6/12/2008

Vigilante 8: Arcade

Cars with Guns!

Hell Yeah! One of my favorite multiplayer games of all times is coming to XBL Arcade. To make things even better it won't be just a port of one of the original games, but an entirely new chapter in the 70' vehicle combat franchise. Build from the ground up for the XBLA it promisses 8 characters, user-customizable car paint, 5 new arenas, ovet-the top phisics, weapon pick-ups, power-ups online multiplayer for up to 8 people and (YES!) four-player split screen.

The authors also plan free and paid DLC.

Finally, I will have my revenge on my buddies for all the Bomberman Live games I've lost. Muahahahah... sorry.

If you never heard of or played Vigilante 8... well, shame on you. You can check the games out on Wikipedia for example.

6/10/2008

onEscapee



A couple of months ago, I reviewed Another World and Flashback and promised to have a look at one game which draws heavily from both titles. A long time Amiga gem, it has been made downloadable for PCs, completely for free, here.

There are some great things about onEscapee and some not-so-great things, which prevent it from becoming a true classic, worthy to sit right next to the two Delphine Software miracles. At the first glance, almost everything seems perfect - the stunning intro, the great music (although I still think the guy who sings the tunes could use some singing lessons... and maybe less beers, for that matter), the wonderful background graphics, especially the water levels. But then you notice the release date, which is late 1997, you remember that this was the same year G-Police got released, what's more, Quake and Tomb Raider were already out since 1995. At that point, you frown and start to wonder, why the hell doesn't this look even better? Just as you wanted to say "for its time, the game looked brilliant."

The truth is, onEscapee truly looks like it should have been released 3, maybe 4 years earlier, and not exclusively on Amiga, of all things! Amiga, which at that period of time, was a sinking ship. After all, how many of you (collectors not included) owned A1200 with the external CD-ROM drive, while you could have just as easily bought a PlayStation? So what was the point, anyway? What were they thinking? Well, if you take the graphics, the copy-and-paste Another World controls, the picture becomes clear enough. I guess it was meant to be a revival of the classic. One last look at the AW/F, which is a genre by itself. And if you treat it that way, you might like it.

The plot is not entirely coherent, but it's something about aliens abducting earthlings ("all healthy, strong men") towards purposes unknown. Our hero, David White (I learned the name from wikipedia) is one of those unfortunates, fortunate enough to escape and try and make his way through the hostile world. Just like in Another World, most of the screens feature at least one way to die, each death scene depicted by its own high-quality animation. Just like in Another World, you start in some underground caverns crawling with unfriendly life-forms, ready to eat you alive when you're not looking. Gradually you make your way towards some hi-tech android factory, where you get to shoot your laser-gun multiple times, then there are other places, including the gloomy outskirts of some futuristic city, the beautiful waterfall area and another space location, which is the final one. The game is quite simple - you run, shoot the enemies, run back to the regenerator to replenish your health, solve some really nasty button-pressing puzzles, run some more. The controls were not as fluent as in AW/F, although miles ahead of Heart of the Alien, thank God. The interesting thing is, that though there are some cutscenes here and there, not a lot of words are actually spoken, except for the initial introduction and the singing guy. Maybe it give the game a little poetic atmosphere, but at the same time, is confusing as hell. At the atmospheric outro sequence you find yourself wondering "How the hell did I end up here?". Again, in AW it was the similar thing, but the game was so perfect and innovative you simply didn't care and F has dialogues which eliminated the problem.

What more is there to say? Nice background (if you forget about Resident Evil), nice intro (if you forget about G-Police), decent enough gameplay (if you forget about Tomb Raider) and some tedious puzzles. All-in-all, the game is a complete, not exactly successful, AW/F derivate, for better and for worse, so I recommend it only for those who lust for the two original games and want to play some more. My guess is, you won't be all that disappointed.

6/09/2008

Indiana Drake, Nathan Jones.

Uncharted

Every once in a while you stumble upon a game that perfectly fits into the definition of fun – a game that keeps your hands glued to the controller and makes your eyes dry since you don’t blink fearing that you might miss something significant if you did.
The last game for me that induced this kind of reaction was the most amazing Resident Evil 4, and I’m talking about the Gamecube version. That was a long time ago.

