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By N2H

 

Metal Gear Solid (PC) with EPSXE 1.7

Jun 19, 2008 in Video Games

(If you're new here, you may want to subscribe to my RSS/Atom feed. Thanks for visiting! - Michael)

(EPSXE is a Playstation 1 emulator for the PC, 1.7 was released recently. Before this, it hadn’t had a new version in I think, over 5 years. You can find out more about it here: http://forums.ngemu.com/epsxe-discussion/)

In continuing my run of themes, or perhaps better stated as “enjoying old things again”, I’ve also been playing Metal Gear Solid, with the intention of finally playing 2 and 3 as well.

I bought the recently released MGS Collection (Play-Asia is freaking fantastic for buying legit games in VN, btw), mainly for MGS1 since I I’ve owned MGS2 for the XBox for nearly 5 years after a crazy sale at EBGames listed it at $19.99. Never played it once.

I have a modded PS2 which is why I bought the collection- I could get a copy of MGS 3 easily, but I didn’t think I could run a copied MGS1 on my PS2.

Turns out, I can’t run legit copies of PS1 games on my PS2 either. I actually own the PC version of MGS and have it with me in VN, but I wanted dual shock vibration. Turns out, the solution was to go with EPSXE and XBCD* drivers to go with an iso image of my MGS1 CDs. You can also play straight from the cd, but its significantly slower, with loads of loading delays.

(I even have Mike’s hint book guide to MGS2, also given to me probably 5 years ago, and again, never played it once.)

The overall gameplay experience was quite good.

20-30 fps, with some occasional dips into the 10’s, but not during gameplay. (I think PSX games were originally 30 FPS anyway, at least MGS was, so for the most part things run well, although I kind of felt that control was slightly sluggish)

Keep in mind I was pushing higher-end settings on my T61P laptop, not running it how it looked on the Playstation when it first came out. See the screenshot at the bottom of the post.

Analog control was good, and vibration accurate. The game’s sound, always one of the most memorable things about MGS, still holds up after all these years, though I think David Hayter’s acting is a little overrated. He’s good, but he’s not fantastic. I kind of feel the way about the rest of the cast too, but I think a lot of that is the script. When I was 18/19/20 it sounded great, now that I’m 27, it comes off a little cheesy.

*XBCD Drivers are 3rd party drivers for the XBox 360 controller. Much better than the Microsoft ones, they’ll let you get rumble in emulators like EPSXE. The link to where you can normally find them is gone, so I’ve uploaded them for download.

XBCD Installer 0.2.6.exe

(edit: June 23: wanted to add some things. 1.7 version of EPSXE has an issue when you get to disc 2- you won’t be able to load it. You’ll have to get an older version of EPSXE (1.5, 1.6), use your save, get past the bug point, and resave for the import back into 1.7. This is easy, just look in the right directory in your program directory. Also had trouble with the ISO image at the end of the game- the Playstation (not the pure emu software) reported it could not read the disc. When I used to original game disc however, things were ok)

Here are my settings with EPSXE:

2008-06-18_01-02-56-831

Here’s another good guide on EPSXE from Racketboy: http://www.racketboy.com/retro/sony/ps1/2007/08/enhance-ps1-graphics-with-the-best-epsxe-plugin-settings.html

Screenshots from the game (as always, may have spoilers, click on a shot to see the entire gallery):

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Half-Life (PC) [Review] + Opposing Force + Blue Shift

Jun 18, 2008 in Reviews, Video Games

Half Life Cover Art

I think every male is good at some kind of numbers.

  • “34D” (Women)
  • “220HP V6″ (Cars)
  • “1400×1050, 4X Antialiasing, 4X Anisotropic Filtering, 60 frames per second” (Computer Games)

I’m the last guy.

If I had to play Half-Life now like I played it 10 years ago, I’d probably decline. But with all those juicy image quality enhancements I can have now with the modern PC, it’s just sooooo clean, so crisp. (Look at the screenshots at the end of the post).

And all I had to do was wait 10 years!

I’ve been going on runs the last 6 months, doing things in sets, like watching the Indiana Jones trilogy in preparation for watching Crystal Skull, watching the original Star Wars movies in a row, playing FFVII and then watching FFVII Advent Children, and so on.

My current thing is Half-Life. I own the Orange Box with Half-Life 2 and all the other episodes, but wanted to revisit the original game before trying the sequel.

It’s been at least 5 or 6 years since I last played Half-Life, and I probably had gone through the expansions, Opposing Force and Blue Shift (originally developed for the never released Dreamcast version of Half-Life), before too, nonetheless I wanted to play all the Half-Life games sequentially in a short amount of time to basically live out one complete experience.

Half-Life is: (drumroll)

Stressful. Heart attack, cold sweat stressful.

Half-Life’s graphics, if you’re playing with antialiasing, are not so bad. Also, I played with the the hi-res texture pack that Valve developed for the Half-Life games in 2001, so I guess I’m really only playing a 7 year old game.

