PC

Fury

December 4, 2007

A common refrain you’ll hear often amongst a lot of stalwart MMO players is that the next evolution of the MMORPG has to be focused first and foremost around a fun, balanced PvP component. These gamers, usually with long histories in other PvP-centric MMOs like Ultima Online, Dark Age of Camelot, and EVE Online, are a fairly vocal minority, but a minority nonetheless. The qualities that have endeared monster hits like Everquest and World of Warcraft have been the PvE and social aspects, for the most part. Fury is a game developed with that PvP crowd specifically in mind. The problem is, it seems like developer Auran never really stopped to consider whether the game that players have been clamoring for was actually such a great idea as described.

Truthfully, it’s hard to describe Fury as an MMORPG at all. In reality, it’s something of a spell-based third-person shooter. The only really persistent element is a sort of lobby, where you can find almost all of your NPCs and most of the players waiting to get into a battle. The meat of the game is played within instanced battles, in one of three separate gameplay types. There’s Bloodbath (deathmatch), Elimination (team deathmatch), and Vortex (multi-flag CTF), and that’s it. Progression is entirely measured within the prism of player versus player combat. I don’t mean to make it seem like these options are necessarily shallow–many an FPS has flourished with a similar range of gameplay options, but compared to its competitors on the market it seems a little flat.

This lack of depth might be more forgivable if the combat were actually something worth playing for any extended period of time. Fighting is fast, frenetic, and above all chaotic. You can have 24 spells hotkeyed at any one time, and there’s a massive list of spells available. Even for players who are given to this sort of nuanced cost/benefit analysis, it’s just too much. Spell effects are often redundant, and with the gameplay being as ridiculously fast as it is by virtue of the brisk run speed and quick spell-recharge times, the action on screen is nothing more than a garbled mess of flashing lights. The auto-targeting, which might have mitigated this problem, is unreliable.

Graphically, Fury is a pretty game to behold, when it actually runs as intended. At times it flexes the Unreal 3 engine quite well, but when too much starts happening on-screen (which is just about always) there’s a lot of stuttering, teleporting, and just general confusion. Spell damage and status effects flash colored text above players’ heads, but with all the action on-screen, it tends to congeal into a curious blob of letters and half-information. Don’t even bother trying to play this game if you’re not well into the recommended specs though, because Fury will eat your machine alive.

Usually one would have to be hesitant to review an MMO and slap a score on it. They’re games that develop over long periods of time, and many of them age like a good bottle of wine. Fortunately for this reviewer, Fury is not really an MMO as such. It takes many of the elements of MMO PvP combat and tries to synthesize them down into a simpler product. If simpler was their charge though, developer Auran has done quite the opposite. They’ve taken fun gameplay mechanics and watered them down with their lack of focus and vision. The end result is a game that not only fails to justify a monthly fee, but isn’t quite worth the purchase price to begin with.

I don’t know which award Enemy Territory: Quake Wars (ET:QW) deserves more: A

Race 07

November 16, 2007

RACE 07 is built for the hardcore race simulation fan. For those of you that have a racing wheel and want your racer to assign you a weight penalty for winning then RACE 07 is the game for you. Racing sims are punishingly hard, and RACE 07 is no different. This is great for fans of the genre, but it makes RACE 07 a game aimed squarely at a small audience with little to no chance of expanding that audience.

Racing sims are about two things: force feedback and realistic damage, and RACE 07 deals with both concepts wonderfully. You can feel when tires aren’t gripping the track, and you can hear (or not hear) when you’ve overaccelerated, lost all traction, and pinned the steering wheel to the left with no effect.

Damage is realistically modeled, but plenty of games do that. What RACE 07 does differently is that damage affects gameplay. The car both looks and feels different after being slammed into a wall. The fine folks over at SimBin are so proud of their damage modeling that the manual actually encourages you to hit the wall just for fun to see how it can affect gameplay.

Further adding to RACE 07‘s realism is the default viewpoint. Your default view is from inside the car, and it makes sense. Were you actually racing as a part of the WWTC your only view would be from the driver’s seat. Handy as it may be the follow viewpoint isn’t terribly realistic. To go along with this realistic viewpoint you can alter your seat height and position, and the game will automatically push your view in at the apex of a turn. It’s the little touches like this that make RACE 07 a game for the racing afficonado. The sim fan will also be ecstatic to learn that the genre’s newest and best peripherals (like Track-IR and the Logitech G25) are supported by default.

RACE 07 provides a robust experience: six classes, 32 real-world circuits, and the little details mentioned earlier like automatically adjusting the view at the apex of a turn. Unfortunately, RACE 07 isn’t all positives. Multiplayer requires you to register your game with Valve’s Steam service. If you don’t want to use Steam then you can’t play the game online. There’s also a lack of analytical software bundled with the game. Admittedly, this has little to do with the racing itself, but SimBin’s last game, GTR2, provided this tool, and its absence is obvious here.

If you’re a racing simulation fan then RACE 07 is east to recommend. The experience provided here is less a game and more a true-to-life approximation of the WWTC for those of us lucky enough to own a PC and racing peripherals but not quite lucky enough to trade our lives of cubicle work for the life of a race car driver.

Gears of War

November 12, 2007

You can call it a tough market, a crowded gaming climate, or just plain ol’ nerdvana, but Epic Games picked a brutal launch window to deliver the highly acclaimed Xbox 360 shooter Gears of War to PC gamers. Surrounded by huge AAA titles like Call of Duty 4, The Orange Box, Unreal Tournament 3, and Crysis, poor Gears ran the risk of being overlooked and underappreciated. But before you shed any tears for this fantastic third-person shooter, you’ll be relieved to know it doesn’t need your sympathies. It’s every single bit as fun it was on the 360, and even surpasses the original version in a few ways.

PC gamers who toughed out the wait have been rewarded with five new chapters in the single-player campaign (Impasse, Comedy of Errors, Window Shopping, Powers That Be, and Jurassic Proportions). These new chapters add about 15% more gameplay and story in between Chapters 4 and 5, and focus on your team’s race to a train station, pursued by the gigantic Locust horror, the Brumak. (The Locust are Gears‘s bad-guys.) While these chapters make that portion of the story stretch a bit uncomfortably, the showdown between yourself and the A

World In Conflict

November 8, 2007

Put 2007 down in the books as the year of the gaming homage. This past spring gave us the chance to finally play on that ominously cool thermonuclear war map from the movie, A