PC

Halo 2

May 21, 2007

Console shooters have always been treated with a degree of derision by gamers whose tastes lie predominantly in the realm of the PC. Diminished graphical capability, lack of precision mouse-guided controls, and the absence of mod-ability are just some of the complaints levied by this particularly critical community. Historically, innovation has always occurred on the PC side of the divide before being ported down to consoles. This is still true to an extent, as the 360 has already seen ports of popular shooters like FEAR, Far Cry, and Prey, to name a few, in its relatively brief lifespan. But the dynamics of the games business has been changing rapidly in the past decade, and more than ever the big money lies in console development. It’s increasingly common to see games that were developed with consoles in mind being brought to the PC, instead of vice versa. Halo 2 is the most prominent example of this in recent memory – as Microsoft proffers their premier Xbox franchise in the hopes that it will sell PC gamers on Windows Vista and Live for Windows.

Originally released in 2004 for the Xbox, Halo 2 is the second entry in Bungie’s landmark shooter trilogy. Starting off in the immediate aftermath of the destruction in the original, Halo 2 doesn’t just put the player in the shoes of Master Chief, but also seeks to expand the scope of the story by including the Arbiter, the disgraced Covenant commander held responsible for their loss in Halo, as an additional playable character. The game starts off on Earth, but quickly expands in scope, as shooters of this sort are want to do, in a pan-universal quest to prevent the destruction of all sentient life.

For a game that was released in 2004 for the original Xbox, Halo 2 sports some incredibly hefty recommended system specs. Ostensibly, the reason for this is that the game has received a significant face-lift over its aging Xbox brethren. While this is something one learns to tolerate in certain cases, it doesn’t appear to yield terribly significant results in the case of Halo 2. There are new, high resolution textures, slightly larger numbers of character models during cut-scenes, and new, dynamic lighting. Unfortunately, these are all tacked onto a game that nonetheless still looks like it’s over two years old. Moreover, Halo 2 doesn’t take advantage of Vista’s DX10 architecture, a curious choice given that the game is supposed to be the flagship title for gaming on Vista. It’s also difficult to accurately convey how frustrating it is when your normally capable gaming PC has trouble keeping up the framerate for an Xbox game on modest settings. It reeks of poor optimization.

The difficulty also apparently wasn’t optimized for the PC audience, as playing Halo 2 with a mouse and keyboard, even on legendary difficulty, is an absolute breeze. The game was designed with the relative imprecision of a console gamepad in mind, meaning playing with a mouse is like shooting grunts in a barrel. The fact that the auto-aim is disabled is almost meaningless, as the enemy encounters themselves are too easy for mouse and keyboard play. Of course, this can be remedied by using the Xbox 360 pad to control the game, but one has to wonder what kind of person is going to have the ubiquitous console pad handy without owning a 360. Anybody in that position would be much better served by simply playing the Xbox version of the game, which can be had much more cheaply at this point.

The multiplayer component has survived intact, and is probably the games single most marketable feature. All the standard multiplayer modes and options are included, on top of the downloadable maps for the Xbox and two new maps by Hired Gun, the internal MGS studio who managed the port. What makes the multiplayer intriguing is that they have once again included the full suite of mapmaking tools that were used to develop the game. So while it isn’t completely moddable down to the source code, casual players can try their hand at cobbling a level together, which is a significant utility for wannabe game designers with limited technical know-how.

And of course, Halo 2 is the proving ground for the Games for Windows Live service, which will purportedly bring the unified Xbox Live experience to PC gaming in the near future. It’s only implemented in a limited capacity at this point – since you can’t actually play with Xbox Live users, so one hesitates to cast final judgment. It’s a neat experience for those already equipped with Xbox Live accounts, but the likelihood that there will be significant numbers of PC gamers willing to not only migrate to Windows Vista and buy Halo 2, but then subscribe to a pay service on top of that is extremely slim.

For most, Halo 2 is only really worth your time if you receive it as a pack-in with your new Vista-enabled PC. The perceived advantages over the Xbox game are negligible, and gamers with a choice should always opt to plop down on the couch and play it on a huge HD set. But for that relatively small niche of PC hold-outs who haven’t seen much of the game except in the media, Halo 2 might prove to be a worthy curiosity. It doesn’t show nearly the polish of the myriad of shooters released for the PC since 2004, but Bungie’s cinematic flair is such that it can be enjoyed by all, regardless of the platform.