Today, however, you can still be impressed with how Half-Life looks depending on your computer video card settings:

  • High-resolution- while PS3 and XBox think 720p is so wonderful, PC gamers can go way higher. This means cleaner, crisper graphics reducing the jagged edge effect (jaggies)
  • Anti-aliasing- makes images even crisper, and kicks in when your monitor isn’t high-res enough (mine’s 1400 x1050 but even then, AA makes a big difference)
  • Anisotropic filtering-  look at old games and notice specifically the ground textures. Then run straight and watch how the ground textures pop in or the textures very far away look fuzzy compared to the ones up close. Anisotropic filtering will help so all your textures look more natural, more crisp.
  • 60 FPS- 60 FPS is way different from 30 FPS. In fact 60 frames per second (fps), especially in a first person shooter (also called fps) is more important than resolution. You just feel more in control, and you’ll feel like you’re a more skilled player as well.

As for the gameplay, what was revolutionary back then, it isn’t so special now and yet the feeling of stress and tension involved when you play is still there. After 10 years though, it’s still easy to see why Half-Life is so highly considered. It’s still very enjoyable, but in a lot of ways, it feels shallow.

The story for the games are all told to you in a way, you never hear yourself speak and you don’t interact with anyone. People talk at you, rather than to you, and so the character in the game really isn’t a reflection of you, nor is it a reflection of the person you’re supposed to be. Whether you play Half-Life, Opposition Force, or Blue Shift, when you finish, you wouldn’t be able to tell me anything about the characters you’re plying other than simple facts like “he’s a solider, “he went to MIT”, and so on.

In Half-Life, you’re Gordon Freeman, a scientist at the Black Mesa government research facility who unluckily gets caught up in a failed experiment that opens up a portal into another dimension (that means aliens coming to get you sucker!), you basically just need to survive. Who cares about saving the world when there are face huggers everywhere!

Monsters, get away from me!

Stop looking at you weirdo freaks!

The main part of the stress comes from the game’s speed. You run fast, you shoot fast. The problem is, the enemies are pretty fast themselves, especially when attacking. You may shoot quickly, but not powerfully- a shotgun to the head isn’t enough to kill most enemies, and sometimes two isn’t enough. You can bet however, during the time it takes you to fire two to three rounds, you’re being messed up in your own right. Add all that to excellent event scripting, and Half-Life keeps you feeling anxious at all times.

Opposing Force and Blue Shift, however, don’t quite stack up so well.

In Opposing Force, you’re Adrian Shepherd, one the soldiers who was sent in to cover-up the Black Mesa mess, including “handling” Freeman. The unique things about this campaign is that you can fight with legit help in your fellow squad mates.

Opposing Force got really good review scores 10 years ago, but I guess that’s a sign of how things have changed. What was once called outstanding AI, I call retarded jackass AI today.

From Gamepsot almost ten years ago:

Instead of limiting you to fighting alongside no more than two of Half-Life’s weakling scientists or security guards, you can now recruit a squad of up to eight marines. The marines have the same advanced artificial intelligence as when they were your enemies in Half-Life, so that some of the large-scale battles staged in Opposing Force are simply phenomenal. Even though the game doesn’t require you to do so, you’ll want to replay such combat sequences just to try out different strategies in an effort to reduce friendly casualties.However, although the game lets you lead so many companions, you’ll likely never have more than four at a time thanks to the AI’s finicky following behavior. Opposing Force’s only significant flaw is that it’s often difficult to keep your followers in line. In some instances they simply appear to become confused, and at other times there is an invisible line they will not cross. It’s usually unclear which of these two reasons keeps your squad from moving forward, so you’ll spend too much time trying in vain to keep it assembled. This is a shame, as the rest of the game is of such high quality.

I, however, felt better off playing alone- I definitely didn’t feel any kind of sense of “real” soldiers helping me. Overall, this expansion pack is just ok. It’s fun in the sense that it fleshes out more of the Half-Life universe. Other than some nice new weapons however, it feels like Opposing Force and Blue Shift are just bonus levels for Half-Life, and by that I mean it doesn’t feel like you’re really doing anything different or taking the role of different characters- it’s more like playing as Gordon Freeman with a new skin.

Blue Shift is….well, bleh?

It’s definitely the worst part of the 3 games. In Opposing Force, you’re a soldier who is trying to take down Gordon Freeman and all the other Black Mesa staff after the experiment, but in Blue Shift, you’re a security guard (Barney Calhoun) at Black Mesa during those events.

Sound exciting?

I thought not.

And it’s not.

In the training mission for Blue Shift, you see one of your security guard buddies eating a donut at a shooting range. Sure, it’s supposed to be funny, but that’s what I think of when I think of how to describe the Blue Shift levels.

Feels lazy.

In the end, the expansion packs are worth going through if you finish Half-Life and still want more. For those people, they will satisfy that need, but if you take them as stand-alone experiences, on their own they’re not worth going through.

Screenshots (avoid clicking to see the galleries if you want to avoid screenshot spoilers) from Half-Life, Blue Shift and Opposing Force. Check out the high-res goodness!

Half-Life:

 

 

Opposing Force:

 

Blue Shift:

 

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Final Fantasy VII/7 (PC) [Review]

Apr 30, 2008 in Reviews, Video Games

FFVII Box Art No wonder people love this game.

It’s been at least 6 or 7 years since I played FFVII for the first time, originally playing the PC version, which at the time didn’t really seem to compare to the original Playstation one. The PS version’s low-res backgrounds and videos looked great on a TV (at least a TV from that era) but terrible on a higher res computer monitor. Nonetheless, I remembered FF7 as being a wonderful game and its value on EBay today confirms how many people still cherish it as one of the Square RPG’s to have, along with Chrono Trigger and Secret of Mana for the SNES.

