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I finally tried out the Mercenaries 2: World in Flames demo that has been sitting in my proverbial “games to play pile” for over a couple of weeks now. It didn’t give me the sudden urge to rush down to the local game emporium and hand over some hard earned green, but neither did I feel it deserves to be shot down in flames.

The problem with the demo is that it drops you in straight in at the deep end and gives you no time to acclimatise to the controls or the game itself. Given the mercenary Mattias Nilsson, your mission should you choose to accept it, is to install a listening post deep within a heavily defended enemy compound. Starting atop a rocky outcrop as the mission begins it’s only a matter of seconds before you’re under fire and harassed by lots of unhappy Venezuelans leaving little time to scope out the enemy encampment and formulate a plan of attack. Somehow I don’t think Mercenaries 2: World in Flames deals in too much subtlety.

I have to admit that initially Mercenaries 2 proved to be frustrating. The direct approach into the compound didn’t go according to plan, and playing tag with some explosive shells from a light tank patrolling the compound didn’t help Mattias’ complexion. However, after discovering you can hi-jack vehicles - with a press of “Y” followed by a short button pressing quick time like event – I found that I could trundle quite happily into the compound “disguised” as one of the faction’s members allowing me to get closer to the designated objective. This subterfuge only lasts for as long as you’re not rumbled by the enemy, or get out of the vehicle, and is indicated by the use of a gauge which gradually decreases when loitering near enemy troops.

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Too Human is an unusual game to play. Not from the perspective of its genre, as it could be catogorised as a futuristic action RPG dungeon crawler, but in the way that it requires a serious investment of both time and energy in order to fully understand how to play the game and enjoy its full potential.

I’ve not played a game in a long while where I’ve been left feeling completely confounded by a game. It was only through determination - and gritted teeth - that the veil of fog clouding my comprehension of its mechanics began to lift. Only now, after completion, do I feel like I’m starting to get a handle on some of the peculiarities surrounding Too Human.

Finally I’ve grasped how light and dark “polarity” enemies’ work. Virtually impregnable to either melee strikes or ballistic attacks the correct type of attack must be used against these opponents otherwise they’ll benefit from whatever you throw at them. It sounds like a simple rule but as it’s not explained in depth (correct me if I’m wrong) it led to many frustrating encounters where I was slaughtered by these seemingly invulnerable opponents. It was only through enabling the damage meter that I could spot these enemies and witnessed my ballistic attacks having a negligible effect. Thus I needed to switch to an alternative strategy - melee where ballistic resistance was obvious - to dispatch the numerous hordes.

Discovering how to use the dodge manoeuvre effectively is a key skill in Too Human. Not only in the literal sense that it gets the character out of the way of incoming projectiles, but also in the fact that while dodging your character will have a few frames of invulnerability, which if timed correctly will help avoid any knockdown effects from area attacks. Again, this is another aspect that isn’t taught, but learned through trial and error - and numerous deaths. It’s a revelation when you realise those Troll hammer attacks and ground pounds are not to be feared after all.

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Star Wars: The Force Unleashed has the heavy burden of expectation laying heavily on its shoulders. It has been a few years since the acclaimed Knights of the Old Republic series from Bioware and the franchise demands another success.

In terms of the time-line the game takes place after Episode III: Return of the Sith but before Episode IV: A New Hope as the new Empire is mopping up what’s left of the Jedi order. The game tells the story of Darth Vader’s secret apprentice named Starkiller, the name of whom is in itself a nice homage to the original draft of Star Wars where the character we now know and love as Luke Skywalker was originally going to be called Luke Starkiller.

Starting out with a cut-scene between master and apprentice Starkiller is sent to an Imperial Shipyard which is under attack by the Jedi Master Rahm Kota. You’re mission is simple; destroy the Jedi and return his Lightsaber to Lord Vader.

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too-human-baldur.thumbnail.jpgThe development of Too Human from Silicon Knights seems to have been plagued by numerous obstacles along its nine year treacherous path to release. First conceived as a Playstation game (1999), then finding a home on Nintendo’s Gamecube (2000), and finally shifting residence to the Xbox 360 (2005). And then there was that little dispute with Epic Games’ over support of its “Unreal Engine 3”, resulting in Silicon Knights resorting to the development of there own game engine. All-in-all it’s actually a miracle Too Human is finally going to be released and didn’t get stuck in development hell or sent to Silicon Heaven.