With Season One of Sam and Max finally at a close, it is interesting to note how the series has evolved significantly and rapidly during such a small span of time. A total of six episodes within seven months is impressive, with each episode bringing its own locations, characters, dialogue, puzzles, as well as a self-contained plot that manages to fit into the season’s larger framework. The first episode, Culture Shock, was a witty, fun, but ultimately unchallenging introduction to the A

With Lord Of The Rings Online: The Shadows of Angmar, Turbine has created a viable contender to the World Of Warcraft‘s dominance over the MMORPG genre. Sure WOW is not the only MMORPG out there, but there is no denying its stranglehold on the market, and there have been many articles devoted just to its eventual downfall and speculation as to who its successor will be. Now LOTRO may or may not be that entity, but it sure has a strong possibility of taking down the champ and at the bare minimum a bright future as an online game that can be played for years to come.

Based off of the world Tolkien created for his book The Lord of the Rings, the game takes place somewhere between The Hobbit and the The Fellowship of the Ring. Your custom character must fight the rising powers of Angmar and the servants of Mordor while joining with your fellow heroes to help the future fellowship stop the spread of evil. Along the way you meet major characters from the books, who give you quests to help the world which is on the brink of war. Now all of this may be vague, but with various storylines for the various races, LOTRO has successfully created a meaningful overarching tale which compels you through the game.

You can play as any of the four A

Since its inception, the Command & Conquer series has always been about a fun, accessible experience that many people who normally don’t play RTS games can get into. While Command & Conquer Generals was a great game in its own right, it seemed to leave many of the traditions of the series behind, much to the dismay of fans. Now that EA has gotten the series back on track with Command & Conquer 3: Tiberium Wars, things are getting back to the basics. Much of what Tiberium Wars has to offer is old hat, which is both good and bad, but the game also marks the return of the wonderfully dorky full-motion video, enhanced graphics, and the same great multiplayer options. While it remains on the simple end of the RTS genre, Command & Conquer is an awesome return to old tradition, and it’s just plain fun.

Much of the hype around Tiberium Wars‘ launch has centered around the return of the enigmatic Kane, the leader of the Brotherhood of Nod (and voted least likely to die in an ion cannon blast). Tiberium Wars is, of course, a direct sequel to 1998’s Tiberian Sun, so it’s been roughly a decade since we last heard from the fight between the Global Defense Initiative (GDI) and Nod. Things takes place in 2047, about sixteen years after the event of the Firestorm expansion pack for Tiberian Sun, and the story focuses on the Third Tiberium War which Nod provokes by destroying the space station Philadelphia. Like all entries into the series, you’re given the choice between playing as Nod, GDI, or even the newest alien faction, the Scrin, in campaign modes.

Campaign mode generally runs along the same lines as previous incarnations in the C&C series. Both campaigns run significantly different, largely in part due to the different approaches each army takes. There are five acts in each campaign, with the first two acts generally devoted to introducing you to the main units of each faction. Probably the most significant factor in campaign mode is the return of FMV cut scenes, which not only have some big name actors involved, but look terrifically sharp and crisp. Michael Ironside, Tricia Helfer, and probably the biggest name here, Lando Calrissian (Billy Dee Williams), all come together to make for some enjoyable, if not cheesy as hell, HD movie cut scenes. And yes C&C fans; Joe Kucan is back as big Kane himself.

Tiberium Wars also steps back into old formulas by returning to the kind of interface and game play presented by Red Alert 2. Resource harvesting, mobile construction vehicles, and the traditional sidebar have all made it back into Tiberium Wars. On the whole, the game is much more akin to classic C&C than Generals ever was, which should definitely please fans. For that reason, Tiberium Wars doesn’t try to reinvent the wheel and sticks to tradition. Some might see this as trailing behind other recent RTS games, and if you’re expecting new and different, you’ll probably want to look elsewhere. Even so, that doesn’t stop Tiberium Wars from being enjoyable on the whole, and what it lacks in innovation, it makes up for full-fold in capturing the great C&C game play.

It’s always interesting to see how differently each faction works in C&C titles, and like past games, each faction here caters to specific strategies. GDI is the powerhouse faction, and possesses the real heavy weaponry like the mammoth tank and the juggernaught artillery. Nod, not having the benefits of government funding, can’t match GDI’s power, but instead focuses on stealth and sneak tactics to take out their enemies. Probably the most interesting is the new Scrin faction, which displays an entirely different strategy from the other two groups with an emphasis on air superiority. Each faction offers a good variety, with GDI being for the people who take the abuse and dish it right back, Nod being for the crafty, and the Scrin probably being the most complicated but quite powerful in the right hands.