You’re Cloud (or rename him to be any name you want), a young loner punk with a big, uh, sword. You’re young, strong, badass, and you do your own thing. As the game starts, Cloud’s teaming up with a rebel group called Avalanche who are trying to overthrow an empire-like Shinra. Cloud’s in it for the money, which causes some friction with the group’s leader Barret, whom I would describe as Mr. T with a minigun for a hand. As things progress, you decide that maybe you should stick around, maybe you’re not such a punk after all. Maybe they are things you care about in life.

Like Tifa, the hot girl you grew up with. Or Aeris, the hot girl with mysterious powers who is wanted by Shinra for more than her looks…..Both of whom have an interest in you.

Hot girls, a call for adventure, and only you can save the world?

An innocence any not-so-cool-in-life 17 year old (or for me, 27 years old) would enjoy!

Oh yeah, did I mention you may have occasion to ride a bad ass motorcycle and cute little yellow horses/camels/things called Chocobos?

Sign me up!

If you’ve played any of the SNES FF games or the recent GBA remakes, think of FF7 as FF3/6 in 3D. I basically mean, the town structure, the battle system, you have seen it before. The way you interact with non-player characters (NPC), etc., there isn’t any real change in gameplay. Instead of 2D sprites, imagine a world with painted CG backgrounds and polygonal characters.

10 years ago, the big deal with FF VII were the graphics and story. The story, while great, had been done before, but not the graphics: Full motion video, polygon characters, crazy special effects! Summons were half ridiculous, half awesome. Obviously today the graphics are no big deal, but the art direction still shows. The designs still look amazing, if not super clean, and it’s still a world I’d love to be part of today.

Final Fantasy VII feels like a true adventure. You go places, meet people, have sad moments, have happy ones, I think it’s more of you feel like you’re doing something, you’re part of a world, but you in itself are not the world. You have to save the world, but you can enjoy the ride, life isn’t so depressing. It reminds me of the original Star Wars trilogy, where there was a seriously depressing obstacle in the way, the Empire, yet the stories and characters have time for fun and comedy in between moments of near-death.

Yet, what’s most apparently wrong about FF, not just with this FF game but so many in the series as well as other similar-styled RPGs is the need for constant battle.

In many Japanese-style turn-based RPG’s, battles does not mean action.

I personally don’t think battles are fun. Leveling up, getting stronger, sure that’s important and rewarding. Who doesn’t want to progress, gain more skills? But random battles? I’m just running along trying to get to the next town, and then I have to get hit randomly 20 times on my way there, forced to fight? And when I do fight, I don’t consider the act all that appealing. Sure, maybe for a boss fight, that can be stressful, exciting, tension-filled, but fighting a bat 30 times in a hour? All I do is keep pressing attack when the turns turn up because I don’t want to waste my magic points in case I need them later.

This isn’t fun. And random battles is a big reason why I haven’t haven’t played many RPG’s. Square Soft games are notorious for them, and while leveling can be a fun time, knowing there’s 30 hours worth of leveling to be had doesn’t really fit my schedule any more now that I’m older.

I know the newest Final Fantasy game, FFXII, makes battle more enjoyable, but I don’t see any reason why battle is so important. To me, it’s more about the adventure, the story, the characters you meet. There can be fights, but my guess is that you can easily remove at least 70% of the fights, and you’d enjoy the game much more and not feel so enslaved to monotonous level grind.

So back to FFVII again. It is a good game. I don’t think it’s a game for beginning game players, just because it’s a bit annoying in terms of the level grind. I guess at this stage in my life, which is mainly consumed by work, I’m more into immediate benefit, linear gameplay. Whatever I’m doing, I want instant feedback that, hey this is fun, I want to keep doing it. Battles take away that constant feedback/fun for me. I

If you have a gamepad, I definitely recommend using it. I used my XBox 360 controller, but when you’re playing the game you definitely think of it as a console experience, as not much was done to take advantage of the PC in terms of game interface.

For the PC version, fans have worked on various projects to update the graphics (1280 x 1024 res, new character models) and fix other issues that have not aged so well over time (various bugs).

For information on the upgrades, try:

(Edit: 06/01/2008) Added Screenshots of the game with the enhancement patches:

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Bioshock (PC) [Review]

Apr 29, 2008 in Reviews, Video Games

cover_bioshock

I miss you Bioshock.

Why did I leave you?

Don’t leave me.

My relationship with Bioshock started slowly. I booted it up on my new Lenovo laptop in January. I’d heard about stories of a Big Daddy. Amazingness. When I took a peek, I was in a plane crash, crashing into the ocean, memories of parents telling me I was supposed to be something.

Ahead of me in the middle of the ocean was some kind of light tower. I went inside, going deep underwater to a Atlantean-styled city called Rapture. And then I stopped.

2 months later in March I came back to it, ready for the fight.

2 days later, including a Sunday playing from 10 AM to 3AM Monday, it was over.

I went out for a cigarette and deleted the game. I wanted to move on, I thought it was just a night of passion.

But in the time since, I’ve been thinking about you Bioshock. I should have never left you.

—-

On my laptop, Bioshock didn’t run too smoothly (30 fps), but even at 800×600, Bioshock has an undeniable aesthetic that makes you think how come life in the 1920’s didn’t go on forever. Even though the game takes place in the 1960’s, It has that classic sense of design and style that you see in those old talkies and movies like Timecop (weird comparison, I know).