I remember Uncharted from the early Playstation 3 conferences when the console didn’t have a final design yet and DualShock 3 was a plastic boomerang.
I remember it well, because that, unnamed at that time, game from the creators of one of my favorite platformers made a huge impression on me with its striking animation. On the day I saw the first footage of a dark-haired protagonist in a dirty t-shirt laying down heavy punches on some sort of pirates in a lush, tropical jungle I knew that this is really the next generation coming.

I have to admit that I took me a while to get my hands on Uncharted. It really wasn’t on the priority list. People learn on their mistakes.
When my PS3 swallowed the bluish disc for the first time I couldn’t help myself and close my eyes listening to the excellent main theme and then the uncharted theme. I’m partial to this sort of movie-esque music. And it doesn’t end on those two melodies. The whole score for the game is equally brilliant. It was composed by Greg Edmonson who has a lot of experience in making movie soundtracks. Basically the sound in the game is just top-notch – one of the reasons why must the fact that it comes in an uncompressed DTS so it’s crisp and there is a lot of definition to it. People with home theater systems know what I mean.

The game looks even better than it sounds. You can tell right away that it’s an exclusive title. The characters models are excellent – they are detailed and extremely well animated. Their movements are fluid and graceful – it might not be Assassin’s Creed, but it’s close. Their clothes fold and crease the way they should, and they are soaked and glisten when they get wet. Their faces are full of character and lively expressions. Hell, even their tongues are animated.
The environments are detailed and lively. The foliage sways on the digital wind casting realistic shadows on the sharp, high quality textures. The water looks excellent with reflections and refractions, but flows a bit too much like jelly. You’ll get a plethora of post-effects like depth of field, motion blur and HRD lighting which all make Uncharted look stunning. A setting sun shining though the trees is really awe inspiring in this game.
There are four problems though. First and most annoying is screen tearing – a V-sync would be in order. Second thing – animation tends to drop on occasion, but it’s not serious and certainly not distracting. And a third problem would be clipping issues, but those are really rare. On my first playthrough I encountered one… Last, but not least is some texture pop-in, usually visible after cut-scenes, but it’s not particularly bad and it’s nothing compared to games like Mass Effect or Gears of War.

Ok, we got through the technical part; now let’s focus on the substances.

The game is an action adventure at its finest.
Uncharted places you in the body of Nathan Drake, a self-proclaimed descendant of Sir Francis Drake. After finding Sir Drake’s empty coffin in which Nate finds his ancestor’s journal the main protagonist embarks on a journey to find the mythical El Dorado. He will be accompanied by Elena – a reporter with “exclusive rights” to the whole journey and Nathan’s friend, the roguish Victor Sullivan. All the characters are lovable (in one way or the other) and the actors who did the motion capture and voice overs should really get a big bonus as they did their job fabulously. Right now Nathan Drake is one of my favorite game characters – a witty, cool guy with an attitude.
Of course an adventure story like the one in Uncharted would be nothing without villains. So you’ll have to deal with all kinds of scumbags including pirates, a man with a conspicuous British accent and… well, let’s not spoil anything. Let’s just say that the story is on par with any Indiana Jones movie, with interesting plot twists and mysteries to uncover. It’s not a deep, psychological thing, but rather a light entertaining piece of script. You’ll love it.

The gameplay. It’s the brightly shining gem of Uncharted – it offers a perfect mix of exploration, platforming and shooting with a pinch of puzzles and quick time events. This game will never let you get bored. The plot is constantly pushed forward by the action sequences and all the elements are so perfectly intertwined that you’ll just constantly want more.
Even though that game takes place almost entirely on one island it doesn’t become repetitive. The environments will constantly change – from jungle setting, through ruins to old castles and monasteries. And with a change of place comes a change of pace, objectives and “obstacles” on Nate’s path. It’s just so well balanced. You’ll be jumping from ledges over a huge waterfall and before you know it you’ll be in an intense gunfight with a bunch of pirates. It just never gets old.
In that aspect the game has one major flaw – it’s too short. On the normal difficulty setting it’s not hard to finish in less than eight hours. There is a lot of replay value to it (more about that in a moment), but I would really like Uncharted to be at least two hours longer. It’s not that the ending is rushed or made a cliff-hanger, it’s just the game is so good that you’ll want to see more stuff the developers came up with. Well, maybe in Uncharted 2 as there’s probably going to be trilogy like with all of Naughty Dog’s franchises.

