Chris Chester

As far as launch titles go, sports games have historically been judged on far more forgiving criteria than their action-adventure cousins. While games like Perfect Dark Zero, have to prove to be next-generation in their gameplay, Live-integrated multiplayer, and graphics, the most that is reasonably desired with sports games is that they simply play like their last-gen cousins, but have all the appearances of a sparkling diamond. In an ideal world, we’d all love it if publishers took the jump to a new console as an opportunity to completely reinvent the wheel, but it’s understandable that this is an impractical expectation.

Upon putting FIFA 06: Road to FIFA World Cup into your Xbox 360 for the first time with those sorts of expectations, you will be in for a big surprise. Not only did EA fail to put in any significant new features; not only did they serve up a plate of castrated game features; not only has the core gameplay taken several measurable steps backwards for the genre, but the graphics, conceivably the most basic measure of the game’s prospective success, are not only unimpressive, but buggy, distorted, and ugly. Color me shocked.Beginning right where the title suggests, FIFA 06‘s main gameplay mode is… you guessed it, the Road to the FIFA World Cup. You can take one of 72 international teams through the qualification process to appear in the 2006 World Cup tourney in Germany. These 72 teams, the overwhelming majority of which are European, represent the entirety of the club options in FIFA 06. There are none of the obscure international teams nor any of the club teams that show up in the Xbox version, meaning that if you’re intent on taking the vaunted Brazilian team through the game’s main gameplay mode, you have to fudge new imaginary qualification groups. The Road to the World Cup mode would otherwise be fairly short, if a number of imaginary tourneys and mandatory friendly matches weren’t thrown into the mix. There might have been some utility to these friendlies if EA had included a dynamic where one could build team chemistry, but in its absence these extra games show their true role as artificial filler. There’s very little satisfaction in conquering the mode, but it does yield a considerable chunk of gamer points for those so inclined.

Part of what makes the Xbox 360 such an exciting platform is the seamless integration of its online component into each and every title. Sadly, while the barebones gameplay modes are available and relatively easy to use, there is little in the way of options beyond playing a friendly or a ranked match. There’s none of the online tournaments or leagues that have for so long been the stuff of gamers’ dreams. To Microsoft’s credit, their matchmaking services shine rather spectacularly where they are used – it’s a fairly simple matter to find a match, and once started, the games are for the most part lag-free. The amount of potential squandered here is absolutely infuriating, especially with the knowledge that it will likely be included next year, as if this version never existed.

The exhibition and practice modes could have provided a certain measure of solace if the game played well, but alas it isn’t the case. Moreso than basketball or football, soccer is a sport that requires extreme forethought and manual dexterity. If you’ve ever gone to a professional match or watched the World Cup on television, their mastery at controlling the ball and delivering it with precision is self-evident. EA Canada has utterly failed in their charge to bring this feeling of control into FIFA ’06. Every part of the game feels like it’s on some sort of rail-guided easy mode, as if they didn’t trust the player to put the ball where he or she sees fit. Every single pass is guided, no matter where you aim it, so that it will connect with a player on the field. If you see a seam between two defenders and try and plunk in a pass to lead your forward into a scoring position, there is a 99.99% certainty that the game will force your kick directly at one of your defenders.

The one part of the game where you do have some measure of freedom is in the air game, but it is so wildly imprecise that even with truly world-class players, you’ll find yourself firing errant crosses and ridiculously placed shots more often than not. The defensive game essentially amounts to holding the RT and B buttons, making your player automatically challenge the person with the ball. The way EA Canada sees the game; an entire match consists almost entirely of back and forth stealing. Even the flashy dribbling moves have seen a nerf in the face of this bizarre stealing dynamic. And to make it even worse, the conservative tackle button, which you’ll be holding the entire time you’re on defense, is also the shoot button – which means there is a lot of inadvertent shooting at especially frustrating moments, and because you took a shot the game also forces you to sit through a slow-motion replay of your muck-up. FIFA never had the edge in precise gameplay, but FIFA 06: Road to FIFA World Cup is a step into the abyss.

So what is this game then, if not a glorified graphical demo for the Xbox 360, right? There’s no franchise mode, the online gameplay is neutered, and the actual soccer itself is hopelessly flawed – so it at least looks great, right? Wrong. From the default broadcast view high above the field, the game does actually take some appreciable qualities. The lighting is pretty nice, the field textures are as close to grass-like as can be remembered in a FIFA game, and the players at least appear to animate fluidly, but this illusion is all cast down as soon as the game zooms in close during any of the innumerable replays, which themselves suffer from chronic framerate drops. While the dynamic lighting is pretty spot-on, it looks a little strange on the uniforms, where the contrast of light to shadow is a little overplayed. Instead of being realistic, it simply makes the uniforms look wrinkled.

Many of the superstar players like Ronaldo and Wayne Rooney are instantly recognizable, but they look over-textured and plastic instead of realistic. Players with longer hair demonstrate the bizarre … hair physics of the game; a player’s hair moves in the opposite direction he moves, at a 90-degree angle in the case of Ronaldinho of Brazil and his ponytail. In addition to all this, there is a strange blurring effect behind all the players when viewed close up. It’s difficult to tell if this technique was used in lieu of more advanced anti-aliasing, but it’s extremely jarring every time it comes up on screen.