I like westerns, and they look interesting in their own way, but I never think, “I wish I had lived back then”. Yet with that old-school Bioshock/1920’s aesthetic, somehow that world must have been much better than today. Rapture is an underwater city, one Andrew Ryan founded to gain freedom from the restrictions of a “civilized” society. With unlimited freedoms, however, there is risk, and when you arrive to Rapture, you find a city torn up because of a lack of ethical restraint. Genetic modifications.

A world of unlimited power (think of Neo in The Matrix), unlimited possibilities, but also a world of scary values. Change yourself until you’re not human anymore, change others so they’re not human anymore.

Nonetheless, I still wanted to live there.

As you explore the undersea world, it’s amazing to look out beyond the glass and see a real ocean city. Think of how Blade Runner’s skyline looked the first time you saw the movie, that’s how I felt looking out deep into the ocean.

As I mentioned before, when you start the game, you find yourself in the middle of the ocean after a plane crash, and slowly discover Rapture, an underwater city. You’re looking at things from a first person view, and because of the way the world is, genetic modification is not only an option but necessary. You can choose who you are however, hacker, mental assailant, fighter. This reminds me of Deus Ex, in the sense of the openness of gameplay, but it’s truly nowhere near that level of openness. You may have similar skills as JC Denton in Deus Ex, but ultimately, you will have to fight your way through Rapture more often than not. This is a shooter.

You slowly discover who you are, and why you’re in Rapture, and what’s been going on. You’ll have a friend or two guide you, and while it seems that most people have been turned into genetic monsters, you’ll slowly flesh out the details of not only the world you are in, but its major players, even though you’ll rarely encounter any of those other major characters.

What makes Bioshock really work though, is that all of the game’s components, graphics, sound, gameplay, are made to work with the story. What I mean is that when you play it, you know whatever you are doing, what you see, hear, or experience, that’s because of the story. It has to be that way because of the world you live in when you play. No one did anything because that would be cool, they did it because that is the world. It’s a truly immersive experience.

As Mike put it, he felt like he was reading a book. I agree in a sense, but I thought that was a good thing. The level and depth of detail of a book, but you’re not reading. It’s visual, much more so than any movie can be with its limited length. There’s a magic to it that can’t be explained easily.

The story itself, from a plot overview, is not that special. Not dumb, but not startlingly impressive. How you become a character in that story, however, is how Bioshock sets itself apart from almost everything else you’ve ever played.

When I finished Bioshock, I thought that would be it. A ton of fun while it lasted, but no real care for replay. Yet, in the 5 weeks since I’ve beaten it, I find myself thinking I want to return to Rapture, not that there’s something I missed, but I just want to be there again. Just to be in that wonderful, sickly world again.

If games can be art, Bioshock is it.

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Virtua Tennis 3 (PC) [Review]

Mar 09, 2008 in Reviews, Video Games

Back in the 90’s, EA Sports games would boot up with, “If it’s in the game, it’s in the game“, referring to anything that was in real life sports would show up in the video game version.

I don’t think they use that anymore, but it’s a good way to look at Virtua Tennis.

As in, does Rafael Nadal run over all over the place? Check.

Is Roger Federer insanely good? When I was played Federer to gain the #1 ranking in career mode the first time, he whooped me 6-0, 6-0, 6-0, 6-0, 6-0, 6-0. Insane shots that made me think, F*ck you Roger Federer, you stupid insane cheating bastard!

So, it really was in the game. Except for Martina Hingis and her cocaine habit (but I believe you Martina!).

I was a huge fan of Virtua Tennis for the Dreamcast. Then I played it some more on the PC. When Virtua Tennis 2, came out, I didn’t play it that much, preferring the original. I was going to bring back my Dreamcast to Vietnam with me, only to leave it behind because I was over the weight limit for the flight. But when I noticed there was VT3 for the PC…..gold!

I’ve played Top Spin for the XBox, and although I liked it, I was never that big a fan of it. Maybe the controls were too difficult for my weak-sauce hands, but I never really got used to the risk shots, and I liked the hold-button-for-better-shot style in VT. Top Spin uses the XBox’s left and right triggers so you can govern the risk and skill in your shots.VT is geared towards getting in position, and holding a shot button down to govern how effective your shot is. VT is much easier in terms of unforced errors; it’s very difficult to hit errors, but this makes it easier for you to focus on just playing and locating your shots.

I once heard that Virtua Tennis described as Ping Pong with better graphics. The original Virtua Tennis stood out because of great graphics, (the Dreamcast was the first generation of video gaming in which someone glancing at the system might think they were watching a real game), easy to pick up gameplay (again, Pong), and addictive career mode.

I’ve read reviewers say that VT3 is no different from VT 1 and 2. That’s true to an extent. The gameplay isn’t the exact same; the tactics and balance are different, but if you have the feel from VT1, VT3 replicates most of its great feel.

In terms of game modes, there are a few options. Multiplayer, Career Mode and Tournament Mode, and Exhibition Mode (quick-play) are menu options, everything you might expect normally. Career Mode is RPG Tennis Player, and could take a good 15-20 hours of your time. It’s damn fun and addicting. The Minigames that have been a core part of the VT experience are also in the game, and really are probably the most enjoyable part of the game, helping you learn how to play better as well as boosting your attributes when you succeed. Tournament Mode is straight tennis, but you can import your created player from Career Mode.