Too Human is a third person action-adventure RPG game which takes its inspiration from Norse Mythology and weaves it into a game-world with cybernetically enhanced humans, cyberspace, and machine like foes. The player jumps into the role of Baldur, one of the Aesir, a god to the normal humans, and one of the protectors of mankind.

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gtaiv-sunset.thumbnail.jpgGrand Theft Auto IV, one of the most anticipated titles of the year was finally released on the Xbox 360 and Playstation 3 on the 29th April. The true successor to Grand Theft Auto III has been a few years in the making and fans have been salivating at the prospect of finally getting to grips with the latest sandbox game world. Combining the current generation of console hardware with Rockstars latest RAGE game engine it’s hard not to be impressed with the results achieved by Rockstar North.

As is prevalent throughout GTA games this is a “Rags to Riches” storyline with Eastern European immigrant Niko Bellic arriving in the docks of Liberty City at the invitation of his cousin Roman whom has promised that America is the “land of dreams”, bursting at the seams with money and promiscuous women. Roman has of course been embellishing the truth a little and instead of owning the mansion, four hot-tubs and fifteen sports cars as boasted, is in stark contrast struggling to make ends meet, in debt to gangsters, and owns a small time Taxi Company down in Hove Beach. And thus begins the game as Niko, with only a few dollars to his name, tries to carve out a living in the city of dreams.

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GoW:CoO Cover ThumbAfter two successful outings on the PS2, it’s time for the Ghost of Sparta to step into the mobile market for God of War: Chains of Olympus on the Sony PSP. The development reigns (or should that be chains) have been handed over to Ready At Dawn Studios using an enhanced version of their proprietary engine that was developed for Daxter (PSP).

Set as a prequel to the events that took place in God of War, this entry in the franchise nicely fits into the story arc that has already been told thus far and fleshes out more of our angry Spartans background.

At start of the game Kratos, already in servitude to the Olympian gods, is sent to the city of Attica to repel the Persian invasion. It’s an adrenalin inducing start and introduces the player to the controls gradually throughout the level and finally climaxes with a showdown with a Basilisk that has been terrorising the city. The level however is merely a taster of things to come and it’s not until vanquishing the beast that the true story line becomes apparent as Kratos witnessing the sun falling from the sky begins a quest to restore the god Helios.

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Bourne ThumbAlthough I’ve never read any of Robert Ludlum’s original Bourne novels I have enjoyed all the Hollywood movies starring Matt Damon as the ex-secret agent Jason Bourne. The books and movies have been successful but is the video game adaptation going to continue the run? Well, you can decide how the game is going to fare by trying out the demo of The Bourne Conspiracy that’s available on both Xbox Live Marketplace (1.2GB) and PlayStation Network (1.65GB).

The demo provides the player with three levels to play through, two of which “Escape from the Embassy” and the “Paris Chase” I remember from the movies, but I’m assuming the level “Eliminate Divandelen” may have been taken from one of the novels. Firstly players will immediately notice that Matt Damon hasn’t authorised the use of his likeness for the main character. Those of us whom are more familiar with the movies will feel a little disappointed that a new “face” has had to be used to represent Jason Bourne, but on the whole this shouldn’t really matter as long as the game plays well.

The three levels on offer act to showcase the different gameplay styles available in the game, after all this is Jason Bourne we’re talking about so we expect close hand-to-hand combat, thrilling gun fights, and unbelievable car chases. The demo does it’s best to serve up a slice of each but is only partly successful in delivering an exhilarating experience.

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Overlord Review

August 29th, 2007 2 Comments


Further to my initial
impressions of the demo I’ve now finally completed Overlord and I thought I’d post up my final review of this fantasy based third person action adventure.

As the game starts you become the new overlord of the Dark Tower, once a mighty bastion of evil but reduced to ruins after it has been plundered by the so called forces of good. It’s your job to restore the tower to its former glory and once again gain dominion over the lands around you.

