzer tanks via satchels and rocket launchers instead of just avoiding them and calling in the P-51s.

So much that was promised simply hasn't made it into the game. For instance, enemies do not 'trip up' or help one another to safety if wounded. All of these elements simply failed to make it into final code. Also, civilians play no role whatsoever. There is also no true sense of comradeship with your men. I never once 'exchanged ammunition' for example. At its core, it's not much more than the previous
Brothers game. It just takes those original premises, such as the find, fix, flank, finish game mechanic, and gives them a serious overhaul.

What
Highway offers is a humble simulation of small scale skirmishes. No other game I have played comes close when it comes to just capturing that sense of real combat. Inclusions such as the action cam are simply brilliant. It slows down the action and zooms in on your well placed headshot or grenade hurl. Sometimes it can seem so real that you actually feel ill at ease with the results. The gore is grim and bloody.

Highway is a game I know I am going to play again and again. If it had co-op this would be an absolute high point in gaming. I'm not sure why it took so long to make, although I get the sense the PS3 may have been a seminal factor, but on the whole this is a brilliant game. When you're pinned down beside a log by enemy fire, hearing the whizzes of overpassing tracers and seeing the dirt hit your face, you will be about as close to war as you're ever going to get within the comfortable confines of your armchair.


Summary

+Fantastic visuals, sound, and atmosphere
+Genuinely realistic and tactical
+A WW2 game for the more mature gamer
+/-Which has no co-op mode
-What? No co op mode? Ya rly! No wai!
-Vomit inducing story



9.0 / 10
A seriously intense, realistic, and mature war game





by The Critical Alien
© 2008


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Friday, 2 May 2008

Review: Tom Clancy's Rainbow Six Three: Vegas 2



Format: Xbox 360

Category: FPS
Players: 1-16 (1-4 Co-Op)
Publisher: Ubisoft


Vegas, baby!


A while back, in my review of Ghost Recon 2, I made constant reference to the 2006 hit, Tom Clancy’s Rainbow Six Three: Vegas. The original Vegas was a decent, tactical, and reasonably realistic FPS. I
digged it for the well implemented cover system, cinematic combat, and impressive multiplayer. Also worthy of praise was the unique customisation options you had at your disposal. Not only could you select your primary and secondary weapons, you could fully customise your avatar’s appearance. For an FPS game, this level of customisation was simply unprecedented. It felt more like a Sims game and was awesome. Although this was really just a glossy feature the actual gameplay of the original was also solid. The story mode was good fun and reasonably interesting to follow. The classic Terrorist Hunt mode was great fun and also very challenging. And then there was the adversarial multiplayer; as good as anything that was on offer all those years ago. So, here we go again with Vegas 2.

Being a sequel, Vegas 2 promotes itself as a vast improvement over the original. It boasts smarter A.I, a much more
dramatic campaign mode, deeper customisation options, and vastly improved graphics. It was released as part of Ubisoft’s 10 years of Rainbow Six celebration. Everyone was eager to play and primed for the latest Clancy instalment. I’ll admit I was excited. Very few games have ever captured the level of tactical realism seen in Clancy titles. From the hype it sounded like Vegas 2 was going to be tight and firing on all cylinders. Well, turns out it isn't.

Like so many sequels nowadays, this game suffers from being arguably inferior to its original. Vegas 2 advances very little here. It transfers most of the features that were good about the original and places them neatly into its body
of code. The problem is it simply fails to implement anything particularly new. What is new is the ‘persistent elite creation’ system. This is essentially a very awkward way of describing what is in essence an old idea; transferring your single player character across to multiplayer. It’s certainly good to see and clearly better than having no persistent character system. However, it has allowed for a system that can be easily exploited. Players are able to max out their weapons-based skill sets very quickly offline. This simply then means you’ll have access to every weapon in the game. Separate to this is the actual ranking system, which is also persistent. The problem is even this mode is now exploited by players finding ways to reach Elite status very quickly via campaign mode bugs and A.I respawning glitches on a particular level.

I’m not going to dwell on the exploits because it’s not entirely fair to rate a game negatively based on such obscure bugs. Unfortunately, many
gamers have too much time on their hands and factors like this are often a problem with online worlds. The ranking system is basically a slightly improved version of the original version. It suffers from starting off fast and then turning into a painful slog through the vast number of Sergeant ranks. However, if it ain't broke don't fix it springs to mind. It was always a cool system and remains so here.

