December 2006

Neverwinter Nights 2

December 20, 2006

Get out your monster guides, DM handbooks, and twenty sided dice, and then throw them out the window. [i]Dungeons and Dragons[/i] once again makes its way to your computer with the release of [i]Neverwinter Nights 2[/i]. The first [i]Neverwinter Nights[/i] delivered an excellent single player campaign, but moreover, it offered a toolset that let the community create its own role-playing or hack-and-slash worlds to be shared with their friends. Obsidian takes over development from mega award winning uber developer Bioware. Could Obsidian take the franchise and run, or would they fall flat on their face? Depends on whom you ask.

[heading]Two types of people to please.[/heading]

There are two types of people whom [i]Neverwinter Nights[/i] appealed to. You had people who wanted a [i]Dungeons and Dragons[/i] experience to play by themselves, with a rich storyline full of dungeon crawling, riddles, and a little bit of hack-and-slash (err a whole lot). Then you had those people who wanted to birth their own realm, invite their friends to play, and then take the game to a whole new direction.

Let’s not beat around the bush; [i]NWN 2[/i] offers a cinematic experience much like [i]Knights of the Old Republic[/i]. Your main conversations happen in cut scenes, you experience the drama of well-done storytelling, and your character interacts with the world and your companions brilliantly.

On the other hand, bringing a friend along to enjoy the campaign co-operatively is a mess. Because of the nature of the storytelling and cut scenes, whoever instigates a conversation will interrupt whatever the other co-op players are doing. If one player enters a house, all enter the house; it’s annoying and downright unplayable. Don’t have friends that want to play with you is really the bottom line. If you’re going solo, you should enjoy your experience; it’s worthwhile.

[heading]More the same, which isn’t a bad thing.[/heading]

[i]NWN 2[/i] has had a graphical overhaul, but much of the original is reused. The same sound effects, voices, and music are all repeated and very noticeable. New to the game are the subraces and stat adjustments right from character creation. Like in all [i]DnD[/i] games, you build your player, select a class, and then adjust your stats. In this rendition of NWN, you have more flexibility in what your character looks like and his subclass (for instance Drow get bonuses but level very slowly) among many other benefits from rulebook 3.5. It’s a deeper experience than its previous installment.

The gameplay is not changed much- you take quests and get henchmen, whom you can control and level grind. Gone is the clicking system from [i]NWN 1[/i]; the circular right click is gone in exchange for a more drop-down method. While you get used to it, the old system is very intuitive and easy; I wish they would have kept it.

All and all the game is familiar territory. Find dungeon, battle out the baddies, get your new gear, and level up. A fun formula in its simplicity, but thanks to the stat masters that are DnD, leveling up and customizing your character is a unique experience; you have total control of how you build and role-play and affect your companions.

[heading]Satisfactory, but under delivered – Obsidian M.O.[/heading]

Obsidian has under delivered on the multiplayer aspect of the game. The DM client is in beta and pretty much rendered useless at the time this review is written. One of the main aspects that made [i]NWN 1[/i] so ground breaking was the ability to run a plot for your friends. You could really take advantage of the community that made their own modules, and have a Dungeon Master create interaction between players.

While I was most anticipating this aspect of the game, I will have to wait longer. Once again I only question why the release was done when this game is half complete. Make no mistake about it-[i]Neverwinter Nights[/i] is about both the single player campaign and the ability to play with friends.

Obsidian is getting a bad rap, which is unfortunate because they are very talented. Either way the single player experience alone is worth the cost; it’s a well made game, but do not expect to throw out [i]NWN 1[/i] just yet. It’s the only way to get your role-play online for the time being. Personally I don’t expect many development dollars to be spent to see the DM Client finished to the satisfaction of the community. That is a sad state of affairs indeed.

For the 2005 winter holidays, my wife pre-ordered for me [i]Legend of Zelda: Twilight Princess[/i] for GameCube. A week before Thanksgiving ’06, nearly a year later, the game was finally released and in my hands — for the Wii. It would take an additional week to find a Wii itself in order to actually [i]play[/i] the game. Over fifty hours of game play (and about two weeks) later, I finished the game.

Those ten and a half months of waiting were more than worth it.

