Showing posts with label retrospective. Show all posts
Showing posts with label retrospective. Show all posts

Wednesday, 10 March 2010

Retrospective - Black

  • Game: Black
  • Formats: PS2, Xbox
  • First Released: February 24, 2006 (UK)
  • Developer: Criterion Games
  • Publisher: Electronic Arts
  • Genre: First-Person Shooter

There are moments in Black where you can’t help but think of ‘Team America’. Just as in that film, Black exists in a world where the destruction of property and buildings - no matter how valuable, or impressive the architecture - is all fair game, so long as it’s done by crack US combat teams in the fight against terrorism. In the first level of Black alone, you’ll find yourself storming a museum, firing rocket-propelled-grenades at city towers, and generally instigating more explosions than Steven Seagal’s entire cinematic output can muster. Take the very first task in the game: Opening a door. In this game, your key is a 12 gauge.

You play Jack Keller, a ‘black-ops’ soldier, with a reputation of being something of a maverick, a rogue, a lone-wolf – you know the type; prone to disobeying direct orders if it means getting the job done (admittedly not the most original videogame character of all time.). The game’s background is introduced by way of flashing newspaper headlines and fuzzy footage from newsreels, whilst the characters and main story slowly reveal themselves through the ‘interrogation room’ cut-scenes that precede each mission; Keller puffing on a cigarette and gruffly recalling his recent exploits. It’s a somewhat minimalist approach, which works, and works brilliantly setting the atmosphere and scene for each mission.

The visuals alone are startlingly good, even by today’s standards and certainly rank up there as some of the best the PS2 ever achieved. The game world is wonderfully moody and atmospheric; some of its darker environments conveying a sense of dread, and the quality of the graphics - combined with the suitably orchestral score, and meaty sound effects - serve to pull you into the game far more than most comparable console FPSs of last generation. In the cities, you can almost feel the crunch of glass beneath your steel capped boots, and you can sense the eerie chill in the air when wandering through the haunting forest.

BOOM! ARRGH! CHUGGA-CHUGGA-CHUGGA! ALLUA-AKHBAR! ETCETERA!

The game has other ingenious tricks for involving the player too. Most engaging of these is perhaps the effects that kick in when Jack is critically injured; you can feel your heartbeat pulsing through the game-pad, and the visuals blur and slow-down, the sound becoming muffled and it stays this way until you either manage to locate a first-aid kit, or, more likely, die. This is a First Person shooter that well and truly puts you, the player, in the ‘first-person’; doing its best to make you feel what the character feels, and to make you value his survival, and seek to protect him from harm. Sure more modern games do this, some do it better than in Black, but it’s nice to know where your roots are.

The levels are big, and less linear than many FPSs, meaning that there is some scope to explore, and ‘find your own path’, and the missions are relatively varied (although most equate, ultimately, to killing lots of people and blowing up lots of stuff as per genre convention). There are a range of primary and secondary objectives within each mission, though the amount of these you’re obliged to fulfil depends on which of the four difficultly settings you’ve settled for. Normal mode, for example, requires you to fulfil all primary objectives, and just a few secondary ones. And of course, as is the game’s selling point just about everything you’ll come across is destructible in some way; from buildings, to vehicles, to road-blocks, to tree-stumps - the world is yours to destroy at will (or cower behind). The weapons with which you get to wreak havoc with are really just standard, bland, typical FPS-fare; pistols, shotguns, machine-guns, rocket-launchers, etc, all of them subject to the usual advantages and limitations. No big surprises there then, although considering its ‘real-world’ setting, there wasn’t a huge amount of scope for letting imagination run wild in this area. Besides, they’re all very, very satisfying to use; the shotgun is just as powerful and reliable as you’d hope (always my weapon of choice), and there’s little so satisfying as perching atop a ledge and sending a rocket into an enemy base, then sitting back and watching the chain reaction of explosions. 

Now, this is anarchy. This game dicks on The Sex Pistols.