I really liked VT3’s graphics, playing in 1400 x 1050 resolution. The animation and courts are outstanding, and it runs fluidly (at least it did on my computer). I played with a XBox 360 controller that performed well and I think having analog control does make a difference, especially in serving.

Overall, VT3 is a really great game to always have around. You can definitely go too crazy with it in insane mini-game binges and tire of it, but you’ll always want to return to it later.

Here’s footage from the final match in the game (don’t worry, not really a spoiler), and yes, the image above is my created player, victorious. Also, gameplay is much faster than shown in the video. Video capture slowed the game a little because it’s CPU intensive.

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YES! New Laptop!

Oct 31, 2007 in Tech

Lenovo T61P! (Now I just need to get back to the US to pick it up. Can’t wait! Been using a HP Pavilion ZT3000 for four years, even though I still love it- the 1680×1050 Widescreen on it is fabulous.) I got the fingerprint reader, Turbo Memory (I hope Vista XP1 comes out sooner rather than later, I hear TM isn’t that great right now in its current state), and Vista Home Premium. Click on the picture to see the full order specs:

Lenovo Order

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Halo (PC)

Jul 02, 2007 in Articles, Reviews, Video Games

While I was busy saving the universe at 15 frames per second, I wondered why anyone would even care to attempt to do so, especially on a world as ugly as the one I was on. But when I found myself sitting back and watching the credits roll for Gearbox’s PC port of Halo, I realized that, despite whatever sluggish graphical performance the port suffers on its introduction to PC gamers, Halo for the PC still retains its original magic that made the Xbox version quite possibly the best first person shooter of all time.

In Halo, you are Master Chief, the last surviving member of a group of super soldiers the human race developed to help fight off the Covenant, an alien species attempting to destroy humanity. You are resting in a hibernation-like state on the starship Pillar of Autumn when the Covenant catch up to your ship and prepare to board it. Captain Keyes, the captain of the Autumn, has you woken up so that you can help the ship fight off the Covenant boarding parties and prevent them from grabbing Cortana, the ship’s AI. And so as you wake up, your adventure in Halo begins.

Halo is a direct port of its Xbox counterpart. While multiplayer now supports online play, and the control system is now mouse-driven (though the game supports game pads and joysticks as well), the game is essentially the same. This, as with most ports, is both good and bad.

Halo run at its highest detail settings looks the same as the Xbox version other than for the fact that PC Halo at high resolution looks extremely crisp. You won’t find, however, anything like improved textures or better special effects. Fortunately, that doesn’t mean Halo looks like trash. But while Halo was the best looking FPS ever upon its release for the Xbox, it now ranks only slightly above average for a PC FPS.

The real issue with I had with Halo is on a performance level. I don’t have a strong gaming PC, but I can run most games moderately well. For me, Halo, despite it being released close to a year ago, runs on par with games that were just released (Doom 3). I ran the game at the worst possible detail settings at 1024×768 (with low sound quality as well), and I averaged 15 fps (for comparison, gamers consider 30 FPS playable with 60 FPS being optimal) throughout the game. While I found that I could play through the game at that rate even though I was playing at a harder difficulty level, this may have been because I know the levels of the game well. The loss in visual quality for me was quite significant as well. The game at its lowest settings often looked like an early Quake 3-engine game, which is to say that it can look like a 4-5 year old game at times.

The visual quality settings actually have a significant impact on gameplay. On high settings, in a situation where you have a Covenant who is partially invisible and difficult to fight, on low settings, that same Covenant becomes gray and easily dispatched of. Lighting and special effects are affected so drastically that explosions don’t really explode (you cannot see explosions or fire) and the flashlight, which is supposed to be absolutely necessary in some levels, becomes an afterthought. Halo actually becomes easier on its low detail settings. Some might say these types of issues occur with all PC games; if you don’t have the power to run a game, you’ll have to sacrifice certain things in order to play it. I would argue, however, that because Halo runs much more sluggishly than it should in terms of its ratio of performance to visual quality, this is an important issue that needs to be voiced. If you have a slower PC, the performance is definitely something you should consider because it may really damper your enjoyment of the game.

Unlike Halo’s graphics, its music, sound effects, and voice acting don’t suffer in the transition to the PC. While Halo supports surround sound, I ran the game in stereo and found the sound positioning to be very strong. I actually heard a lot of sounds I had never noticed in the Xbox version as well. Sound effects and voices are crisp, in sync, and distinct.

Having mouse control, as you might expect, is a huge advantage over the analog sticks of a gamepad. In the Xbox version, the aiming reticle was slightly magnetized; as you got closer to placing your reticle over the enemy, your aiming sensitivity would get slower. Therefore, it was easier to “lock on” to an enemy once you got your aim onto him. For mouse control, Gearbox just removed this aiming help. I did notice that when you’re manning a turret, you’ll still get a little bit of help, however, and so I’m not sure how much exists (if any) in other situations. Mouse aiming controls well as you might expect for any PC FPS. An odd thing is that the maximum mouse sensitivity that you can set through the game menu will likely be too low for the experienced PC gamer. This, however, can be tweaked externally through information you can find on the Internet. If you’re migrating from the Xbox version, you’ll find that sniping and grenade throwing is significantly easier with a mouse despite how well the Xbox version controlled.