After a cel-shaded detour on the GCN (including [i]Wind Waker[/i] and [i]Four Swords Adventures[/i]), the Zelda series returns with the spiritual successor to the N64’s double dose, [i]Ocarina of Time[/i] and [i]Majora’s Mask[/i]. And “successor” is the operative word here; [i]Twilight Princess[/i] pays homage to both critically-acclaimed N64 titles (mostly [i]OoT[/i]), while easily blowing them out of the water, delivering an experience worthy of the word “epic.” Every new area feels more impressive than the previous, every new character has his or her role to play, and every item collected (and there are dozens, both old and new) unlocks new pathways and options in the best traditions of the series; naturally, every boss battle becomes more and more awesome (if not necessarily difficult), culminating in a multi-stage final encounter for the ages. Further adding to the experience is the Wii’s unique control interface, introducing a level of accuracy and immersion that has to be seen, felt, and heard first-hand in order to truly appreciate and understand it.

As usual, you play as Link, a young apprentice goat-herder in Ordon Village. When not corralling the herd into the barn on the back of your horse Epona, you hang around with the other village children: showing off your skills with a wooden sword or your slingshot marksmanship to Malo, Talo, and Beth; going fishing with Colin; and letting Ilya take care of Epona. They’re a rambunctious lot, and when Malo chases off after one of the local forest monkeys, you have to find him and bring him back. The other children are abducted by monsters one fateful day, and you get knocked for a loop in the process; after regaining consciousness, you give chase, only to run into an odd barrier of dark energy — and quickly find yourself pulled into the Twilight Realm, in which you take on the form of a blue-eyed wolf shortly before becoming imprisoned. An imp-like creature named Midna aids in your escape, but clearly not out of anyone’s best interests but her own. From there, you learn of the Twilight King Zant and his attempted take-over of the Kingdom of Hyrule, and your true adventure begins in earnest, with a few twists along the way to keep things interesting.

Along the way, you’ll visit most (if not all) of the mainstays of the Zelda universe: Kakariko Village, Death Mountain and the Gorons, Lake Hylia and the Zoras, the Gerudo Desert, and of course Hyrule Castle, along with its ruler Princess Zelda; you’ll also encounter strange new places and races, like the wintry Snowpeak — not to mention further adventures in the Twilight Realm itself. Some enemies will undoubtedly seem familiar as well, both small-fries like the bat-like Keese and ever-present Moblins to the heavily-armored Darknuts; even a boss or two might pay homage to classic Hyrulian badasses like the one-eyed crab Gohma, although perhaps from a different branch of the family tree, so to speak. New faces getting in your way include orc-like creatures that ride huge boars while shooting flaming arrows at you. Your items are similarly a mix of the familiar and the exotic; in addition to the new tools and toys (none of which I’ll spoil here), nearly every classic item receives some sort of upgrade, whether subtle (the Hookshot has become the Clawshot) or significant (the Gale Boomerang has wind properties that are needed to solve some puzzles), making even the old classics feel new to a degree.

Of course, the ultimate “making the old feel new” experience comes from the Wii itself. While you still move Link around using the Control Stick (on the nunchuk attachment), lock on to enemies using the Z-button (also on the nunchuk), and use the A button to perform most context-sensitive actions like picking up objects and opening chests/doors, most other aspects have changed to accommodate the Wii Remote — including Link’s traditional left-handedness. Yes, Link’s a righty in the Wii version to better reflect the motion-sensing sword action used in the game; brief slashes with the Remote translate into similar motions on the screen, although not on a direct “swing for swing” basis — think of the “waggle” as being your new B button and you’ll get the idea. You can also use the Remote to throw things like pots and bombs without needing a running start; you just make a throwing motion and Link will toss the object in whatever direction he’s facing. The actual B button (the “trigger” of the Remote) operates one of four items readied; the other three can be mapped to the left, right, and down positions of the Remote’s D-pad and either activated directly from there or swapped with whatever you have assigned to B for items that operate beyond a simple “on/off” functionality. Up on the D-pad initiates conversations with Midna, who can occasionally provide hints not unlike Navi from [i]OoT[/i] (although neither as helpful nor as annoying). Camera control is somewhat nonexistent in the Wii version, although you can use the nunchuk’s C button to enter a first-person view and then look around using a combination of the Control Stick and Remote; camera control was almost never an issue for me unless I was surrounded by enemies and just wanted to re-center the camera ([i]usually[/i] accomplished by hitting Z, but…). Finally, your three sub-screens (Items, Quest/Equipment, and Map) are reached using the minus, plus, and 1 buttons (respectively), although you can also enable on-screen pointer shortcuts for a more point-and-click approach if you prefer; the 2 button toggles your on-screen map display to round out the available buttons. Perhaps the best Wii modification, however, is for the Spin Attack: just give the nunchuk a twirl with your sword drawn and watch enemies fall. In Wolf form Link loses his ability to use items but gains a couple of innate abilities, while the rest of his controls remain largely unchanged, including the Spin Attack.