Once you peel back the spot-on presentation, well-judged sense of involvement and decent level design, however, Black does have some shortcomings. Enemy AI isn’t awful, but it’s not nearly as well balanced as we’ve come to expect from the cream of contemporary shooters. I also feel some personal frustration with the cut-scenes that you CANNOT SKIP; each time you start a mission, you have no choice but to sit through them, which seems strange, considering how simple this would have been to resolve. It’s not an especially long game either; the seasoned gun-porn fanatic should have it wrapped up fairly swiftly and whilst the new objectives presented by higher difficulty settings offer some reason to replay, it’s unlikely that even the most devoted fan will trawl through the whole game more than two or three times. Which brings the biggest omission to the forefront: there’s no multiplayer mode. No frags or capturing flags. Considering how standard the multiplayer mode has become to the genre, it seems a shame that Black misses out, and whilst it’s sad that multiplayer doesn’t make an appearance, I feel that, overall, the game is better for it as the single player mode is so well made as a result of all the attention being placed on it.

Black offers one of the best FPS experiences available on a console; certainly the best on PS2. The visuals and audio are stunning, and the gameplay is pitched perfectly between strategic thinking and all-out, no-brains, balls to the wall action, providing an immensely satisfying all round experience, with no short supply of jaw-dropping moments. However, its modest length and absence of multiplayer options seriously compromise its longevity, and prevent it from reaching the status of classic.

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Thursday, 4 February 2010

Retrospective - Uncharted: Drake's Fortune

  • Game: Uncharted: Drake's Fortune
  • Format: PS3
  • First Released: November 20, 2007 (USA)
  • Developer: Naughty Dog
  • Publisher: Sony Computer Entertainment
  • Genre: Third Person Adventure

I know I'm late to the party. This game came out in 2007 just after the PS3's launch in Europe. I'm excused for being late for two reasons; firstly, I only got my PS3 in 2008 and, secondly, the PS3's just a glorified Blu-ray player, right? Wrong. Definitely wrong. And I'll tell you for why.

When you first load the game up the main thing that grabs your attention is the graphics. Everything is crisp, everything is clear and the backgrounds are gorgeous. A special mention has to go to the character models though, they truly are astounding. The developers have crammed the game disc with ten times more movement animations and 70-80 facial animations per character which when combined really enhance the game and succeeds in further drawing you into the game world.

So the game world looks real, but how does it sound? Pretty bloody good is how it sounds. The score is creepy when it needs to be, inquisitive when it wants to be, and downright dramatic the rest of the time. The music fulfills the objective of being atmospheric and adding a real sense of occasion to the play-through. A huge shout-out has to go to the voice actors. Nolan North does a great job of depicting the cocksure treasure hunter Drake but also, with the excellent character models, can portray sorrow, concern, pain, anguish, elation, bereavement, and any other emotion you wish to name. Other honourable mentions go to Sully and Elena who give the game some depth and perspective alongside Drake.

 Characters! Some of them!

The story is your typical treasure hunter scenario: Group A finds ancient clues that lead to treasure 1, group B steal it, group A get it back, both groups head towards the final destination where they inevitably cross paths and chaos ensues. It's all very National Treasure, but that's not to say it's not enjoyable. There's a bit of a twist around chapter 19 that left me feeling a tad bitter for being so predictable insomuch as it followed a typical videogame convention instead of sticking to what it was doing best, but the game soon explained itself and everything was forgiven. Well, nearly everything. The jetski sections are sure to haunt me for the rest of my life but thankfully they only occupy a minuscule amount of the overall game time.

"Aye, right, cheers Jambo but ye haven't told us aboot the game - ye've just gan an aboot facial animations and other bunkum." Alright! I'm getting there. I might even do it now. The game has a cover system - very similar to the Gears of War franchise's own - and it works great. Corners, boxes, fences, and bannisters provide excellent cover and the majority of it can be destroyed by a few bullets leaving you frantically scurrying around like fat kid who's misplaced his Freddo. The gunplay is also very satisfying with a nice range of pew-pews to choose from and they all feel crunchy and meaty.

 Shoot them! Shoot them with your gun!

The PS3 pad works very well with aiming and shooting being done with the L1 and R1 buttons. This is a great move as, quite frankly, the L2 and R2 buttons where these actions are conventionally mapped are rubbish on the DualShock3. The game also makes use of the SixAxis technology but thankfully it's few and far between. I don't say that because it's implemented poorly, I say that because motion control is a terrible, terrible idea that has only succeeded in saturating the games market with shovelware.