I would like to say one thing. I don’t know why, but the game feels very Playstationish. I couldn’t really pinpoint why, it just does. I can’t imagine this game on any other system.

Oh, about the replay value. Uncharted features a system similar to 360’s Achievements, but in my opinion it’s much, much better. As you know EXramp and I are not very fond of Gamerscore and the achievement system and we would like it be more meaningful. Uncharted gives me just that. After you complete set of conditions you are awarded with points (just like a Gamerscore) and after getting a certain amount stuff will unlock. This “stuff” includes concept art galleries, “making of…” videos, in-game cheats (unlimited ammo, weapon selection) and effects (playing in mirror mode, in sepia, in slow-mo and so on).
It’s an excellent award for people who like to get 100% from their games.

To me Uncharted is what Resident Evil 4 was three years ago - a perfect example of why I love video games so much. It’s the very essence of the entertainment game can provide an anchor that will pull your mind down to the depths of enjoyment. Once again I was able to forget about the surrounding world and problems it brings. And for that I thank you Naught Dog.

6/08/2008

Rotten to the Qore

Impressions...

I’ve bought the first Qore on Friday and I have to say... it’s rotten. Yes, I know I was excited about the whole thing just a few days ago when I wrote the news about it, but after trying it out I can say it’s pretty much a six-dollar worth of failure.
First off, it weights over 1,5 GB, which in my case is a lot since I have a 1mbit internet connection, which means if I haven’t eaten during the download I would die from malnutrition. But I thought it will all be in glorious HD so I can wait. Well, it may be HD, but it’s so compressed it looks like a movie about diarrhea in high resolution.

When you “turn it on” you are greeted with a long Hulk 2 trailer. The movie is a waste of money; the trailer is a waste of space. Thank God it’s skippable.
After that you’ll get an introduction by Veronica Belmont. I’m probably supposed to know who she is, but I don’t. Sure, the girl is cute, but she acts as if she’s being subjected to electric current – she is way too euphoric. It’s fake, unnecessary and I don’t like it. Let’s move on.
In the main menu you can choose from a few different sections – a SOCOM one, Soul Calibur 4/Afro Samurai one, Force Unleashed one and the last one is where the downloadable goodies are, or rather suppose to be.

Let me start from the last one. There are supposed to be a SOCOM beta invitation, a SOCOM theme for the XMB and a link to download Calling All Cars. The PSN game is available for people who got the annual subscription of Qore, so I won’t comment as I didn’t get one (thank God). And the SOCOM stuff? Well, I’m sorry, but it will be available, when it’s available… which could mean tomorrow or in 500 years. What could be the reason to put something in this “digital magazine” that doesn’t exist and make it the biggest selling point? No idea, but I bet there are a lot of pissed off people out there now.

The Force Unleashed and the SC4/AS section include interviews and some in-game footage. It’s so meaningless I wanted to poke my eyes out with a fork. You basically have guys who claim that “their games will be so cool, because they are cool, and cool people make them and stuff”. For an exclusive content, you really can’t do shit Sony.
I liked the guy from Namco talking about Darth Vader in SC4. What he said is that he’s really excited about that character, because he’s so cool and he has cool moves, and the game he’s in is cool, and it’s cool that it’s cool, because it’s so cool. Seriously?

The guy from Lucas Arts was not much better. He did mention though, that the planets his game will take place on make a lot of sense and they are cool. Well, if he said so it must be true.

The SOCOM section features some pictures and not only the mindless babbling, but there’s even more of Belmond, so I’m not so sure about it.

