PlayStation 2

Area 51

June 7, 2005

Every once in a while a game comes along that is expected to succumb to failure even before it is released. In the case of Midway’s Area 51, most had already labeled this title as a doomed prospect, destined for a life in the bargain bin. However, in an effort of true heroics, the development team has managed to put together a fantastic first-person shooter. The game throws down the chains of its generic light gun arcade past and in so doing takes on a whole new dimension of gameplay involving solid teamwork, mutant on mutant combat, and a spooky, at times startling atmosphere.

Much of this atmosphere is owed to the game’s impressive visuals. Regarding the PlayStation 2 version, Area 51 sports some of the impressive graphics yet seen on that platform. The entire game, from the snarling aliens, to the destroyed remains of the secret base, are presented in glorious high-resolution. Particle effects and highly detailed textures all lend to the realism of the presentation. The lighting effects are wonderful and blend seamlessly with the surroundings to create an atmosphere of insanity as the player’s character fights his way through an army base overrun by mutant soldiers and aliens – all hell-bent on killing both he and his team. And unlike what players experienced in another higher-profile FPS, this time they can actually use their gun and flashlight at the same time as it’s mounted on top of their rifle. This means that if a player turns the corner and catches something moving out of the corner of their eye, they can actually see it as they blast it to shreds.

In terms of audio, Area 51 steps up to the plate with crisp aural joy that creates a sense of fear as a player moves through the generally dark base. The background ambiance puts this game over the top, as a player will hear muffled clangs, screams, breathing, gun fire, and all other manner of sounds one would expect to hear in an alien infested war zone. Many times the player will find themselves turning and shooting at nothing based on something they hear, which really adds to the whole sensory experience of the game. However, there is one fatal flaw to the audio of the game, but fortunately, it’s not enough to ruin the experience… David Duchovny. Sure, he is famous for his role in X-Files, which one can say has a lot in common with the story in Area 51. However, his dry and oftentimes boring delivery is out of place for a character who is fighting to survive, watching his friends die, and trying desperately to escape from hell. Duchovny tells the narrative like he is sitting on a park bench sipping lemonade. There is no sense of urgency or panic in his voice, and his tone never changes regardless if he is talking about his teammate being killed, or darning socks with his grandma. (That last part may or may not actually be in the game.) Other notable voices in the game include shock rocker Marilyn Manson, who plays a grotesque telepathic in a jar of green ooze. Granted this is possibly not all that far removed from his day to day life, but in all fairness he pulls off the part of an the insane psychotic quite well.

The story, however, is something altogether different. Imagine taking every conspiracy imaginable, putting it in a blender with aliens, David Duchovny, Marilyn Manson, robots, milk, cyborgs, clichA

[floatleft]http://www.snackbar-games.com/images/reviews/godofwar/cover.jpg[/floatleft]What can I possibly say that can do [i]God of War[/i] any justice? That is a tough question to answer, as I could say nothing and let the game speak for itself, or I could go on for hours and hours. Fortunately for you readers, I won’t do either. I will instead try to give you a brief picture of just how wonderful, exciting, and awe-inspiring this game really is.

Let’s start with the basic story. It’s nothing overly complicated, but it’s based on Greek mythology when the gods ruled the earth’s dominions. As the name implies, the story centers around Ares, the God of War, or rather an individual who has been touched by Ares’s destructive power. Kratos is a man whom, at the outset, we know nothing about, but as we learn more about him, we discover that he led an army into a battle that could not be won and sold his soul to Ares so that he and his men could conquer. This affected him so painfully that the game begins with him jumping off a cliff and plummeting to his death, while the actual gameplay takes place in a flashback. During this flashback, he only has one objective: destroy Ares and reclaim that lost part of his soul as well as his freedom.

[floatright]http://www.snackbar-games.com/images/reviews/godofwar/ss03_thumb.jpg[/floatright]I will hold none of my praise back. This game is simply fantastic and has replaced [i]Shadow of Rome[/i] as the biggest sleeper of the year. The action is your simple hack-and-slash type, but it tosses several mini-games into the fray to keep it interesting. For example, when Kratos damages a monster badly enough with his incredibly awesome swords attached to chains that are grafted into his arms, a button will appear over the beast’s head (usually the circle button). When you press this button, the game prompts you to perform an action, be it press a button rapidly or press a sequential order of buttons to match the screen’s prompts. As you successfully accomplish this, Kratos performs one or several devastating maneuvers to demolish his unfortunate foe. If you’re sick of hacking, you are given aid from different gods in the form of magic spells. My ultimate favorite: you are given the souls of the Army of Hades to command at your will, and at this point the game becomes totally unfair to your advantage.