The game uses a few QTEs to advance the story but I feel these work very well within the context of the game. I know these can be controversial as a lot of gamers find them as a cheap way of forcing human interaction within a static scene, but I really enjoy them. So there!

All in all, Uncharted is an excellent game - worthy of any and all praise that is heaped at it, piling up by its feet. It's engrossing, encapsulating, atmospheric, delightful to look at and a pleasure to play. The game demands attention much the same way a Hollywood blockbuster does and it's certainly evident that films paid a huge part in the inspiration and design of the game so it comes as no surprise that an Uncharted film is currently being made. Games like this restore my faith in the PS3 as a console. Games like this restore my faith in videogames where bringing in a new IP is considered a costly risk. Games like this are why I play games in the first place. The promise of a second installment - already out - fills me with joy. Uncharted is the first PS3 exclusive I've played and thought: "y'know what, this is actually really good" and for that it can be considered a rare treasure indeed.

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Tuesday, 4 August 2009

Retrospective - Kid Icarus

Featuring Frankenjam

  • Game: Kid Icarus
  • Format: NES / Wii (Virtual Console)
  • First Release: 1987
  • Developer: Nintendo R&D1
  • Publisher: Nintendo
  • Genre: Puzzle Thingie

Our second assault on gaming's past drags our puny minds deep into the recesses of Greek mythology as Frankenjam plays Kid Icarus! A little more well-known than Lolo, I'll admit, but who can honestly say that they remember it when it first came out?



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Thursday, 16 July 2009

Retrospective - Adventures of Lolo 2

Featuring Frankenjam

  • Game: Adventures of Lolo 2
  • Format: NES / Wii (Virtual Console)
  • First Release: 1990
  • Developer: HAL Laboratory
  • Publisher: HAL Laboratory
  • Genre: Puzzle Thingie

Join us as we take our first dive, deep into the heart of gaming from yore, giving you our initial impressions of the games that made today possible... ish.
Our first plunder is that well-known masterpiece, Adventures of Lolo 2:



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Saturday, 31 January 2009

Retrospective - Pilotwings 64

Not only do I remember the first time I played Pilotwings 64, I remember the exact circumstances that I bought it roughly eight years ago; on holiday in Cornwall having passed a small shop that was selling games. I remember seeing the original PAL release of Pokémon Stadium hogging quite a bit of the shelf space but my eye was caught by a game tucked away in the back of the bottom shelf with a price tag of £12.99. Next thing I knew I actually wanted the holiday to end so that I could go home and play it - yes, I wanted a holiday to end to play a game.

In all seriousness, Pilotwings 64 became one of the most charming games that I've ever played. Charming in the same way that Animal Crossing or Advance Wars is - there were few moments in Pilotwings 64 where I wasn't sporting an enormous grin across my youthful face. Those moments tended to involve hang-gliders or the giant mech that terrorised certain areas; there'd be so many obscenities after missing out on a perfect score by one point that I'd make Scarface look like a timid lamb.

Whether it be flying a jetpack, shooting mechs from a gyrocopter, firing yourself towards Mount Rushmore to reveal Wario's face or just gently relaxing as the Birdman flying high above the Golden Gate Bridge in Little America, Pilotwings 64 had it all for serious flight-sim players and regular gamers. A game both challenging and relaxing at the same time is a very rare and fantastic experience.

8/10 cats agree that Pilotwings is more relaxing than being massaged in beer.

As a launch game for the N64, Pilotwings 64 is absolutely stellar and as the generations of games passed it continued to be flying sky high (pun intended) above many of the games not just on the N64 but on all platforms of the time - Paradigm in my eyes had brought gaming into the next generation rather than Super Mario 64. Unfortunately Nintendo decided that adding Pilotwings to their catalogue of GameCube games would have been a bad idea and so far they've continued with the same decision for the Wii. Surely I wouldn't want to see Pilotwings tarnished with a poor version made for the Wii, but I do have every bit of faith in Nintendo that A) they won't be able to water it down much at all to appeal to the so called casual gamer and B) they could make the motion controls actually work, more so with the Motion Plus adapter. If Nintendo do decide to do a new game in the series, it'd almost be worth buying a Wii for.