And then there are the ads. I thought I wouldn’t mind them so much, but they are annoying as hell.

So to sum things up - you get a lot of pointless crap for $3 with commercials in between. I know 3 bucks is not a lot, but in case of Qore it’s still too much.
It’s like paying for sex with an ugly hooker just to find out she’s actually a man.

6/07/2008

Biohazard Original Soundtrack



Before I get to the beautiful, breath-taking, astounding, ravishing and overall – fucking awesome Biohazard / Resident Evil soundtrack, which is Resident Evil 2 OST (next week, I guess), let me take you for a ride through the land of the past and show you where it all began. Ladies and gentlemen, the first Biohazard soundtrack!

Don’t even try to compare it with other RE soundtracks, because today the whole CD, much like the game itself, seems... laughable. Take the two first tracks, for instance: Introduction Movies and Zombie Eating Kenneth. Who on Earth would place such things on a game soundtrack in this day and age? Some of the tunes have the game’s sound effects (even voices) embedded into them, like Death Trap, in most cases this was done deliberately, believe it or not, which is evident in Piano Frenzy, where you can hear a person opening and closing the door and walking up to the piano. The music doesn’t even have any decent fade-out, the tracks just cut off after only one loop, so no matter how hard you try, you can’t even enjoy the decent ones, like First Floor Mansion. Actually, all of them can be found on Resident Evil PC disk, in the wav format, exactly the same. Great, huh? Capcom just burned these files into a CD, and boom! We have a game soundtrack, let’s go sell it. But enough of this ranting, we must remember that it was the year of 1996 and video games got away with lots of things, let alone the fact that no one really cared about the music. So let’s open your ears and listen.

The tracks can be roughly divided into three groups: the danger tunes which play when something bad is happening, the atmosphere tunes which accompany you while traversing the locations and finally – special tunes during the cutscenes. Of those three, the second one clearly stands out as the sole reason why anyone sane would ever care to listen to Biohazard OST. First Floor Mansion, Second Floor Mansion, First Floor Mansion Again, Second Mansion Again (convenient names, huh?), The Guardhouse, etc. all of them consisting only of computer-generated violins, very fitting for the Spencer Estate’s empty, yellowish corridors. To me, these are the essence of Resident Evil’s atmosphere – slow, still melodies with the notable touch of menace. A similar theme occurs in Third Floor of the Laboratory.

Some of these tracks are still pretty scary, like Forest is Dead, The Underground, Entrance to the Laboratory, which have the characteristic breathing-like sounds, The Guardhouse Basement with its curious combination of guitar-like notes with violin-like noises. Ah, I’ve almost forgotten my personal favorite Mansion Basement – the infamous kitchen theme. I swear this thing gives me the creeps even now. There are also some oddballs like The Power Room (Can this even be called music? This isn’t Silent Hill, people!), or Outside featuring the same dog’s howling over and over and over again, or, better yet, Outside with Water Running – the title says it all.

The danger tunes are, simply speaking, all the same - very fast and without much melody. Take Sudden Attack and Death Trap. The only thing differentiating them is the sound of the Jill-sandwich mechanism activating in the latter. The truth is, these tracks just serve their purpose – providing the most appropriate beat-rate for our hearts during the violent cutscenes and boss-fights. All by themselves, they seem tedious and unremarkable, with the sole exception of The Zombie is Coming which is much slower and truly spooky. The boss-fight counterpart would maybe be Tyrant Breaking Loose – the track which would come back in the future.

The third group is really mixed – some of the tracks are not half that bad, like Wesker’s Theme, or the cool Slide Projector even Barry’s Revenge has its... uh... virtues, but some of them are mediocre to say the least. A Gunshot in the Underground, Meeting Rebecca, Barry’s Death... They might have been (and, indeed, were) appropriate twelve years ago, but today one would be right to ask for something better.

