Michael Walbridge

Few series get up to part “4” in any medium and even fewer are any good. Call of Duty 4 is an exception. It’s the best game Infinity Ward has ever made and has set the new standard for modern, realistic shooters.

Call of Duty has made a beautiful transition to modern weaponry. The weapons and gadgets truly are modern warfare–flash grenades never looked so good or worked so accurately. In the previous games, the old ratchety pistols, rifles, and machine guns took a while to bring someone down. With an AK-47 in your hands, your enemy dies satisfyingly quickly. Of course, this means you do too, which makes routine firefights much more challenging.

The voice acting, graphics, script, soundtrack and plot are Hollywood quality. There are few good action movies anymore, and Call of Duty 4 delivers a more intense and involved experience than most of those. I actually wondered how certain characters would fare, and how the conflict would be resolved. The story was interesting and unpredictable. Unfortunately, the single player, despite its new setting and involving storyline, is a little bit more of the same: the controls and moves function identically and the missions progress in the same linear fashion as the first Call of Duty. This is really 4‘s only flaw: the weapons are the only thing different about combat, and if only buying this for the single player, you may just find it a good sequel.

For multiplayer, the Headquarters, Search and Destroy, and Team Deathmatch modes return; new ones include Domination (Halo‘s “King of the Hill”) and Assault, where two teams compete to rush a bomb to one side of the map and blow up the other team’s objective. Also included are ‘hardcore” versions of all the modes, where there is no HUD and no radar unless someone gets 3 consecutive kills to call in a UAV unit.

The experience point and create a class systems make Call of Duty 4 so different that it can hardly be compared to any other games, even the previous entries in the series–it’s here where the game goes from “good sequel” to “best FPS of the year.” Each kill nets points and accomplishing certain tasks (blow up a car, get 25 headshots with an MP5, etc.) give experience points, too. Going up levels unlocks new abilities and weapon choices, ranging from longer breath times for snipering to packing extra frag grenades to carrying two full weapons instead of a main weapon and a sidearm. It takes a long time to level to 55, and the challenges encourage players to learn the nuances of every game type and weapon. The abilities and new weapons actually matter and the ability to customize is almost on par with an RPG character. A newcomer who can only use the 5 default classes would be at a distinct disadvantage here, so the game is better bought sooner than later. The unlocked abilities are so distinct that all the new players will want them. I frequently heard new users wondering how they’d died, and on receiving an explanation, asking “Oh, when do I get that?”

While the level discrepancies work themselves out, a feature that detracts from multiplayer is the ridiculous power of the air strikes and the helicopters. In one Search and Destroy match, an air strike instantly obliterated seven members of the enemy team at the beginning of the round, and there was no cover that could have prevented it. The helicopters are definitely mortal, but they are tough and take away from the fun of the game, even when they don’t kill anyone. Fortunately, because this is the PC version, servers have the option to remove them, and many don’t allow air strikes in the first twenty seconds on Search and Destroy.

If you’ve never played any realistic, Tom Clancy-type shooters, make this one your introduction. Most shooters today are disposable wannabes, but the rewards for completing Call of Duty 4‘s campaign and the variety and customization of the multiplayer will keep players coming back for a long time. Call of Duty 4 is brilliant and will be difficult to top.

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.

This year’s edition of Smackdown vs. RAW is all about customizability and options, options, options. This game needs no introduction. The music, the names, the moves, the arenas, the 100+ match types, the announcersA

Painkiller: Overdose is aptly named; it’s an overdose of Painkiller. My advice to those who have not played the original Painkiller is to skip this game and get Painkiller, which is only 9.99 on Steam. My advice to those who have played the original Painkiller is to skip this game and play Painkiller again.

There is little plot here: in Overdose, you are Belial, the bastard child of an angel and devil. This storyline is introduced with a cheesy and minutes long monologue about how angry Belial is, mixed with the images of five turned-through book pages. I got a bad feeling followed by something so bad I can’t tell you what it is until the end of the review. You have been trapped for thousands of years in prison. When Daniel beat Lucifer in the original Painkiller, the resources necessary to keep you in prison are weakened, and you manage to escape. You then kill other demons. Once you are done killing demons you are fighting…ninjas. Later, you kill scorpions and mummies in a desert. Like everything else about this game, the varied settings and enemies make little sense.

The actual game follows the original Painkiller‘s formula: the weapons sport new skins but function exactly the same, the levels follow a checkpoint system in which your health is fully restored at the beginning of each save, and there are waves of mostly melee-based attackers. You can gain tarot cards by completing objectives unique to each level, and levels can be replayed for this purpose. The game boasts A