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Sunday, 19 October 2008

Retrospective - Fable

  • Game: Fable
  • Console: Xbox, PC
  • Developer: Lionhead Studios
  • Publisher: Microsoft Game Studios
  • Released: September 2004
What with Fable II's release just around that proverbial and clichéd 'corner', it seems to make sense that along with it comes an inevitable look back at its predecessor, a game that everyone, thanks mainly to the game's creator, had extremely high hopes for. However, it fell short of those hopes (way short, some might say) and nobody but the aforementioned creator, Peter Molyneux, can take the blame for it. He was the master of his own downfall and he knows it. He has apologised time and time again, but, you know what? He needn't have, really. You see, Fable is still an incredibly good game, and no amount of promises of trees that grow in real-time could have made us expect the finished game that we got to play. It's by no means perfect, but it's still a rather exceptional game.

What really sets this game apart is the fact that you can really tell Fable was made by a British development house. The people of Albion speak in regional English accents; there are cockneys, scousers, brummies, geordies, Welsh, Scottish and Irish, with the beautiful Bristol accent taking precedent over most. It's also filled with very silly humour, something the British are famous for, and it seems the developer's main inspiration is Terry Pratchett. As a quick and easy example of the rather silly humour, your character is able to burp and fart at will; what this does is something of a mystery, but does it really need to have purpose? Farts are funny! That's not to say that the game doesn't get serious, because it does, especially towards the end of the game, when Albion comes under attack. For all the whimsy and charm in this game, there is a lot of gore that counters it, with decapitation being the bloodiest method of disposal in the game. There are even some afters - you can kick your enemies bodiless heads around. It's genius, really.

I played the game through to its end a few times, and my character always ended up looking similar to this wizard dude.

However, the whole point of Fable was that, dependent upon the decisions you chose and the way you played the game, your character, and the world around him, would change accordingly, and that each person who played the game would have a unique game-world, and a unique character. But neither seemed to really work, as Fable simply isn't deep enough. You see, for an RPG, Fable is not that big a game. The world is rather expansive, but because you're confined to narrow pathways throughout the game, it never really feels as big as it should do. Also, interaction with NPCs in Fable is rather one-dimensional; you get the quest-giving NPCs, who'll talk your head off given half a chance, but you can't really talk to anyone else, as they don't have the kind of scripted dialogue most RPGs have. Instead, they merely react to your character being in their presence. You can laugh, burp, fart, dance and whatnot in front of them, but, apart from their reactions, it doesn't really do anything. Sure, you can marry someone, but that doesn't really do much, either. Because of this, the game world doesn't ever seem to change. Your character, however, does change. He'll get scars, he'll get older, and if you're good he'll appear saintly and demonic if you're evil. But, again, because the game isn't deep enough, it really doesn't feel like your character is that unique. Play the game through a couple of times, and chances are that you'll end up with a pretty similar looking character each time.

Despite not really achieving what it aspired to, and not really giving you your very own world and character, Fable is still an incredibly unique game, and a very good one at that. It doesn't do much that isn't in other games, and its innovations are more gimmicks than revolutionary concepts, but what it does right, it does well.

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Thursday, 25 September 2008

Retrospective - The Getaway

  • Game: The Getaway
  • Console: PlayStation 2
  • Developer: Team SoHo
  • Publisher: Sony
  • Released: 2002
The Getaway was a game I remember quite enjoying. The gritty urban London back-drop synonymous with the films of Guy Ritchie (Madonna's wife), or at least his two good films, only with the humour replaced by awful textures. In The Getaway, you play as Mark Hammond, an ex-gangster-cockney-wide-boy with a boring name, a boring face and a boring voice. As the game starts you see his wife get shot in the chest after a tussle with a couple of gangsters who then proceed to half-inch his only begotten son. Like some kind of fucking idiot who has never watched an episode of CSI, Mark picks up the gun that put a bullet in his wife's chest as she lies dying in his arms, thus framing him as the murderer. This is the main crux of the story, as the mob-boss who orchestrated the kidnapping, Harry Johnson (yes, all of the characters have rather mundane names), uses this, and the life of his son, as a bargaining chip to procure Mark's 'talents' in killing and 'feevery'. Cue Mark having to do a bunch of things he doesn't want to for someone else's gain. The story, though, is just an excuse to tear-arse around London shooting up cockneys. Quite fun it can be, too.