For what it’s worth the game is at least presented well. Taking a cue from NBA Live, FIFA ’06 also sports the same A

Perfect Dark Zero

November 27, 2005

When the original Xbox launched in 2001, it hit the ground running with what was inarguably the single biggest reason to own the console from day one – Halo. Bungie’s seminal shooter went a long way towards putting Xbox units into gamers’ homes, not only in that first holiday season, but also in the months and years to follow. In an ideal world, I’m sure Microsoft would have loved to have sent Master Chief along with each and every Xbox 360, to provide that same burst of excitement that he sparked back in 2001. But having only released Halo 2 last year, the logistics behind getting Halo 3 out the door were a relative impossibility. Still, Microsoft has more than one big property in their hands. And in lieu of Master Chief and Halo it became obvious that Perfect Dark Zero was going to assume the position of blockbuster shooter for the 360 launch. Starring the saucy Joanna Dark, the Perfect Dark series itself sports a rather impressive pedigree – it’s forerunner on the Nintendo 64 being one of the smash hits of its time, and one of the best multiplayer console games of all time. While failing to reach the heights of Halo’s 2001 debut, Perfect Dark Zero is a stunning display of the power, intuitiveness, and all-inclusiveness of the 360 platform – and with its engrossing multiplayer, will likely be to Xbox Live what Halo was to Xbox LANs so many years ago.

Perfect Dark Zero, as the name implies, is actually a prequel to the N64 classic. Though familiarity with the series isn’t a necessity, fans of the original will likely get a bigger kick out the story. You star as the eccentric red-haired beauty Joanna Dark, who is going through the ropes to become a team member in her father’s bounty hunting business. The plot thickens from there, almost predictably. The story is fairly linear in focus, not unlike a big action movie, though the terrain you traverse includes everything from city streets to jungles to industrial complexes. The story, clocking in at around 12-15 hours, never really rises above the level of popcorn action flick, and there are some truly bizarre twists (especially near the end), but it still serves its purpose as a conduit for explosive action.

Oh, and what explosive action it is. The mission types you’ll encounter run the gamut from straightforward run and gunfests, to stealth missions, to escort jobs. There’s even a little vehicular combat thrown in for good measure. The gunplay is, for the most part, pretty standard fare. What makes PDZ a little different is the ability to take cover behind walls or objects and fire shots while in relative safety. If your enemy is too up close and personal to take out from cover, you can execute a rolling maneuver, which makes you duck out of your enemy’s reticule, if momentarily, and gives you the opportunity to reload. If you’re feeling particularly brazen, you can actually rush enemies and snatch their guns out of their hands – but that’s not recommended for the feint of heart.

PDZ also sports a health system reminiscent of Halo, which is more forgiving on those on who prefer run and gun tactics. Your health meter goes down predictably as you take fire, but as long as you find cover before you’re cut down, you’ll regen a considerable amount of health. You can’t go crazy about it; because you’re max health will slowly wear down as you take damage, but it’s nice that the health system is so tactile and forgiving, because the mission objectives certainly aren’t. Breaking the mold of most shooters nowadays, PDZ doesn’t allow the player to save at will. In fact, your progress is only saved at designated checkpoints, of which there is a scant few in each level. This can be something of a nightmare on the higher difficulty settings, as there are some support objectives and big firefights that one probably only wants to have to deal with once. Still, it’s nice to see a developer stick to their guns and not go easy on the player for once. If you’re really stuck, there’s always the option to turn down the difficulty to Agent, and use the waypoints to guide yourself around the level. It’s not recommended, as it takes away much of the intensity of the experience, but it’s nice to know that it’s there.

The arsenal at your fingertips on PDZ is impressive, running the gamut from simple pistols to sub-machine guns to high-tech plasma rifles. What distinguishes the weapons in PDZ from those in other shooters is that each and every weapon has a distinct and situationally useful secondary, and sometimes even tertiary, function. These secondary functions can be as mundane as the equipping of a silencer as on the PSP pistol, or as bizarre as the Laptop Gun’s ability to transform into a sentry turret. Each and every gun has it’s own distinct balance of accuracy, damage, and secondary function utility, making familiarity with the weaponry an absolute necessity. You only have four weapon slots to use, so you have to choose your poison carefully. You can carry as many as four pistols that’s your bag, but the bigger more powerful guns take two or three slots.

While you’ll become familiar with the tools of your trade in single player, it’s in PDZ‘s Combat Arena that you’ll truly gain an appreciation for the attention to balance and detail that Rare put into the game. The multiplayer modes aren’t exactly pioneering – you’ve seen most of what they have to offer already. But with PDZ‘s excellent combat system, original arsenal of weapons, and seamless Xbox Live support, it feels like your first deathmatch all over again. The multiplayer modes are split up into the deathmatch and dark-ops categories. The deathmatch bracket features many of the mainstays of multiplayer shooter mayhem that we’ve grown accustomed to over the years. You’ve got killcount, team killcount, capture the flag, and territorial gains. You can customize your matches by adding bots of varying degrees of difficulty, customizing the weapons cache, and even selecting the size and specific parts of the game’s six maps that you want to play. Deathmatch is fun if you can’t muster up enough people for dark-ops and feel like wasting some bots, but it doesn’t hold a candle to the dark-ops mode.

Featuring the onslaught, eradication, infection, and sabotage modes, Dark-ops is vaguely reminiscent of Counterstrike in that you have a set number of credits that you use to purchase weapons between rounds You score extra credits for completing objectives and credits are taken away for no-no’s like teamkilling. In onslaught, a team of attackers is tasked with taking down a fortified defensive position, manned by the team of armed defenders. The attackers don’t get much in the ways of weapons, but they can keep spawning, where the defenders have to make due with a single life. Infection is somewhat similar in that a small number of players are A

Over the course of its rise in the hearts and minds of today’s youth, the A