Halo separates itself from other games due to the level it immerses the player in. From the start when you wake up on the Autumn, the game setting almost seems realistic, or at least plausible. You can only carry two weapons, just like a normal person might. You’re a super soldier, part man, part machine, so it’s no wonder you’re stronger than everyone else. You have a rechargeable shield which allows you to survive encounters that would normally wipe out an entire human squad. The characters around you act real and treat you like you would expect for a person of your stature. If humans are fighting around you, you’ll notice that their mood picks up when you arrive. They recognize who you are and what you’re capable of. They’ll chatter during fights and you’ll know it when they’re scared or confident about the current situation. They’re human.

Enemies are no different. There is a hierarchy system where if you show the lower grunts that you can defeat their higher ranked warriors, they’ll become scared of you and try to run. If you throw a grenade at them, they’ll panic in an attempt to escape from it. You’ll always feel that you’re powerful, but that doesn’t mean you can just walk in and kill everyone Rambo-style. The enemy fights you together as a coordinated team, not just a bunch of AI bots trying to kill you on their own. It’s hard to understand what this means until you play Halo. In other games, it seems that characters fight you the same no matter what happens around them. In Halo, however, the environment and situation always dictate how the other soldiers and enemies fight.

The sci-fi storyline is great, and the dialogue is consistently good as well. The voice acting is never cheesy, and the music always creates a great sense of atmosphere. The soundtrack picks its spots; it’s not just always looping in the background. Instead, it always seems that, at the game’s most exciting moments, that’s when the soundtrack is primed and getting you ready for what’s coming.

The magic of Halo is that it never lets you break from its grip. There’s nothing that reminds you that you’re just playing a game. From beginning moment to end, you are Master Chief, the super soldier. You’re fighting an alien species for the survival of all mankind. It’s all perfectly normal, perfectly natural. When you die, you won’t think “Hey! That’s CHEAP!” Instead, and even at the hardest difficulties, you’ll always know you can beat a particular section- you just need to limit your mistakes. And as a super soldier, that’s all you’ll ever want because, after all, you can only control what you do.

What makes Halo such a great game is that it is the closest thing to a cinematic experience in gaming. Usually, a “cinematic experience” means heavy use of beautiful pre-rendered cut scenes and high production values, such as what you’ll see in the Final Fantasy and Lord of the Rings games. In Halo, however, you’re not playing the movie or reliving the movie, you are the movie. If you’ve ever watched movies like Predator, or Aliens, or even Starship Troopers, the pure adrenaline rush you feel in the best moments of those movies is what the entire Halo game creates. In Halo, there are no puzzles or slow moments- Halo is pure action (without boring repetition) mixed in with a fantastic storyline, strong AI, excellent voice acting, and an epic score. Like Half-Life and Goldeneye (N64), Halo will always be considered one of the true classics of the genre.

Test System: Windows XP SP1, Intel M 1.5MHZ (approximately equivalent to a P4 2.0-2.2), 512MB, Radeon 9200 (64MB).

Note: Multiplayer was not tested

(originally published in GamersInfo.net)

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Bone (PC)

Jul 02, 2007 in Articles, Reviews, Video Games

Jeff Smith’s Bone comic book epic is a fantasy story for all ages starring the Bone cousins, Phone, Fone, and Smiley, who find themselves lost after being run of out of their native Boneville. Although the Bones themselves look sort of like Snoopy from Peanuts, the stories also involve humans, insects, dragons, and “stupid, stupid, rat creatures”, all of whom can talk to each other. The comic is a great read, how I would describe the comic if recommending it to others is that Bone is “cute, funny, and charming”.

Bone: Out from Boneville (Bone) is an adventure game that retells the events of the first compilation of the comic book series, also titled Out from Boneville.

Bone uses the normal point and click scheme found in most traditional adventure games. Control, as you would expect then, is easy to learn, though I did notice that to get a sensor that something can be interacted with, your character actually has to be close to it. Therefore, when you first enter a screen, you can’t simply move your cursor around to assess what’s available. This made me wonder if I was missing stuff because I didn’t want to move my character to every single part of the screen and scan.

I’m fairly sure I didn’t miss anything, however, which leads to another problem: there is very little actual gameplay. The game is very short- Bone should take most gamers two to three hours to complete. There aren’t too many items to interact with, and while there are some puzzles and mini games (with chase action scenes standing out in particular), most of the game is spent listening to dialogue. The game does cover material from the first book accurately, however, including quoting many of its lines, but it still leaves significant chunks of the story out, and in the end, it doesn’t feel like you’ve done or seen a lot by the time you beat the game.

My feeling is that this will be okay for Bone fans, since they’ll already know and understand the background behind the series, but for new fans, the game may be disappointing. While the $20 price point would usually be great for a game, in this case, it probably isn’t a good value for gamers who aren’t already familiar with the comic.

Graphically, Bone reflects the comic well. While Bone is by no means a technical achievement, this is probably for the better, as Bone will run well on most casual gamers’ computers, and that’s the kind of audience the game fits best.

Bone features solid voice acting and a good soundtrack as well. If you’re familiar with the comic, whether the voice actors chosen will fit your own interpretation of them is, of course, unknown, but for me, I warmed to the selections gradually, and when I read the comics again, I’m sure the game’s voices will be imprinted in my mind as the true voices of the characters.