What makes The Getaway stand-out other than the setting is the fact that there is no user interface. Instead of a health-bar, bloodstains appear on Mark as he loses health. To rejuvenate him, you have to lean up against a wall until he gets his breath back. Although not completely realistic, it certainly keeps the game's movie-like qualities thanks to having nothing but the game on-screen at all times. However, if he's at Death's door, it can be a complete pain to find somewhere quiet and wait for the blood to disappear, which takes about a whole minute, which is a long time in gaming. The controls are God-awful. Mark is a complete chore to direct and the fact that the difficulty is quite punishing makes it a frustrating game. The missions you embark upon are quite fun, but the trial and error gameplay is less so. Driving is also fun, but dodgy-handling and loose turning can make these sections as much trial and error as the missions you are driving to and from.

You're gonna die, you slag, you muppet.

All games in this genre come under scrutiny and are compared to one series of games; Grand Theft Auto. Seeing as The Getaway was released in 2002, it'd be harsh to compare it to any GTA game that post-dates it, so, with regards to GTA III (and GTA III only), how does it come out? Not very good. Although it can be quite enjoyable, and the fact that you are driving around a city you might have actually been to (or even live in) and are doing things you'd never be able to in real-life is really quite refreshing and intriguing. However, the game only offers you the main-story. No side-quests, no shops, nothing. A game that could have easily have peaked at about 50 hours gives us merely 10. It seems pointless to have mapped London out so painstakingly only to leave 95% of it unused.

But the thing that shocked me more than anything else when I booted it up for the first time in about 4 years is just how much the game had aged. It looks pretty horrendous. The character models are quite good, but the background textures are washed-out and stretched. I remember quite a good looking game. I think my Xbox 360 is spoiling me.

With all that said, The Getaway was a nice change of locale for fans of the free-roaming-shooty-drivey games. A very British game, and one that took inspiration from the thriving British film industry. Despite its short-comings, it should be regarded as a high-point for the British game industry and Sony and Team SoHo should be applauded for it.

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Saturday, 13 September 2008

Retrospective - Scarface: The World is Yours

  • Game: Scarface: The World is Yours
  • Console: PlayStation 2, Xbox, PC, Wii
  • Developer: Radical Entertainment
  • Publisher: Sierra Entertainment
  • Released: 2006
One of the best things about never selling your games on, and keeping them in pristine condition, is that every now and then, you'll go through your collection and stumble upon a couple of hidden gems that not only get pushed to the back of your wall unit (or wherever you keep your games) but also to the back of your mind. Most notable are the games you've never completed. So, when you do get the chance to do this (usually in the summer months when games worth getting are very few and very far between) it can be quite a cathartic process, especially when the games are just as good as you remember them to be.

One of these games I found was Scarface: The World is Yours on the PS2. I remember playing it last year and getting quite a bit of enjoyment out of it, but for some reason I stopped playing it. I think it might have been because it really was quite hard, or I wasn't playing it properly. So, I popped it back into my PS2 and remembered straight away that the opening montage depicting some of the main events of the film was rather awesome and seeing all the recognisable names pop up in its credits; the likes of Ricky Gervais, Bam Margera, Jason Mewes et al. From this point onwards, I was hooked. It does really set the scene rather well.

Scenes like this are commonplace in the game.

Scarface: The World is Yours
is the game of the film, but not really: it's the sequel. I know, Tony Montana died at the end of the movie, but the game starts with you playing through the end of the movie as you help Tony successfully escape his under siege mansion. You kill most of Sosa's men, and escape just as the Police arrive. Yes, it's quite strange to have a movie ending turned on it's head like this, especially for a game, but what this allows the game to do, though, is to carry on the legend of Montana when he's pushed back to the bottom of Miami's crime-ladder instead of merely playing through the set-pieces of the actual film.