The Wii Remote has three other functions in the game, but by far the most important after basic controls is aiming various projectile weapons. This has become as simple as pointing at your target and hitting B to unleash your attack thanks to the Remote’s spatial awareness, and holding down the Z button will allow you to move while still being able to aim freely (“strafing”, for lack of a better term) if it doesn’t lock you on to an enemy. The combination of the Remote and panning with the control stick gives Link a full hemisphere of potential aiming under most conditions. What used to be a chore is now nearly seamless, minus the “point the Remote at the screen” message you receive fairly regularly (if you hold the Remote the way I do, at least). The final two functions of the Remote are force-feedback (“rumble”), which is what you’ve been used to for some time now, and the speaker, which brings many of the game’s sounds — including the classic Zelda “secret” jingle and Midna’s laugh when she has something important to say — right into your personal space.

On the subject of speakers (and speech, for that matter), I’m going to quickly gloss over graphics and sound. This is a Zelda title, so you know that Nintendo’s team put extra effort into both above and beyond what most development teams put forth. However, it is also essentially a port of the GameCube version that was already largely in progress, so the presentation isn’t much better than what that particular console is (was) capable of — then again, anyone who’s seen [i]Resident Evil 4[/i] or other games that pushed the Cube to its limits knows just how good that can be, so it’s not the end of the world or anything. Anyone who chooses to own a Wii instead of (or in addition to) an Xbox360 or PS3 (or PC, for that matter) knows what they’re getting into graphically, so there’s no need to emphasize that aspect too much. Suffice to say that the game is (much) easier on the eyes and ears than most games, but hardly a bleeding-edge reality simulation or an orchestral masterpiece. The (continued) issue of no real voice acting could be brought up, but I don’t care so I’m not really going to; Midna does a lot of “talking”, however (essentially subtitled gibberish), which occasionally made me wonder why everyone didn’t/couldn’t get the same treatment instead of the occasional grunt or whatever.

Without trying to compare the two very different presentation styles, the factor that most separates [i]Twilight Princess[/i] from [i]Wind Waker[/i] is pacing. Having almost constant access to Epona and a nearly-comprehensive system of warps allows you to more or less journey freely from point to point without doing a lot of unwanted travel on foot; unexplored territory must obviously be opened up the hard way, but you probably expected that. There are also nine main dungeons, five villages/towns, and at least a dozen side quests and mini-games at your disposal once you’ve opened everything up — you will never feel bored playing this game, nor will you be at a loss as to what your next goal is… and if you do somehow achieve that state, 10 rupees to the Fortune Teller in Castle Town will steer you back on track — or you could ask her to point out the location of a Piece of Heart that you’ve overlooked (slight change: it now takes five pieces to make a full Heart Container instead of four).

The game isn’t quite perfect, however, even allowing for the shortcomings of its (lengthy) development process. If anything, the game can be too [i]easy[/i]; early portions when you only have four or five hearts can be overwhelming, but once you’ve passed eight you’ve usually got things under control (and are better equipped) and will rarely find yourself low if you know what you’re doing. The series’ legacy also works against it somewhat, as veterans are already familiar with most of the tactics necessary to do well (admit it: as soon as I mentioned a Gohma-like boss, you probably knew exactly what needed to be done to take it down), including the fact that the item you receive in a dungeon is most likely the key to victory against its boss as well. Also, there are seven hidden combat techniques scattered throughout the game; most of these are reminiscent of the “Reaction” commands in [i]Wind Waker[/i] — but under your complete control. Mastering these will make combat against foes like Darknuts (and even a boss or two) much easier than simply hacking away with normal strikes. While very cool, these also remove some degree of difficulty once you’ve got them down (although some are more useful than others). Finally, the additional precision of your bow and other projectiles removes some artificial difficulty of the previous 3D Zelda titles.

Another shortcoming is the Twilight Realm and Link’s Wolf form, in the sense that they aren’t really explored as thoroughly as some would have liked them to be. After the third dungeon, you don’t really see much of the Twilight Realm until the end of the game (you don’t even really see that much of it in the first place), and the Wolf’s abilities never develop beyond what you initially learn to do in it. I would have loved to have seen the Wolf’s howling be more useful, especially some way to swap day and night on the fly like previous titles had; one of the side quests involves enemies that can only be found at night, which creates needless waiting if you really want to pursue it. These are more crimes of omission than real flaws, however — many players are just left wanting [b]more[/b]. Along those lines, there have been some complaints that some traditional Zelda storyline elements felt “tacked on,” but I never felt this way personally (although at least one major Zelda term is never mentioned — at least by name).