And, uh... Still Dawn, the credit-roll theme. Really, is this the thing you would expect at the end of the symbol of survival horror? The track does get rough enough at the end, but the very beginning is absolutely traumatizing. The song reminds me of The Stars and the Moon – an ending song of the movie “Dead Alive” / “Brain-Dead”, but there it was supposed to sound like a romantic comedy featuring Jennifer Lopez, because the whole movie was a parody. Here, it just doesn’t work, even for a mid-nineties Japanese game.

I might have been a little too harsh, but that’s the way it had to be. If you want to introduce someone to survival horrors, you mustn’t, simply MUSTN’T begin with Resident Evil. This title was brilliant and will always be treated with respect, as an important milestone in video-game evolution, but let’s face it: it’s retired now, played only by true connaisseurs, replaced with its younger Gamecube reincarnation. Right, there’s also Dead Silence, but if you don’t feel even a bit embarrassed by having to blow to your DS’s microphone in public, you probably won’t even notice the game’s Dante-crawling-out-of-the-fondue-pit cheeziness.

But wait! There’s more!

At first I meant to divide this episode into a couple of parts and post them one at a time, but decided against it. After all, it’s not a gametrailers retrospective I’m doing and since you’re already here and have read this far, I might as well go on and tell you the next parts right now. So let’s turn the hands of the clock a little and move forward to the magic year of 1998, when such miracles as Resident Evil 2, Parasite Eve and Metal Gear Solid were released.

Apparently, in 1998, someone at Capcom finally sobered and realized the Biohazard Original Soundtrack was not a product of the finest possible quality. Hence, they decided to release a remix, just as they had released the Director’s Cut version of the game itself the year before.

You pop the CD in, push play and what are you greeted with? The game’s character introduction rock-tune, in all its original “glory” (together with the voice reading out the names), completely untouched, just with some game’s sounds added at the beginning. (Still, it could be worse, some movies showing the early pre-release versions of the game have different music there – much worse music, with singing even...) Thankfully, it’s the only unremixed track on the disk, so don’t let it belie the rest of the soundtrack; the changes become pleasantly evident with At Deep Mountains and Dark Valleys, the Night Begins. At first you don’t even realize it’s the remix of First Floor Mansion.

Most of the tracks got pleasantly polished, more instruments were added, in some cases the melody was slightly altered. Oh, and there are fade-outs, thank God. There is a price to pay, however. The new tunes have the game’s corresponding sounds and voices; sometimes entire cutscenes were inserted. For example, the evacuation theme has been broken into two separate tracks: 10 Minutes Until Explosion and 5 Minutes until Explosion, the second of which has the voice of Brad, the sounds of the elevator and the wind howling on the landing area. The oddballs remained oddball alright. Dismal Field, a remake of Outside, features not only the old sounds but now also the footsteps of a character running around, taking the elevator and being attacked by zombie dogs. Hilarious.

In most cases, the music really benefited from the changes. The creators have given the old, familiar tunes the new quality which elevates it significantly from the mediocrity into decency, without any violent changes. There are some exceptions, like the kitchen theme, whose remake (Narrow and Close) lost some the original’s malevolent energy, but all-in-all, even if some tracks did undergo a little more than cosmetic changes (Sigh of Relief) and (Peace of Mind), it’s generally for the good (notice how one flute can change the entire atmosphere of a song Concealed Passage).

There is one track which deserves a very special mention. The remastered version of the The Moonlight Sonata, now over 4 minutes long, featuring the full original melody, accompanied with background violins. It is... beautiful. Might even fit for an ending theme, in my opinion, especially since Still Dawn remained pretty much unchanged.

Okay, let’s fast forward to 2002 and “take a listen” to the Remake OST. Sadly, the official soundtrack never got released on its own, instead being a part of the expensive Biohazard Best Track Box initially sold only in Japan.

As we all know, the Resident Evil Remake differs significantly from the original in some places and it shows. The creators abandoned most of the old tunes and written them anew, completely from scratch. The result was a finer quality, or “up-to-date quality” would be a more fitting way to put it. While the tunes are considerably gentler on your ears, they remain a little much soulless and identity-lacking. They concentrate on heavy, blurred violins playing some barely discernible melodies. It’s hard to remember them, in some cases, it’s even impossible to notice them while playing the game altogether, yet they maintain the atmosphere and thus serve their purpose – being good background horror music.