The game is pretty much identical to GTA: Vice City (remember, however, that Vice City used the film Scarface as its main inspiration in the first place), only slightly more complex. Tony has to restart his empire from the ground up, starting with buying his mansion back off the Vice Squad. You can then buy businesses and use these as fronts for your drug dealing ways. To get Tony's hands on the narcotics, you have to set up deals with local druglords and bargain with them in a quick mini-game that, with good timing, can end up with you scamming the dealer out of pocket. Get it wrong, though, and you'll anger him, leading to a gun-fight with Tony vastly outnumbered.

However, the only things Tony has in this world are his balls and his word, and he don't break them for no one. What he does do, however, is use his balls as an 'overdrive' meter of sorts, which, when filled, makes Tony fly into a blind rage, granting him temporary invincibility, one shot kills and auto-aim, with each kill filling up his health-bar a little, which is a great way to turn the tide of a gun-fight. To fill up the balls meter, kill someone, then press the circle button to taunt them. It really is rather an inspired addition to what would have been a rather ordinary combat system. You can also talk to every NPC in the game-world, and completing the myriad conversations you have with people (like, say, flirting with a girl at the Babylon Club) will add to your balls meter.
Definitely, one of the best things about this game, though, is that they've got the voice of Tony Montana spot on. It's not Al Pacino, he only gives his likeness to the game, but a very good impressionist and he never really shuts up, so it's lucky he actually sounds like Tony Montana.

Tony Montana: he don't give a chit.

Scarface: The World is Yours is an incredibly solid game and to call it a GTA clone would be doing it a disservice. At first glance, it is just that, though. A free-roaming, crime-based 3rd person shooter where you can steal cars and cause mayhem, normally ending up with you being chased by cops. But it's the less mission-based gameplay that leads the game away from GTA territory. Tony doesn't start at the bottom to work his way up, he's already been to the top and is trying to reclaim his throne as the Drug-King of Miami, so all that Tony does in the game, he does for himself and his 'business'. He doesn't do errands for people, he buys drugs and distributes them. In this respect, it's almost a real-time strategy game. More likely, though, is that it's a drug dealing simulation, albeit a self-righteous one; you can't go around and kill anyone. Tony has a code - he's never fucked anybody over in his life who didn't have it coming to them. Try and kill a passer-by and he won't let you. He's true to his word and so is this game. If you get a chance, buy it, as it won't fuck you over, either.

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Monday, 8 September 2008

GTA Retrospective V - Grand Theft Auto: San Andreas

  • Game: Grand Theft Auto: San Andreas
  • Console: PlayStation 2, Xbox, PC
  • Developer: Rockstar North
  • Publisher: Rockstar Games
  • Released: 2004
Massive. Huge. Monstrous. These words were once used to describe the size of GTA games, they now somehow seem redundant when describing just how big GTA: San Andreas is. The game-world is roughly 5 times the size of Vice City and it seems incredible just thinking about the step-up Rockstar has made from its previous titles to this magnum opus. When comparing the game to its predecessors, it seems silly calling them huge, because if they were huge, then what is San Andreas? 'Supermassive'? I'm not taking about how big the game world is, though, or even how long it takes to complete the main storyline, even though that, in itself, is a huge task. I'm talking about how much content this game provides the player.

When you first play the game, every time you continue the main storyline the game gives you something new to do. The very first mission you're given is to escape from an enemy gang's territory on, for the very first time in a GTA game, a bicycle. Not long after that, you're given a spray-can and are tasked with daubing your gang's tag across the game-world. Keep playing and you'll get the girlfriend mini-game, the burglary mini-game, low-rider racing, low-rider 'dancing' and more. All this in just the first few hours. What's notable is the fact that most of these things are completely new to the GTA series. Every GTA game added its own innovations of some sort, but San Andreas went above and beyond the call of duty in every respect.


You can actually do a drive-by on a bicycle, which is quite comical, actually. Freddie Mercury's spinning in his grave.

