PC

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.

Audiosurf

March 10, 2008

Combine a rhythm game like Guitar Hero with the Puzzle League-inspired idea of matching three same colored blocks to clear a line, and you’ll get Audiosurf. Add to the mix the ability to listen to your own music, which the game then translates into an audio track for you to “ride” along on as you match colors, and you get a game with infinite variety and replayability.

The game is as hard or as easy as you want it to be. You race in a futuristic ship on a track which can vary from almost a straight line to literally turning the track upside down. For those who want a nice, slow ride, the game offers “Mono” mode, a gametype in which it’s your job to collect all the colored blocks as they appear on the track while avoiding the gray blocks. The colored blocks change in color according to the intensity of the music and it, along with the backgrounds, provide a vibrant atmosphere in which you may lose yourself. The main gametype is A

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.

Second time’s the charm. In the case of the mega-expansion pack, Supreme Commander: Forged Alliance, it’s an aptly altered colloquialism. It was less than 8 months ago that the original Supreme Commander was released but somehow Gas Powered Games was able to create a huge add-on that improves the user-interface, sharpens AI, polishes the graphics, tweaks game balance, and offers an entirely new race. It’s an excellent addition to the series and a must-buy for any self-respecting SupCom fan.

The highlight of the show is the new race – the Seraphim. Long thought lost forever, they make a dramatic appearance via a space/time rift, determined to kick everyone’s collective hineys. SupCom‘s previous three races: the Aeon Illuminate, United Earth Federation (UEF), and the Cybran, join forces to fend off the superior technological might of the Seraphim units. The new campaign is fairly short (only six missions long) but just like the original game, these are huge, sprawling multi-part missions that, together, easily take between 10-15 hours to complete due to the huge variety of combat operations (and units) involved. There are a few surprises in the mix but for the most part, the AI succeeds primarily by consistently routine harassment and utilizing well-defended bases.

Considering that this is an entirely new race, you’d be forgiven for expecting something wildly different from the original trifecta of combatants but you’d be disappointingly wrong in that assumption. The Seraphim have a shiny new look but other than their two powerful super weapons – an uber Nuke and a wicked strategic bomber – they feel remarkably similar to the preceding races. It’s a bit of an opportunity lost but it’s a mild complaint at best since the race is still quite enjoyable to play.

The user-interface has been revamped and made less obtrusive than in the previous incarnation; the UI is now context-sensitive, freeing up far more screen real estate for your viewing enjoyment. Even the in-between mission load screens feel more informative and helpful than before. I felt a wee bit more connection to the story’s characters this time around, too, though that’s to be expected from playing an expansion pack.

Multiplayer is still handled just as exceptionally as it was in the original game by the GPG Net matchmaking service. It allows for a wide breadth of player-matching services and informational tools showing everything from a player’s records to their foibles and it works like a charm. More RTS developers should pay attention to how slick GPG Net works because it really enhances and eases the multiplayer experience for the community.

In order to play with all of SupCom‘s races in multiplayer, you’ll need to keep the original SupCom installed on your system – without it you can only battle as the Seraphim in multiplayer action but even if you choose to just purchase this standalone expansion, you’ll feel like you received a fully-featured and superbly enjoyable product. Gas Powered Games has ramped up the action in their technologically inundated universe and the high-powered conflict is just as enjoyable in this follow-up as it was in the original. Isn’t that the whole point of an expansion pack, anyway?

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