A lot of the comic’s charm holds up well in this conversion to video game, but there simply isn’t enough gameplay or story depth to satisfy most gamers for $20. Hardcore Bone fans probably won’t care, however, and won’t be disappointed. For everyone else, I recommend waiting until the second chapter comes out, and paying closer to the full price of a normal game for perhaps, what will be overall, a more fulfilling experience.

(originally published in GamersInfo.net)

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Evil Genius (PC Preview)

Jul 02, 2007 in Articles, Reviews, Video Games

Where a game demo can fail relative to a movie preview is that some demos will tell you what you’re missing in the demo version in a way that obstructs with the enjoyment of the demo. Instead of including a few fully featured levels throughout the game for the player to try out, the demo will instead include a few levels but lock out key features of the game that would normally be part of that level. It is one thing to allow a player to play certain levels, with the levels themselves not having access to all the features of the game. After all, this is natural- progression in a game is usually accompanied by the unveiling of more features to keep the game interesting. It is another thing, however, to let the player have access to a level, and then tell him that he can’t do something simply because they are playing a demo. Where a movie preview will attempt to show a glimpse into all the best scenes of the movie, this type of game demo lets you look at its basics and then hints at its better features- leaving you wishing that you could try some of them out to see why a game might be special. Instead of being excited about a game from his own experience of it, the player has to still rely on press previews and the game’s official website to see if a game might be good or bad– which goes against the entire reason for releasing a demo in the first place. Unfortunately, the demo for Evil Genius suffers from the flaw I have just discussed, and consequently, along with a muddled interface, Evil Genius doesn’t really distinguish itself as a must-play title despite its intriguing premise.

In Evil Genius, you’re Maximillian, an evil genius (of course), and you’re looking to build a secret lair and develop your own underground evil society to, one would assume, take over the world. If you’ve watched any of the Austin Powers movies, the atmosphere of Evil Genius will be immediately familiar to you. The game has that same 60’s look and (in this game, attempt at) humor of the movies, and that is to say, while you may be evil, that doesn’t mean you’re seriously evil (bad pun). The game itself is at its core a real-time strategy game. While you’re building your organization, you’ll constantly have objectives which you need to fill. These may vary from capturing a secret agent and interrogating him, to simply building your lair to a specific level. You’ll need to recruit workers (referred to in the game as minions) and train them to fulfill various roles in your organization. You’ll also get your own evil henchmen who are basically stronger, more loyal versions of your workers. The basic worker is the construction worker- these are automatically recruited for you and you can set the pace at which they’re recruited. To train soldiers to protect your base, or to train any other type of employees, you’ll have to build a training room. You can build other types of rooms in the game as well- among the rooms are Barracks (sleeping quarters for your minions), Corridors (hallways), and Freezer (holds dead bodies). Each room has its own set of items you can populate the room with- for example, in the Barracks you can furnish the room with bunk beds and closets.

I liked that you can customize where and how big each room is, and what items and how many of them you place in that room. In a way, it’s like building your own crib. Each item does have its own significance, however, so it seems like you actually need to get at least 1 of everything you’re given the option of buying. At least in the demo, there is nothing you can purchase just for pure decoration purposes. The problem is that, while you can read about what each thing does, it’s not always clear how many you need to put in a room or how big a room should be. In the demo, you’re given a large amount of money (perhaps to freely build in the demo), something that has to be earned in the actual game, and a drawback of this is that it doesn’t give you a sense of how you’re supposed to balance your money, workers, and items.

Questions about balance seem to raise a bigger one about the game’s interface. While the tutorial does a decent job of getting you started, I frequently found myself frustrated with figuring out how to do something. I ended up reading the entire help section, which gives good background information on the various aspects of the game. My frustration with the interface is that when I had an idea of what I wanted to do something, I could never do it intuitively. Often, if something significant happened (like an invasion into the base), I found myself helpless and not sure what to do. For example, the first time I went through the demo, I had objects constantly explode on me. Sometimes, it would be an enemy agent who had snuck in and committed sabotage, but other times, it seemed like things were blowing up on their own. I was never able to figure out what exactly had happened and how I could prevent it. Another thing that happened would be that I would click on an item to place it somewhere in a room, but when I changed my mind, I couldn’t figure out how to cancel my action. I would have to exit the item menu completely and then return.

Graphically, the game is simplistic but colorful. One thing I noticed immediately is that the game will run well even on older, lower performing machines. There is nothing that would qualify as eye candy, but the visuals represent the Austin Powers-ish atmosphere well. Maximillian himself looks like a fatter version of Dr. Evil. Voice acting, which was generally limited to your female “#2” (right hand man, second in command) in the demo, was well done. Like the graphics, in the sound, there’s nothing fancy, but it all integrates smoothly into the gameplay.

Combat is fairly simple. It’s run on the tag system like everything else in the game. With the tag system, everything that you command to be done is given a tag (think of it as a queue command system). As time passes, each tag will eventually be taken care of. If you click on a certain person, you can select whether to kill a person, ignore them, harm them mentally, or capture them. A visible tag is placed on the person and your minions will go out and attempt to execute your tag. As far as I could tell, there’s no way to group a bunch of enemies (to select them all to be attacked instead of individually placing tags on each person) or even your minions so you can move them in unison or plan some sort of attack strategy. This may be due to the fact that your minions are normally not supposed to be directly controlled by you- you only help guide their actions. In general, though, while I feel there is a high level of detail (many aspects have to be considered with each decision) with every single object in the game, I think navigating through it all and being able to understand how everything relates to each other is more annoying than enjoyable, and will likely cause most players to rely on trial and error and replay before they can get a firm grasp on the game’s play system and interface.