GTA: San Andreas has you playing as Carl 'CJ' Johnson. Having seemingly run-away from his home city of Los Santos, Carl returns for his mother's funeral after a phone call from his brother, Sweet, telling him that she was killed in a drive-by shooting. When he returns he is immediately pounced upon by the crooked cop Tenpenny (voiced by none other than Samuel L Jackson), who threatens him by seemingly framing CJ with the killing of another police officer, who was close to outing Tenpenny as corrupt, coincidentally. When he gets home, he finds his former gang in disarray and pledges to help retake the streets of Los Santos for the Grove Street Families, thereby avenging his mother's death. Events conspire against him, though, which leads him to the different parts of the state of San Andreas.

So even though the first part of the game seems to be ripped straight from 'Boyz N The Hood', most of the game takes place far away from this ghetto setting. There's a countryside, replete with country bumpkins and small townships, farms, a mountain, large expanses of land, forests and everything else you'd expect from such a place. Hours can be whiled away exploring or just enjoying the scenery, becoming one with nature (albeit of the digital kind). Then there's the next two cities (San Fierro and Las Venturas) as well as the desert between them, which holds just as much as the countryside.

Here, CJ is driving up the game's mountain; Mt. Chiliad.

San Andreas also adds RPG-like elements to the game, but in its own way. Gorge yourself on Chicken Bell or Pizza Shack and you'll get fat. The NPCs will comment on your fatness, too, calling you names and such, and you can respond to them in a postive or negative way (this can sometimes, hilariously, lead to a bout of fisticuffs). Want to lose that weight? Go running, go swimming and stop eating so damn much. Simple and just like real-life (although at a slightly accelerated rate). Want to tone up, get some muscles on them bones? Use the weight-lifting machines or dumbbells in the the various gyms dotted through-out San Andreas. You can upgrade your stamina, too, to make CJ run or swim for longer. Every weapon has different levels, making each weapon easier to use and allowing you to strafe the more you use them. Your driving ability gets better as the game progresses too, be it on bicycles, motorbikes or cars. You can also customise CJ by giving him different hairstyles and even more clothing options than Vice City which merely allowed you to wear different suits. You can even give CJ's skin a make-over and tattoo him, whether he likes it or not!

There are murmurings by some that GTA: San Andreas was too big. Can a game be too big? Certainly, if it becomes a chore, but there's something about San Andreas that grabs your attention and keeps you held until you complete the game, at least for your first play-through. As with every iteration of GTA, some of the flaws from previous titles are repaired, such as the aiming-system, which works remarkably well compared to past versions, but some flaws return, like draw distances and pop-up and the game can be incredibly glitchy. Sometimes you can drive through parts of the city that haven't loaded properly, but it's understandable, what with the game having to stream it all off the disc as you play it. The volume of activities in the game more than make up for such piffling issues like that, though.

This picture is rather controversial. Not because he's holding two sub-machine guns, but because there's partial nudity.

GTA: San Andreas
might give you the impression that it's trying to do too much. There is a hell of a lot in there, but most of it is optional. The racing activities, the gang-territory side-missions and such are there if you want to utilise them but you don't have to if you just want to complete the game. It makes things a little easier if you do these, as it gives you money to replace weaponry should you die (Wasted!) or get arrested (Busted!) and lose your arsenal, but you can still complete the main missions without touching the optional elements of the game. Completionists will have an absolute riot with this game and so will casuals, as it favours different types of gamers, those who jump in for the occasional burst and those who spend hours finding every little thing.

After playing GTA: San Andreas, you're left thinking that this is what Rockstar North imagined the game being, or at least becoming, when they first started work on GTA III. This was what they set out to create the moment they even thought about making a 3D GTA game. San Andreas is incredible. The story is compelling, each of the cities are completely unique, the characters are incredibly well rounded, the voice acting is superb and the game can look absolutely beautiful at times, especially at sunrise or sunset in the countryside. The soundtrack is probably the best yet in a GTA game, defining the setting and era of the game almost perfectly.

"Ignore the dude with the afro and maybe he'll just walk away…"

This game marks the end of the GTA III era and does it in style. It's still GTA III, but it's been refined and improved. So, the baton is passed to GTA IV. In five or so years will we see GTA IV's San Andreas Just how big and just how good will that be?