Overall, [i]Twilight Princess[/i] features at least forty hours of game play. My last save is a little over fifty-one hours, and there were still a few side quests that needed wrapping up; to fully wring everything out of the adventure without delving into the world of intentional handicaps (like a low-heart run) will probably take upwards of seventy hours. No matter how much time you choose to invest in the latest quest to save Hyrule you will not walk away disappointed with your time spent there, nor will you feel like anything less than the True Hero once you succeed.

[i]Geometry Wars: Retro Evolved[/i] may be the number one game on Xbox Live Arcade, but it’s no secret that the game is super difficult. For those who may want a more controlled, less intense experience, [i]Mutant Storm Reloaded[/i] is the prefect alternative. While challenging in its own right, Mutant Storm allows the player to adjust the difficulty to a level that doesn’t completely turn them off from the game. The number of game play options makes this a pretty meaty Arcade title as well. While the game might not appeal to the people who mastered [i]Geometry Wars[/i] or [i]Smash TV[/i], [i]Mutant Storm Reloaded[/i] is an enjoyable title for the price point.

[i]Mutant Storm Reloaded[/i] can be described as one half [i]Geometry Wars[/i], one half [i]Robotron 2084[/i]. The game controls exactly like [i]Geometry Wars[/i] in that you control the ship with the left analog stick and fire with the right, firing off bombs with the right trigger. Meanwhile, similarly to [i]Robotron 2084[/i], you will progress through individual levels going all the way up to level 89, killing a wide array of enemies. Unlike the two games, however, [i]Mutant Storm Reloaded[/i] offers up a few more options, including the standard adventure mode along with a more arcade-feeling tally mode, a co-op mode, and eight difficulty options.

Probably the biggest appeal of [i]Mutant Storm Reloaded[/i] is that you are able to tailor the difficulty to a level that’s comfortable to you. The game works under eight difficulty levels disguised under various colored belts. The white belt difficulty is simple enough, and many of the earlier difficulty levels may be a little too easy, especially for Geometry Wars veterans. Once you get up to the brown and especially the black belt levels, however, Mutant Storm can become a pretty challenging and frustrating game. It does, after all, have one of the toughest Xbox Live achievements around (clear all 89 levels on black belt). In the end, people who found games like Geometry Wars and Smash TV to be too difficult will enjoy the ability to control the difficulty here.

The art style in Mutant Storm is pretty trippy. There have to be over two-dozen different enemies throughout the whole game, each one with a different visual look as well as a different attack style. Each room in the game has a different look to it, but for the most part, each one conforms to the circular shape. One thing to note is that even though each room plays the same way every time, sometimes the game mirrors the room or changes the color of everything in the room. Overall, the visuals in the game are pretty well done, but one thing to note is that if you get close to the edge of a level, the walls on the outside of the level can sometimes obstruct your view, and it can be difficult to keep up with the tiny shots that the mutants fire when all Hell is breaking loose.

Xbox Live Arcade seems to be saturated with games just like [i]Mutant Storm Reloaded[/i], so making the choice of which one to go for can be difficult. The game has all the options and difficulty that many other favorite Arcade games possess, but out of all of them, Mutant Storm is probably the most accessible to beginners or people who don’t enjoy the hectic nature of games like [i]Geometry Wars[/i]. At 800 Microsoft points, the game lies also at about the same price point as other games similar to itself, and it arguably contains some more options than other games too. While it certainly may not be the king of shooters on Xbox Live Arcade, [i]Mutant Storm Reloaded[/i] is certainly worth the money you pay for it and remains a quality title.

Though we have previously reported Zelda: The Phantom Hourglass’ [url=http://www.snackbar-games.com/n2192.html]one year delay[/url], rumor has it that Super Mario Galaxy and Metroid Prime 3: Corruption for the Wii have now been pushed back to Q4, 2007. The reasons for the delays are not known.

Could this be a similar trend as with the Gamecube? An excellent game or two is released annually, and between that, only boring and generic things will come out on the console? Super Smash Bros. Brawl is supposedly coming out soon, but what’s after that? We shall have to wait and see…

[i]Editor’s Note: This is currently unconfirmed. I will check with Nintendo today, but expect the blanket answer of “No comment” for now.[/i]

Though Medal of Honor: Airborne is not even out yet, another MoH game was announced, entitled Vanguard. This game, however, will be coming for the Wii and PS2 in March 2007. Since Airborne is also supposed to be coming out for the PS2, could this mean that version is cancelled, and will be replaced by Vanguard? Or will PS2 owners have twice the MoH fun? We don’t know yet. The game’s story will be extremely original: you are a paratrooper in WWII, going around Europe killing Nazis. Sounds fun!