February 2008

Omega Five

February 7, 2008

If a shmup isn’t difficult then it’s not well-made. Omega Five is extremely well-made. It will frustrate you, it will make you swear, it will make you yell “Oh, come on!,”? and it will keep bringing you back for just one more try.

Like most games in its genre, Omega Five isn’t long. Many would say that Omega Five is criminally short due to having only four levels, but the four levels available are packed to the gills with diverse and challenging enemies, beautiful environments, and interesting bosses. Omega Five differs from traditional shmups in two ways: it features multiple characters with different play styles, and the player character models are huge.

The two initially available characters are Ruby and Tempest. Ruby is fairly quick, has access to laser- and electricity-based weapons, and uses a grappling hook as a secondary weapon against large and stationary foes. Tempest, in contrast, is slow, bigger than Ruby, uses fire- and water-based weapons, and is able to absorb and deflect enemy bullets. Either character can make it through all four stages, but their path to the finish will be as different as their respective arsenals. As a bonus, beating the game with Ruby unlocks R.A.D., a robot with powers similar to Ruby’s, and beating the game with Tempest unlocks Sensei, an aging samurai with a sword, bombs, and canine companion.

Shmups enjoy longevity not from long levels but from high difficulty and the pursuit of high scores and completing the game with only one life. Natsume realizes this and the achievements reflect this. Gamerscore is awarded for completing the game in one life with each of the four characters and for performing tricks with three of the four characters (R.A.D. shares a secondary weapon with Ruby so she doesn’t have a specialized achievement).

If Omega Five has one failing it is a lack of online multiplayer. When local multiplayer is available – as it is here – it should also be available over Live. We don’t all live in a house full of shmuppers, and it would be nice to try and tackle O5’s four stages with a far-removed friend. Everything else is done right. Stages are long and challenging, characters are diverse and have individual strengths and weaknesses, bosses are huge and foreboding, and the whole experience is both gorgeous and fun. If you have even a passing interest in shmups then pick up Omega Five; it’s a steal at $10.

Soldier of Fortune: Payback is the third title in the Soldier of Fortune series. It is truly an SoF game: the ability of your bullets to decapitate and sever are still here. The modern settings and weaponry are still here. But whatever you thought of the previous SoF titles, don’t get this one.

Payback features a mercenary who is escorting a Chinese diplomat that is about the blow the whistle on a government operation that violates human rights. At the end of the first level, a mercenary on your team named Miller sells out to the highest bidder and kills him. Understandably angry, you kill him and now need to know who put him up to it.

The first thing I noticed about Payback was the attempted atmosphere. It’s striving to be an action movie, and follows the elements of a formulaic sleeper hit-quick introduction, a hero who fails at attempts to be witty while staying tough, to-the-point dialog, and bad guys who are numerous, stupid, surrounded by easily exploding objects, and facing obviously imminent deaths. The acting is mediocre and the script is worse. The plot is basically a chain of who is hiring who; once you kill Miller, you are led to someone else. Then you kill him. Then you find and kill the guy who hired that guy. I’m sure you can guess the next plot device used.

The second thing I noticed about Payback was its dry graphics. It looks like it could have been on the Playstation 2, and even a gamer that ignores graphics and focuses on gameplay will be distracted by the too-consistent textures. Enemies are difficult and even impossible to see at distances they shouldn’t be, and they look like cardboard cutouts-not quite real, not realistic in a way commonly found in other Xbox games. The Payback gore is really gross and the animations disturbing and messy (I got the achievement to sever every possible body part in my first 20 minutes of playing), yet when you inch on over to look at what you just did, a calf doesn’t look real, it just looks like a mannequin piece used in a horror movie.

The enemies and bosses are by far the worst part of the game. Every enemy is jaw-droppingly stupid. Their aim isn’t bad, at least (on normal mode), but they have no sense. They stay where they are and don’t move. They don’t take cover. They’ll run at you four at a time, in the open, and not shoot, even when they are at a range that is so close your own grenade would hurt. The maps are highly linear, which exacerbates the problem. Even in the areas that are open, you can stay in one spot, with no cover, and gun down 60 turban-wearing AK-47 wielding terrorists (what’s the point in having over 40 weapons to choose from before your mission if you can’t find enemies using anything else?), and then merrily saunter your way up to the platform to plant the explosives. If you’re not convinced that this is the worst AI you’ve ever heard of, let me ask you: if an enemy finally does see you without you seeing him and he sneaks up on you in the open, what should he do: shoot you as soon as he gets a clean shot or run 20 yards and try to hit you with a melee-attack, of which it takes 4 to kill you?

Payback‘s combat system, at least, is solid-the aim is fine, the recoil is fine, the guns are fine, the dash is fine, the melee is fine. They are, in a word, average-nothing to complain or rejoice about. This makes multiplayer better than the short single player, but again, it’s simply average. And the many Xbox live players are not playing the average shooters, and they certainly aren’t playing average games with terrible single player campaigns-and neither should you.

Empire Earth 3

February 6, 2008

Sierra’s Empire Earth series is part of the “civilization”? tradition of real-time strategy, along with such titles as Civilization, Rise of Nations, and Age of Empires. Empire Earth I and II came out in 2001 and 2005, and were great games. But the most recent installment, Empire Earth III, seems hastily put together in an attempt to get the most out of the brand name.

Players will attempt to rewrite history as the Western, Eastern, or Mid-Eastern race. Western has higher-quality, more expensive troops; Eastern has lower-quality, much cheaper troops; and Mid-Eastern has medium grade troops with highly mobile buildings. In single player, you attempt to conquer 60% of the world and win the game. The turn-based, board-game style of territory management will remind the player of RISK, or the similar video game Dawn of War: Dark Crusade. Territories produce one of four resources of your choice: imperial, commerce, military, or research. Armies are made by military territories, commerce territories provide wealth, and research territories advance your civilization’s technology. Imperial provinces provide spies, who steal enemy resources and snoop out enemy territories. Battles can be auto-resolved, except with natives. Speaking of natives, there are two ways to deal with them: destroy them, or build up your relations to the point of assimilation.

All of this has absolutely nothing to do with the actual gameplay of what is an RTS, not a board game. It seems like Mad Doc, the developer, forgot that it’s the gameplay that matters, and the clunkiness proves it. The system requirements are moderate, but the graphics and animation are weak and the load times are long. The characters often spout lines intended to be funny, that I just found tiresome The buildings and the units they produce are cookie-cutter, especially in the earlier civilization stages. The futuristic race is somewhat creative, but players will be bored by the time that point is reached. And the multiplayer is nonexistent. I found 11 players on the Gamespy network on a weekday night at peak hours.

Empire Earth III is a sorry excuse for a history game–the only history you’ll be thinking of is all the other strategy games this one has borrowed from.

Nintendo just dropped me a press release with details of a special launch party for the upcoming DS title Professor Layton and the Curious Village. The party is this Sunday, Feb. 10th, from 1-3pm at the Nintendo World Store in NYC.

In addition to celebrating the release of this new title, Nintendo is also celebrating the release of the new Cobalt/Black DS, the seventh color of the best selling handheld system ever. Gamers will also be able to compete in puzzle challenges for “cool” prizes. READ MORE

Microsoft just announced that 3 new titles would be headed to the Xbox Originals portion of the Marketplace. These new titles include Ninja Gaiden Black, Sid Meier’s Pirates!, and BLACK.

All 3 titles will be available on Feb. 11th for 1200 MS Points. Hit the jump for the full release and details on these new titles. READ MORE