To help you with the task at hand you can call upon your minions, small impish creatures that you can directly control or order to attack creatures, retrieve objects or move objects too heavy for your wimpy strength. At the start of the game you only have access to “brown” minions, but you will also gain the devotion of “red”, “green”, and “blue” minions which have there own strengths and weaknesses. Brown minions are best at melee, reds are immune to fire and can throw balls of fire for a ranged attack, greens are immune to poison and have a powerful back-stab attack whilst blue are the weakest at melee but are immune to some magical attacks and can resurrect fallen comrades.

The controls are fairly straight forward with the only complexity being minion control. The right joystick is used for direct control over your horde and it’s necessary to familiarise yourself with the control as soon as possible. Your horde can consist of different colour minions and if you don’t want to send the entire horde into battle then you will have to master selecting the different minion types and guard marking. Choosing a minion type is accumplished by holding down the right bumper button and then selecting the appropriate colour joypad button that closely resembles the minion type in question, for example “B” would select “red” minions whilst “Y” would select “browns”. You can also leave minions “on guard” using the “Y” button and using a combination of these controls becomes essential the further you progress.

The inhabitants of this fantasy world are all the typical creatures you’d expect, halflings, dwarves, trolls and plenty of other interesting enemies to get your teeth into (or your minions), with some requiring specific strategies if you don’t want to witness the slaughter of your impish friends. There are also a number of “Hero” boss characters you will need to dispose of throughout the game as part of the story arc, but their days of righteousness are far behind them. Every hero has become warped in some form or other and towards the end of the game you learn how these former heroes have fallen from grace. Every creature that is killed in the game releases certain types and amounts of lifeforce which is stored and used to summon minions from spawning pits dotted around the landscape and thus a certain proportion of the game involves retreading already cleared areas harvesting lifeforce to ensure you’ve got a healthy supply in stock.

Although minions help your chances of survival you’re not completely defenseless and you have a number of magical spells at your disposal. New spells are unlocked when found during exploration but there are four definitive classes of spells accessed from the D-pad; “up” gives you fire based attacking spells, “right”, domination spells that affect your enemies, “down” gives you defensive shield spells and finally “left” results in minion enhancing effects. Of course you can always just wade into combat swinging your axe should you prefer a more “hands-on” approach.

Your tower also provides you with few other distractions. A forge allows you to create three basic weapons (sword, mace or axe) or new armour and helmets once you’ve recovered the appropriate smelters. All can be upgraded by sacrificing minions to imbue them with magical properties depending on the number and types of minions sent to the flames. Forging better armour and weapons isn’t essential (I just used the basic steel set initially), but if you’ve got minions to spare then it will make the later parts of the game easier to handle. Spare cash from looting can be used to upgrade your tower with various aesthetically pleasing objects like statues or a marble walkway, but these items don’t really serve a purpose apart from personalising the look of your tower. Finally you can access the dungeon which allows you to take on most creatures you’ve previously encountered and is a good way of harvesting minion lifeforce when choosing any of the “beetle” types unless you prefer to venture outdoors to find one of the many flocks of “sheepies” roaming about the wilderness.

On the whole the game looks good with some interesting cliche’d fantasy environments such as the mines in Golden Hills, the twisted forest of Evernight or the halfling village with typical Tolkien-es burrows built into the hillsides. However the game doesn’t employ a “roam anywhere” policy and thus you will unfortunately come across many an invisible barrier blocking your path as you try and explore the environment.

There’s quite a lot of decent voice dialog employed throughout the game and the sound effects and music serve there purpose well but on a few occasions I found that some of the scripted dialog for Gnarl, the minion master and your guide, to be annoying when repeated; Hearing his explanation of the forge time-after-time soon got on my nerves.

Although the premise of the game is to be evil I was playing through the game to get the “zero corruption” achievement and thus most of my actions could be interpretted as “good” deeds. All the enemies in the game are provided in a negative light, and heroes have long since stopped being heroic. And I ended up liberating the townsfolk rather than subjecting them to tyranny.

Overall I enjoyed this game. It has some interesting ideas and gameplay mechanics, is laced with wry humour and is fun to play. It’s not without its flaws but if you’re looking for a fantasy game that offers something a bit different then this would be worth trying out.