September 2004

Fable

September 22, 2004

[floatleft]http://www.snackbar-games.com/images/reviews/fable/cover.jpg[/floatleft]I am pretty sure that unless you have been living under a rock for say the last 4 years then you have probably heard of Fable or Project Ego as it was once called. In case you haven’t let me give you a tiny bit of background on the game. Fable was to be an incredibly open ended RPG from Peter Molyneux, the man behind Black and White. He was a man with an idea and he set out to redefine the genre of RPGs. Several years and thousands of man hours later we have the finished product. The game we have is vastly different from the game Molyneux set out to create, but time and money played some large roles in stripping out many of the features that seemed so promising. I would be lying if I said I wasn’t disappointed that we didn’t get the game that was originally intended, but Fable definitely lived up to my expectations and I can only hope we get a sequel with some of the features that were slated for the game in the beginning.

As with any game that promises features or concepts that are new and groundbreaking a certain level of hype begins to build. Over the course of 4+ years that hype has ballooned to massive proportions. I had a few news posts that described the impending fear I had that no matter how good Fable actually was that it would fall flat on its face because of this level of hype. I also went on to tell you that it didn’t happen and one of the main reasons is that Fable is so incredibly polished. From graphics to gameplay to the storytelling, it is all there and in fantastic form.

[floatright]http://www.snackbar-games.com/images/reviews/fable/10_thumb.jpg[/floatright]To accurately describe Fable I would have to say that it is a cross between games of many genres. It extracts elements from each of these games and uses them in a brilliant way. The character interaction and relationships could easily be compared to The Sims which may deter a few people, but it isn’t quite as involved as the Sims. The combat is definitely of a hack and slash/action rpg style which could resemble something like Kingdom Hearts and maybe even Dynasty Warriors. The way that these elements were carefully mended together to create Fable is quite impressive and gives the appearance of a free roaming world without there actually being one.

As much as I love Fable and could easily say it is one of the better games I have ever played there have been a ton of complaints about the limited exploring in the game. The initial concept was said to have completely expansive worlds much like Morrowind does, yet the game we are all playing has very restricted paths where you can explore and visit. While I can see it to be a problem if you were expecting something vastly different, but it honestly didn’t bother me at all during my time with the game and I would be willing to bet that it didn’t bother most people.

I mentioned how well done the graphics in Fable were and they really were stunning. Not in a super realistic “I feel like I am in the game kind of way”, but more of a perfectly created animated world. The lighting and shadows of the game really brought the environments to life. At one point after playing for about 5 hours I was walking up a hill and the far background environments seemed to disappear and turn dark grey. As I continued up the hill, all the details suddenly disappeared and I was walking on a bright green slope. A few seconds later they came back. I haven’t the foggiest clue what the problem was, but in my 13 hours of gameplay with my first Hero that was the only graphical glitch I found.

[floatleft]http://www.snackbar-games.com/images/reviews/fable/209_thumb.jpg[/floatleft]The control scheme intimidated me when I first started playing because it seemed like there were so many buttons, but as I played it became very simple. Well, all of it did except the use of magic which seemed very cumbersome especially if you had a large number of spells. The reason being is that as you purchase magic with your XP you assign them a place in your shortcut menu if you will. Pulling the right trigger activates the magic menu. The magic menu is broken up rows that each have a place for 3 spells. Pulling the right trigger assigns a spell to X, A, and B. Y is used to shift the magic menu down one and in turn changes which spells are assigned to each button. If you have say 12 spells then your magic menu has 4 rows. Scrolling through the magic menu to find the right spell in the heat of a battle was no fun at all and so make certain that you group your commonly used spells otherwise you could find yourself running away from an enemy trying to equip a spell. Heroes that make light use of magic will not be as affected by this.

I mentioned how impressed I was with the storytelling and I was being serious about it. The storytelling was paramount to being drawn into the game in my case. I almost felt like I was the star of a storybook. It was a very original method to further the story compared with FMVs that can be more glitz than substance.