The game itself is basically just a very bog standard affair. It feels dated and in many ways inferior to Vegas. Firstly, the campaign mode is dull… oh so dull. In Vegas, one minute you were in Mexico battling through caves. Another minute you were fighting through neon lit streets surrounded by SUVs, and then all of a sudden you found yourself tackling a mighty dam facility. Vegas 2 offers a v
ariety of warehouses, dark alley ways, abandoned convention centres, and bizarre private estates to do battle in. Every half decent location is a homage and remake of a stage from a former Clancy game. Most of them come from the classic Raven Shield. Any segment that is new to Vegas 2 is boring, uninspired, and downright tedious to play through.

The weak level design could have been forgotten about if it were not for the major flaws of Vegas 2. The big screw up comes with the popular Terrorist Hunt mode. For a start the maps, being based o
n the story mode, are really bad. They are just boring and lifeless. Terrorist Hunt was always about knowing the map in other Rainbow Six games. Maps in the original Vegas such as the Campus stage were a prime example of tight design. In Vegas 2, the few maps that are any good are from former games (such as the downloadable Streets) and are, as a result, played to death by everyone.

The real problem with Terrorist Hunt mode thou
gh is not the lacklustre selection of maps. It’s the awful way the A.I terrorists now spawn in the most frustrating of ways. Now in the classic PC Clancy titles this never happened. The enemy were placed randomly and the skill was in sweeping room to room and hunting them down. In Vegas, this was the case with slight alterations. In Vegas 2, it goes Star Trek style. You’ll find yourself isolated and convinced a room is clear only to then receive an AK-47 round in the face once an enemy spawns directly behind you. You will also constantly get sniped by seemingly omnipresent SPAS 12 snipers. Shotgun buck will claim you nine times of out ten in Vegas 2.

This bug/console compromise/downgrade to any other Rainbow Six games' Terrorist Hunt mode is utterly unforgivable. As a Rainbow Six veteran, I was shocked and deeply frustrated by this ridiculous issue. It essentially ruins the most popular mode and, topped with the lack of good maps, means that many players have already switched back to the original.

I don’t really have much more to say about Vegas 2. Not only is it a prime example of a 1.5 title trying to pretend it’s
a fully fledged sequel, it's a disappointing one at that. Vegas 2 is a weak expansion pack of ideas. Graphically, it actually seems worse than the 2006 game of the same name. There is no evidence of it looking any better, that’s for sure. The sounds are identical to the original, as is the questionable adversarial mode. In truth, the bar has been considerably raised for online FPS games ever since the release of Call of Duty 4. However, this is no excuse for half-baked attempts.

Vegas 2 has no party system – meaning you can’t play with friends without the hassle and sheer stress of trying to either host a room and send invites or just hope you will all find a public server with enough free slots. If you do manage to clamber into a public room (hosted by a stranger) then be prepared to get booted for no reason, lagged out to the lobby, and forever waiting for a host to launch. Fortunately, we have generally moved on from the days of gaming when this was all too common. Unfortunately, Vegas 2 still insists on doing things the old way. The game needed a party mode alongside this host/join system. It's that simple.

My last comment is probably a criticism that about sums this game up. Unlike in Vegas, this game only supports two player co-op for the st
ory mode. This is because the developers seem to think people would prefer poor HUD-based cutscenes over having three other friends playing alongside them. Laughably, it was also hyped that the two A.I operatives will now stay with you even if another player joins. This system works badly as the A.I will ignore the second player and treat them like an underling; constantly barging by them and stealing cover.

Ubisoft seem to think people care about the story… they don’t. The story is just a framework for the action. It is nothing more. They have sacrificed four player co-op for cutscenes that are viewable for any potential second player and the inclusion of the A.I when this someone else
joins. They also claimed that the levels were simply not designed for four players. As far as I was concerned they were hardly designed for one player. This game needed four player co-op. End of discussion.

Vegas 2 isn’t worth the full retail price. If you can, pick it up when it’s cheaper or perhaps rent it. It really isn’t sequel material. It’s just Vegas with a few new features minus four player co-op and a workable Terrorist Hunt. The golden standard of Rogue Spear and Raven Shield has demonstrably vanished and this apple has fallen very far from the tree made by that great original development team, Red Storm Entertainment.



by The Critical Alien
© 2008

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