The true fun begins when we do actually notice the familiar tunes and there are plenty of them. The way they have been constructed is simply flawless – they retain their original melodies, which brings up the game’s identity, but their quality has been significantly improved by adding more different sounds and ironing out the old ones. This transformation has made them much gentler, less aggressive and invading, yet they are still scary, probably thanks to the breathing-like sounds. Scarier than ever. I would go on talking in detail about each one of them, but this would take too long, so let me just mention the most distinctive ones.

Disappearance, which makes the searching for Wesker actually a pleasant task. Lost in Darkness, probably the most beautiful variation of First Floor Mansion ever. Save Theme, which remains strange and unclear, but in a much more acceptable way. Vacant Room with the little tickling bells now constantly traveling from one ear to another. Talking to Yourself? – an astounding track, all but bursting with terror and despair, conjuring everything around it. Cold Water, now much slower, expressing not only the flooded underground facility but the entire dark ocean with God-knows-what swimming just under the surface. Concrete Bound, immersing us in the depths of the abandoned laboratory, with the electrical lights illuminating nothing but thick clouds of dust, floating in the air.

Like I’ve said, there are more of the remade tracks, but I think I’ll let you discover them on your own. For me, the greatest joy was to compare them side by side, the old one versus the new one. Then the elusive details or ironing out become clear and you can just point your finger at some sound at say “oh, that’s what did the trick.”

One more thing, the Ending Credits. I’ve had some really mixed feelings about this one. For one, it isn’t even a bit horror-like (try and compare it to the RE: Outbreak counterpart), the violins sound optimistic, but at the same time, serious, even aristocratic. That has always reminded me of the one thing that many people seem to forget about. The Resident Evil legacy. The year 1996, when it all started with a small game with artificial acting, crappy dialogues and B-movie plot which aspired to be the milestone in gaming industry. Which created the expression “survival horror” and paved the way for some of the world’s greatest, most memorable titles. While the original game pales in comparison to its sons and grandsons, it will always be there, in the all-time hall of fame, which the soundtracks, both old and new are there to remind us about. Laughable or not, rest in peace, Resident Evil. We’ll always love you. :-)

6/04/2008

Quo..., Qoue, Coocoo...

The Qore

Sony announced an interesting project, interesting for me at least. It’s called Quo, Quor… I’m sorry, the name is too strange for me.
Anyway, this… thing is a kind of a monthly digital, online magazine. You’ll get interviews, movies, images and information about upcoming titles. Hell, you might even get a beta key for some games. Sony promises that about 90% of the content will be exclusive. Seems like an excellent idea to me.

The catch? Of course there is a catch, even two. First one, the service will be paid. If you pay monthly you’ll have to say bye-bye to about $3. If you care for an annual subscription you’ll have to pay about $25. Not a bad price if you ask me. Oh, and if you’ll get the annual subscription you’ll get a free PSN game (Calling All Cars).
The second catch? Even though it’s not a free service you will be exposed to commercials. This one is a bit strange. I wouldn’t mind if the commercials would be skippable, but it seems they are not. Oh well, can’t have it all.

But hey, I’ll try anything once.

A side not to Sony.
However you would stretch the rules of English pronunciation it’s simply impossible to say Qore the same way as Core. Am I niggling? Sure am.

6/03/2008

The Killing Game Show



A fabulous looking, fast-paced platformer on Amiga from the creators of Project Gotham Racing and the XBL classic – Geometry Wars.

The protagonist is a little robot, capable of running (duh...), jumping and climbing, as well as shooting things with its twin cannons. There are 8 levels – 2 stages each – and your goal is to make your way from the bottom to the top of every one. There is a time limit in a shape of water (according to the story that thing is actually some ultra-destructive liquid, but... who gives a spit, anyway?). At the beginning of each stage, you have about 10 seconds and then the water level begins to rise. Needless to say, the robot is not waterproof, so all it takes is one badly-timed jump or just running around a little too long and it’s over. Obviously, the creators thought that jumping on the platforms alone would be too easy, so they imbued the game with all kinds of puzzles – you need keys to unlock passages, press switches, avoid malicious traps. On the seventh level jumping is not allowed, so you need to utilize elevators and teleports to move around. Moreover, most of the second stages feature collectible items, for example gems, which give you additional scores. The really cool feature is the replay you get each time you die – while watching it, you may press a key to resume the game from any point you are currently on.