[floatright]http://www.snackbar-games.com/images/reviews/fable/104_thumb.jpg[/floatright]As I played through Fable I pretty much ran through the core quests of the game and tried to do as many of the side quests as possible. I ended the game at 13 hours and 45 minutes which is a respectable length. If you sit through the credits and don’t press Y to skip them you are given a chance to save your Hero and continue playing in the world. You cannot complete Guild Quests but you can carry on and complete side quests to your hearts desire. Likewise you can start a new Hero and maybe switch your alignment or create a stealth based characters. The possibilities are endless in terms of customization of your Hero. Originally the game was expected to be a “choose your own adventure” type game where you controlled the storyline based on your decisions and that is not entirely true. You will control the course of the game and how your character is developed but the core quests will essentially remain the same. You will notice on many of the side quests that you are given the option of being on either side of the quest, as a good guy or a bad guy. So you do have quite a few choices in Fable, but don’t think that the main story line will be drastically different each time you play because it won’t. We can only hope for this level of detail in a possible sequel.

While I found Fable to be an incredible gaming experience, there are plenty of people that found Fable to be lacking. Instead of blindly taking my word for this one I highly encourage you to rent this. There is no doubt in my mind that it was a fantastic game and no doubt one of my favorites, but there is such a split in the opinions of the game I can’t recommend that it is a blanket purchase for everyone. If you will excuse me, I have a few more Heroes to play as.

Before I address anything else today I want to mention Pikmin 2. I got a copy from Nintendo on Monday and I spent all night Monday playing it and I have to say it is a very strange game, but it is so cool. I am very understanding of people’s hesitation to spend $50 on a game that they may or may not enjoy so next week when our review of it goes up we are going to be giving a copy away. This should take place on Wednesday or so.

Regarding the Hero Contest, I really wasn’t expecting such a high response to this contest, but I am glad that everyone is putting in such a high level of effort into this one as the custom artwork will be fantastic.

We have arrived at Battlefront. Star Wars has been such a big part of my life in terms of having unhealthy obsessions with things so it should be no surpise to anyone that I got the trilogy on dvd as well as Battlefront yesterday. Playing as a Storm Trooper in the pursuit of rebel scum is like a dream come true and Battlefront does it oh so well. I don’t want to steal Pretzel’s thunder so I will only say one last thing on the game and it is that driving an AT-AT up to the rebel base on Hoth and proceeding to spawn camp them is the greatest abuse of power I think I have ever engaged in and I loved it.

[center][img]http://www.snackbar-games.com/images/previews/mohpa/cover.jpg[/img][/center]

With the holiday season just around the corner, many developers and designers are going back to the drawing boards. After the release of MOH: Rising Sun on consoles, EA Games was taking the MOH series into the Pacific for a complete change of scenery. With the announcement of MOH Pacific Assault I expected EA to amaze everyone with another stunning title. After viewing the in game footage of MOH PA, I was excited to play the next generation of WWII shooters.

The release of an MOH: PA demo was a complete surprise and I quickly got it downloaded. I was eager to experience the new game engine they were using for the new series, along with countless other upgrades and features they added to PA. What makes the MOH series so unique is the historical accuracy that is implemented in the game. The features that were added to PA required massive research and accuracy let me assure you. With location description, battles, weapons, and even soldier behavior, MOH: PA delivers one of the most intense shooter experiences to hit the shelves this holiday season.

[tableleft][img]http://www.snackbar-games.com/images/previews/mohpa/moh10_thumb.jpg[/img][/tableleft][tableright]The downloadable demo is a single player mission which roughly takes about 10-20 minutes. As you’re used to fighting the Germans in the past MOH series, you’re fighting the fierce Japanese in this go around. You are a Marine soldier who has just been awakened by your sergeant to fend off a Japanese patrol on the Henderson Airfield. As soon as you awake the fighting is very intense. The days of fighting the war alone are finally over, a new feature in MOH: PA is the squad based maneuvering. The squad-based movements are very helpful in a heated battle. For example, you can give commands of covering fire, squad re-group, squad fall back, or squad advance. The beautiful part of this squad based movement is the AI of your squad work independently of each other in order to provide better teamwork. For example, if I am carrying a wounded soldier I am going to need covering fire as I move him to a safe place. So my squad will provide covering fire while strategically moving in order to protect the squad and myself.[/tableright]