Maybe one of the main criticisms of Tiberium Wars lies in the fact that the technology tree for each factions isn’t as developed as it could be; or rather, the tech tree isn’t as developed as other more recent RTS games. This doesn’t do the game in, but it is very easy and very quick to move through the tech tree, and you can usually reach the most powerful units within minutes. On the plus side, this doesn’t seriously complicate things, and as it’s shown over the years, C&C often gathers players that normally don’t take to RTS games by keeping things relatively simple. Still, this means that more devoted RTS fans might find Tiberium Wars to be a bit too watered down compared to, say, Company of Heroes or Supreme Commander.

Despite tech tree issues, Tiberium Wars sports some pretty interesting units across the board. GDI’s mammoth tank is a force to be reckoned with, but it isn’t so powerful that Nod’s stealth tanks can’t lie in wait and ambush them before they know what happened. Nod’s avatar has the ability to assimilate technology from other vehicles and adopt stealth scanners or flamethrowers, while GDI’s zone troopers are some of the most powerful infantry units in the game. Most interesting, though, is exploring the units offered up by the Scrin, which have some truly terrifying airships and radically different strategies from the other two factions. While balance issues are mostly on the level, though, things can sort of breakdown online if a GDI player spams forth an army of mammoth tanks, which can be just about unstoppable (although not completely).

Speaking of playing online, Tiberium Wars offers up the online play in spades. Computer A.I. is all good, but online multiplayer is where the longevity comes in, and Tiberium Wars brings back the great online play the series is known for. If you can remember back to Red Alert 2, the multiplayer interface is largely similar to the one seen back then, although more user friendly. The game is super friendly to clans and leader board rankings, allowing for clan battles and matches to be set up on the C&C website. EA has even made a feature called Battlecast as a way of being able to view online matches and even commentate on them complete with telestrator. It’s a neat feature that ultimately is probably underutilized (what, with having to go through the game’s website to view matches), but it is a good way to research player strategy. Overall, the online modes are the best reason to invest in Tiberium Wars, though that by no means discounts the enjoyable single-player.

Looking at the modest system requirements, you might not expect a game like Tiberium Wars to be the most visually appealing game. It’s amazing what they can do with mid-range system specs, however, and even at the base system requirements, Tiberium Wars runs fairly smoothly at higher settings and looks great. Terrain textures leave something to be desired, but when massive armies clash, it’s like a Pink Floyd concert with lasers and explosions going off all over the place. Unfortunately, sometimes the frame rate can drop if too many units get onto the screen, although that’s fixable by sacrificing the visual quality a bit. The bottom line is that even if you aren’t looking for amazing graphics, the game can run very well on mid-range machines, which is critical since many people in the C&C fan base might not have much invested in a big rig.

Command & Conquer 3: Tiberium Wars is a great throwback to the basics of the C&C franchise. It doesn’t do a whole lot of new things for the RTS genre, but those who appreciated the classic C&C games will surely enjoy the great online modes and the return of the series’ staples. Playing Tiberium Wars is remarkably like going back and playing previous games in the series, and EA has done a great job of emulating the feel of the old games while updating the visuals and some interface options. Any fan of C&C is sure to have a good time with Tiberium Wars.

Sam and Max: Reality 2.0 marks the penultimate episode in this first season of new Sam and Max adventures. Fifth in a series of semi-connected cases – the connection becoming more and more apparent with each episode – Reality 2.0 is also, by far, the best of the bunch, and is perhaps one of the very best point-n-click adventures ever conceived.

To give that last comment some context, I should note that Maniac Mansion and Zak McKracken and the Alien Mindbenders are some of my first gaming memories. I helped Sir Graham and his kin overcome great perils; I weaved many a tune with Mr. Threadbare; I have endured many a trial with April Ryan; I have lived beneath a steel sky; and so on. The point-n-click genre is one of the oldest and one that has suffered a great many hardships along the way and so has Sam and Max. LucasArts’ cancellation of the sequel to 1997’s Sam and Max Hit the Road was so very painful to endure for many as Hit the Road signified the pinnacle of comedic gaming at the time. When Steve Purcell was able to wrest control of his own creation back from LucasArts many were relieved, I among them.

I was also worried. A