Going back to my original gripe about hiding features in a demo, Evil Genius hides certain types of buildings and items that it seems you would have access to if this were the regular version of the game. For one thing, the demo doesn’t let you know what these things are, so you have no idea what you’re missing out on. The interface simply grays them out and says “Demo” over them. To find out what I could be missing, I’d have to go read more about the game. Therefore, what I found with the demo is that I never really got hooked into it especially because of my difficulties with the interface, and I’m not particular enthused about playing the retail version of the game. Sure, it seems like there could be a lot of great things in the game, but I never got to really have fun with the demo, and the demo is really is supposed to be quick, but a highly enjoyable preview into the game isn’t it? There is nothing I can point to and say, “Wow, that was really cool!” The game seems like it has potential- if done right, the game could be like No One Lives Forever in terms of atmosphere and story, with nice lair building and evil organization building aspects. Austin Powers’ obvious influence on Evil Genius’ suggests that game could be funny as well. The demo, however, doesn’t showcase what the game intends to be.

(originally published in GamersInfo.net)

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Bone - The Great Cow Race (PC)

Jul 02, 2007 in Articles, Reviews, Video Games

When I looked at Bone: Out from Boneville (OB) last fall, I wrapped up the review with the following:

“A lot of the comic’s charm holds up well in this conversion to video game, but there simply isn’t enough gameplay or story depth to satisfy most gamers for $20. Hardcore Bone fans probably won’t care, however, and won’t be disappointed. For everyone else, I recommend waiting until the second chapter comes out, and paying closer to the full price of a normal game for perhaps, what will be overall, a more fulfilling experience.”

For those familiar with the first game or my first review, I will go into background of the game last, using the same text from the first review, simply because the game is considered a continuation of the first game, rather than a sequel.

As the second Bone chapter starts, the story is set around the Great Cow Race (GCR), a race the local town celebrates each year. Grandma Bone is, as usual, the heavy favorite, running against the best of the town’s cows. Phone Bone sees an opportunity to make money, but he and Smiley quickly find themselves in trouble, forced to pay off a debt they have incurred to Lucious Down, the owner of the Barrel Haven. Grandma has just arrived in town with Fone Bone and her granddaughter Thorn after they were attacked in their home one night by Rat Creatures.

The biggest flaws I found with the first chapter were its length and the level of interactivity users had with the game. These have been improved upon dramatically for GCR, and the result is something that feels more like a true adventure game. The town’s carnival area that you explore with Fone feels really fleshed out and there are at least twice as many characters to talk to than in the first game. The number and variety of puzzles has been improved upon as well; I was especially ticked to find a puzzle where you help one of the Bones write a love poem (Awwww!). The difficulty of the puzzles has been ramped up, and I found the game passing the test that many of my favorite adventures games of the past exhibited: I am not a good game player, and I often use tips or walkthroughs to help me to get to the next step when I’ve given up, thinking I can’t see any other way to approach the problem. Any time I was playing a good adventure game, I would read the tip and exclaim, “Oh! Why am I so stupid? I should have had that.” With a bad game, I would instead think, “How was I supposed to pick up on that? Ridiculous!” When I used the GCR’s in-game help system, I would find myself thinking the former, thus finding that the difficulty and logic balance for the game’s puzzles fair.

On a technical level, the second chapter shares most of the traits established by the first. The visuals are still strong without being technically demanding; the game ran well on my two year old laptop. Aurally, I have no complaints either. I was completely comfortable with the voice acting by the end of the second game, and it is impressive that Telltale has gotten this aspect of the game down so well considering Bone is a low budget indie title.

After playing the first Bone game, I read other players’ impressions, and their thoughts paralleled my own: OB had all the basic components of a winner, but players wanted more of everything for a deeper gameplay experience. With GCR, Telltale has found that formula, which I hope becomes a consistent model for the rest of the Bone games as well as their upcoming Sam & Max games.

For those unfamiliar with the comic or the first chapter, I still recommend getting both chapters in one package. Telltale has lowered the price of a chapter to 12.99, offering both chapters together for 24.99, in effect adding more quality while lowering the price for their product.

Test System: Windows XP SP1, Intel M 1.5MHZ (approximately equivalent to a P4 2.0-2.2), 768MB, Radeon 9200 (64MB).

Background

Jeff Smith’s Bone comic book epic is a fantasy story for all ages starring the Bone cousins, Phone, Fone, and Smiley, who find themselves lost after being run of out of their native Boneville. Although the Bones themselves look sort of like Snoopy from Peanuts, the stories also involve humans, insects, dragons, and “stupid, stupid, rat creatures”, all of whom can talk to each other. The comic is a great read, how I would describe the comic if recommending it to others is that Bone is “cute, funny, and charming”.

Bone: Out from Boneville (Bone) is an adventure game that retells the events of the first compilation of the comic book series, also titled Out from Boneville.

Bone uses the normal point and click scheme found in most traditional adventure games.

(originally published in GamersInfo.net)

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