The features don’t stop there. Like I said before, if you see an injured soldier you can carry them to a safe place or use your bandages to help heal them. You also don’t have to worry about searching for medical packs anymore. When you find yourself getting riddled with shots, you can call for a corpsman to patch you up. Use it wisely though; you don’t get an unlimited amount. The environments are completely interactive making the surroundings destructive. You may want to think about where to take cover as bullets will destroy or penetrate your cover. The Japanese are very relentless in their attacks; they would rather die than surrender. More often than not, you will meet face to face with bonsai attacks. As we made our way to the actual landing strip, we were met with heavy resistance keeping our pilots from taking off. Our objective was to provide cover for our pilots trying to get off the ground. I was then ordered to get on the fifty cal machine gun and take out any incoming enemy fighters. Once you start picking off Japanese Zero’s, you notice that the enemy planes begin to concentrate their fire on you instead of the planes.

The AI is amazing in this game, along with the new and improved graphics. The “Havoc Physics” enhances the environment with complex lighting, textures, and destructive surroundings. With over 25 single player missions, and 8 huge multiplayer scenarios, Medal of Honor: Pacific Assault is set to make a massive impact on next generation games. From Pearl Harbor to the jungles of Guadalcanal, experience World War II from the boots of a Marine Soldier fighting for victory in the Pacific. Expect Medal of Honor Pacific Assault to revolutionize WWII shooters.

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Doom 3

September 22, 2004

[floatleft]http://www.snackbar-games.com/images/reviews/doom3/cover.jpg[/floatleft]Doom 3, being one of the most anticipated PC games of all time, has a lot to live up to. After five years of development, Id has made one of the most gorgeous looking games I’ve ever seen. I can easily say that it has the best graphics out of any video game period. Id of course, has also decided to give the game a spooky atmosphere, and has thrown in a story as well.

In the graphics category, Doom 3 kicks ass. I’d like to start off with congratulating the animators at Id that worked on Doom 3, because the animation is unmatched. The movement of every creature in the game is damn near perfect. Some will crawl out from vents, some will jump at you from an opening door, and some will slowly walk towards you in the most sinister way possible. Everything has a realistic look to it that makes it genuinely scary as hell. The lip syncing is well done, and pretty convincing, as well as the darting eyes and stretching flesh on any creature. The lighting is what makes the game though. The whole visit to Mars City, you’ll encounter rooms with no lights, flickering lights, or red lighted smoke coming from the pits of Hell. The lighting is all real-time and you’ll find yourself staring at a shadow on the floor not quite sure if its owner is a zombie right around a corner or a zombie shaped box right around the corner. Eyes glow in the dark, mirrors reveal things lurking up behind you, sparks bounce along the floor, and railings bend under the weight of a hulking demon. The artists involved in designing the Mars complexes are very good at their work. The whole ‘City’ is depressing, without color, and consists of pipes, grates, vents, and huge machines that power it. There are the textures and bumpmapping, which aren’t new in the gaming industry, but are damn near perfected in this game. Everything lights up realistically with the flashlight, including the pale faces of zombies that want to rip your face off and use your blood as syrup for their zombie pancakes. One feature in the graphics section that I thought was really cool was the computer screens. When you walk near a screen that is usable, your gun lowers and your crosshair turns into mouse cursor, and you can interact with the screen. In the manual, it has little facts. One of these facts is that there are over 500,000 lines of script code written just for these little computer screens and over 25,000 image files generated for them too. That’s an example of the level of detail in this game.