I did mention shooting things, didn’t I? The enemies come in formations (lines, actually) and shooting down the entire line awards you with a score bonus and some additional health represented by a tiny winged heart. Be careful though, as the heart is sometimes replaced with skull which is a health penalty. There are multiple types of ammunition scattered around the stages – each one is limited, except for the most basic one you begin the stage with, and you can carry only one ammo type at a time. The same thing goes with “tools” – these are various bonuses like the water freezer (it temporarily stops the water level from rising), the oracle (gives you good advice), health packs and keys. Again, you may carry only one of them at a time (each time you pick something up, it trades places with the thing you already have) so hunting for a certain shape of a key while having to open five different locks on the way can be a demanding memory and orientation exercise. The only, and I mean, ONLY thing to help you is the overall map of the stage which you can bring up any time and plan your route.

The game may look like a mindless shooter, but in fact, it concentrates more on thinking and taking quick decisions. It’s not particularly easy (the first time I played it, I was nine years old and it destroyed me), but is actually very fun to play. The graphics are outstanding on Amiga, especially the water reflections, just a little worse on Atari and Genesis; the music is decent and the sound effects are both strange and funny. Too bad you have to pick either sounds (the levels seem unusually silent) or music (just one tune on all the levels, which may get boring), not both of them, but well, the technology wasn’t there yet. One other thing to catch your attention is the opening cinematic introducing our cute little robot – very grim and of high quality, it reminds me of Walker.

There is some crazy story behind the game, but who cares? The point is, if you feel like playing something old-school, which requires more than just constantly tapping the “fire” button, look no further.

6/01/2008

Under the crimson sky...



There’s a nice, interesting little demo of Siren: New Translation available on PS Network Japan. I believe the European and American title will be Siren: Blood Curse. I must say, it impressed the hell out of me.

I wasn’t a big fan of the previous parts of the Siren (Forbidden Siren in Europe) franchise. Frankly speaking, I never finished the first game and didn’t even try the second one. Why? Well, the game had simply too many “revolutionary ideas” – some were great, the others... Not. The sight-jack (the trademark ability to see through other characters’/enemies’ eyes) was fun enough, but wasn’t really helpful in making your way through the areas crawling with the undead, since it was difficult to tell who was exactly where. The game was all about stealth and most of the time you didn’t even have any decent weapon, so confusion quickly led to frustration. The game’s segmental storytelling surely didn’t make things any clearer. You were given a character at a certain location, at a certain time, with a certain task to accomplish. You do that, there’s a cutscene and then another person, another place, etc. The paths do converge eventually, but sometimes it gets really chaotic, especially with that annoying timetable chart. Moreover, you had to replay certain stages and do additional side-quests so that some other characters may proceed through the area somewhere in the future.

But you know what? I’m willing to forgive Sony, even if they include all of the above features in Blood Curse. The game’s graphics are just phenomenal – not in a technical way, since the textures’ quality could have been a little better – but in terms of atmosphere. The colors are largely reduced to something resembling sepia which, combined with the lighting effects, gives a very realistic (as well as scary) impression; and there’s that ominous red sky looming over the horizon, which is an absolute highlight. The controls are a little jerky (I suppose due to that crappy Sixaxis), but nowhere near as stiff as they used to be. Moreover, the horrible action menu has been replaced with a more intuitive trigger-based system. All-in-all, it’s a decent, fabulous-looking survival horror and I’m genuinely looking forward to it, even if it will be released in a bunch of short episodes, as Sony stated.

Wait a second, Silent Hill goes to hell while Forbidden Siren gets actually decent? Jesus Christ almighty, the end is near...