To keep the game challenging, it tosses in several puzzles, none of which are too terribly challenging if you are good at remembering things you pass along the way. I was not good at this, but I still had loads of fun figuring out the solutions anyway, even if it took me much longer than it should have. Nonetheless, the graphics were flat-out amazing, and the music was very appropriate for the game. Seeing how fluid the game moves along made my jaw drop the very first time I saw it. The animations are near realistic, and the cutscenes almost look like you’re watching a live-action movie. I had more fun playing this game than I have anything in the last couple of months, [i]Knights of the Old Republic[/i] aside.

I’ll get this out of the way nowA

[floatleft]http://www.snackbar-games.com/images/reviews/granturismo4/cover.jpg[/floatleft]In reviewing [i]Gran Turismo 4[/i], one must harken back to some of history’s greatest achievements: the Great Wall Of China, the Pyramids, the Mona Lisa, the ceiling of the Sistine Chapel, et cetera. All of these things have one common denominator. They are works of art beyond what normal mortals can create. Yamauchi is no mere mortal. His creation, [i]Gran Turismo 4[/i], is to video games as what these great accomplishments were to their respective fieldsA

Killzone

April 13, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/killzone/cover.jpg[/floatleft][i]Halo[/i] killer. [i]Halo[/i] killer. [i]Halo[/i] killer. This is the term used many times by Sony reps to describe [i]Killzone[/i]. This is the true error of the game. While on its own, [i]Killzone[/i] is a beautiful game, definitely the best shooter on the PS2, trying to compare it to [i]Halo[/i] is truly its downfall. Let me explain.

[i]Killzone[/i]’s graphics are by far the most beautiful seen on a shooter on the PS2. The war torn streets of the futuristic city and the dirt and dust of the environment capture the atmosphere of a true battleground. And as far as shooters go, it has good pick-up-and-shoot gameplay. However, when you compare a game to [i]Halo[/i], you have to expect large, open levels and clever AI. [i]Killzone[/i] lacks both.

From the very first mission, [i]Killzone[/i] attempts to establish that this is a large-scale war. Based on the first mission alone, it would seem the goal was accomplished. The constant rush of Helghast enemies and the yells of comrades do a convincing job of holding the atmosphere together. This also serves as one of the best “training” levels I have ever encountered. Unfortunately, the intensity of this initial battle does not hold up throughout the game. Quickly, it begins to feel like there is a massive battle going on, but you’re missing it. There is rubble and semi-destroyed buildings all around, yet no visible artillery barrages or masses of troop movement. And the PS2 hardware limits the size of these well-crafted environments to where you will often find routes blocked by rubble. Occasionally, you may stroll across a tank or a squad of troops, but the firefights never build to anything more but a minor skirmish. The environments simply tend to feel lonesome and abandoned. Even with the occasional assaults on Helghast strongholds, it is just not enough to shed the feeling that you are lagging behind the major battles. As someone who enjoys being in the thick of things, this just doesn’t cut it for me.

[floatright]http://www.snackbar-games.com/images/reviews/killzone/ss03_thumb.jpg[/floatright]In the firefights, the AIA

[floatleft]http://www.snackbar-games.com/images/reviews/phantombrave/cover.jpg[/floatleft]I remember when strategy role-playing games were the gems lost in a mass of first-person shooters and platforming action games. Now the SRPGs are coming in mass, and I cannot be too happy. Of course, leading the wave is Nippon Ichi, developer of Snackbar favorites, [i]La Pucelle: Tactics[/i] and the critically acclaimed [i]Disgaea[/i]. Nippon Ichi’s third installment is [i]Phantom Brave[/i]. What you can expect in [i]Phantom Brave[/i] is more of the same over-the-top (read wonderful) voice acting, beautifully simplistic graphics, and deep tactical gameplay. [i]Phantom Brave[/i] delivers in aces.

[heading]A Dangerous cute, dangerously deep[/heading]

A funny aura hangs over most of the Nippon Ichi games. It is that cutesy but deadly anime feeling. To build that vibe, the storyline revolves around a young Chroma named Marona. As a Chroma, Marona can summon forth phantoms to help out during the battles. However, in a unique twist, your whole party is phantoms, and did I mention the phantoms only last a certain amount of rounds?

Marona is the only party member who starts each battle. She can then confine the phantoms to certain objects on the battle grid. With each confinement, the phantom gets certain attribute bonuses depending on the object to which it is confined. For example, flowers and most organics give a boost to your Intelligence, making them perfect with which to confine mages. Hard objects like rocks are perfect for any fighters you have in your phantom party. It works out brilliantly, and timing when and where to confine your allies is essential to winning a matchA