[floatright]http://www.snackbar-games.com/images/reviews/doom3/07_thumb.jpg[/floatright]The storyline in Doom 3 is quite simple. All Hell breaks loose. You are a marine in a high security complex on Mars. The complex does secret research in power and weapons, but there is one division that works on something entirely different. The calm before the storm is played out beautifully. You walk into this god forsaken complex and go find your station to suit up ala Half-life. Then you go on your mission to find someone and babam! All hell breaks loose. Any explanation as to why or how it happens I won’t say but its hella cool. There is also a great build up to this point. I found myself jumping like the wussy little Canadian I am at a sound in some garage before anything bad had even happened. You use a PDA to listen to audio logs from workers in the complex and you hear about strange things happening and whispers people hear. Eventually you’re just waiting for a zombie to pop out and eat your brains.

The gameplay in Doom 3 is a cross between a shooter and a survival horror game. You’ll be scared witless just moving from room to room. Let me warn you; this game is scary, it’s dark, it’s twisted. You’ll find decapitated bodies on the ground, armless, legless and headless corpses in bathrooms, and living organisms growing on the wall. Things jump out of nowhere, and bodies swing down from the ceiling. I even found myself shooting corpses in the head, like in Night of the Living Dead, just to make sure they didn’t get back up. Part of what makes it so scary is the flashlight. Those clever bastards at Id decided that you couldn’t fire a gun and use the flashlight at the same time, so you find yourself scanning an area with your flashlight, finding a zombie, then turning it out to shoot damn near blindly in the dark. Some people may have a problem with this, but I have no idea why, because it’s an essential part of the gameplay and it really helps make it as scary as it is.

The actual shooting and gameplay is quite fun, though simple. Technically all you’re doing is running from room to room, shooting things, but it’s done in such a scary and immersive way that you don’t often care. What sets it away from other shooters is that you aren’t fighting hordes of enemies. More often than not you’re fighting one or two at one time, right after they lunge at you from some dark corner of course. The weapons are pretty simple, except for the soul cube, which is a cube, but not any ordinary cube. This cube charges up with five kills by the player and unleashes an attack that instantly kills any demon.

[floatleft]http://www.snackbar-games.com/images/reviews/doom3/11_thumb.jpg[/floatleft]The simple gameplay doesn’t really get dull, because you’ll start getting real pumped up from the action and find yourself saying things like “Don’t lose your head” after decapitating a zombie. Then you will encounter a well lit and empty room and have the lights turn out and have flaming skulls fly at you, or you’ll have to run across a Mars landscape before your oxygen runs out. You may even have to follow a little sentry robot that helps defend you with a mounted machine gun. The A.I. is good on the marine zombies as they take cover and shoot from behind crates etc. On the other hand, the demons are very simple minded and just tend to charge at you. This isn’t exactly a problem as that’s what makes most of the game scary as hell.

The multiplayer is pretty weak in Doom 3 as it’s just simple deathmatch originally made for 1-4 players. People have figured out how to make it work for games with up to 16 players. Given the following of the Doom series, there are sure to be mods for it come out in the near future (Hopefully a co-op mode, because that would kick ass), but right now Doom 3 is pretty much a single player shooter for now. (And a helluva crazy kick ass one too)

So all in all, Doom 3 is a graphical monster with its insane realism and style. On the storyline side, it’s not original, but it’s totally awesome and very well done. The gameplay in Doom 3 is extremely fun and extremely piss-your-pants scary. Yes, Doom 3 was sure as hell worth the wait and the only real negatives I can think up are that it’s very demanding on your system and that has a weak multiplayer. So go get your copy of Doom 3 and prepare to get the shit scared outta you.

[i]Screenshots may have been brightened significantly from their original version because they were far too dark to see any detail.[/i]

Hero Contest

September 21, 2004

We wanted to keep a Hero theme due to the Fable prize and all. This contest pushes the creative button a bit more, and the prize of course is the Fable game, a 20 dollar gift certificate at EB Games, and Royce Stewarts (our artist) custom representation of your hero. Royce has won awards for his illustration work, and is in my opinion one of the best illustrators I have ever seen, having worked with him I was constantly blown away. So get your entries in!