Continue reading GTA Retrospective V - Grand Theft Auto: San Andreas

Monday, 1 September 2008

GTA Retrospective IV - Grand Theft Auto: Vice City

  • Game: Grand Theft Auto: Vice City
  • Console: PlayStation 2, Xbox, PC
  • Developer: Rockstar North
  • Publisher: Rockstar Games
  • Released: 2002
You can imagine the board meeting at Rockstar when they were wondering where to go with the next GTA game - there they all are, sitting in their Skull Thrones™, sipping their newly drawn virgin's blood and having a cash-money fight when all of a sudden Little Timmy, the work experience lad, chimes in: "Imagine GTA set in the 80s. You know, with an 80's soundtrack. Neon, lycra, spandex, baby blue and pink everywhere, with Bros pumping out of the radio and everybody out rollerskating. It'd be awesome."

*awkward silence*

After they'd come back from sticking poor Little Timmy's head on a spike outside Rockstar Towers, Dan Houser (the Vice President, no less) addresses his slavering pack of barbarian programmers: "I think Little Timmy was onto a winner, actually, but let it be known that it was my idea and not some snot-nosed little git who interrupts my blood-sipping session! Although, let it be known that I never mentioned Bros. I mentioned Scarface, I mentioned Goodfellas and I mentioned Miami Vice." He said it and it was good and GTA: Vice City was born.

To differentiate the game from GTA III, Vice City was set in a sunny clime, rather than the wet and windy of Liberty City. Look, palm trees!

Released merely a year after GTA III, Vice City took GTA to a bygone era, an era some love, some detest, but most can never forget: the 80s. What seemed like a strange idea at the time became quite possibly the best GTA game released and, at the very least, the most unique. But what Vice City did best is capture the 80s perfectly. The soundtrack is spot-on, with tracks by A Flock of Seagulls, Michael Jackson, Judas Priest and Mr Mister amongst others (including some of the Scarface OST) to really capture the sounds of the 80s, as cheesy as that sounds. It's almost like a tribute to everything about the 80s, only one where you can bludgeon hookers to death.

GTA: Vice City still did what each sequel before it had done and that's improve and add to the gameplay. The lock-on weapon system was much improved, yet still not without its issues. Bikes were added, as were helicopters, and for the first time, players could buy property and make money from it. Also new for the series was a proper leading man, with a name and a voice. Tommy Vercetti, voiced by Ray Liotta, was the GTA series' first proper protagonist, and he came with his very own personality and back-story. Vercetti used to work for the Forelli Mafia family in Liberty City before going to prison for 15 years for his involvement with fifteen contract killings. When Vercetti gets out, the Forellis send him to Vice City to act as a buyer in cocaine deals. When he gets to Vice City for his first pick-up, he is ambushed, his bodyguards killed and both the cocaine and the money are lost to his attackers. He gets away, however, but is tasked by Sonny Forelli to retrieve the money and the cocaine and to kill whoever it was that set him up.

The above screenshot just screams 'EIGHTIES' at you.

GTA: Vice City
was heavily influenced by Scarface and the mansion Tommy comes into ownership of about a quarter of the way into the game is almost a direct copy of Tony Montana's mansion, including the famous upstairs office where Scarface comes to its thrilling climax.

GTA: Vice City was incredibly well received. It garnered almost universal acclaim and, as of March 26th 2008, has sold 17.5 million units, according to Take-Two Interactive. Vice City is seen by some as the defining point of the GTA series, much more-so than its predecessor. It shows that Rockstar can pull off setting, story, gameplay and size in one easy bound. The fact that it was made in not much over a year goes to show just how talented the people over at Rockstar are. However, the next game would build on Vice City's success in more ways than one.

Coming up: GTA grows to the size of an entire state in GTA: San Andreas

Continue reading GTA Retrospective IV - Grand Theft Auto: Vice City

Tuesday, 26 August 2008

GTA Retrospective III - Grand Theft Auto III

  • Game: Grand Theft Auto III
  • Console: PlayStation 2, Xbox, PC
  • Developer: DMA Design
  • Publisher: Rockstar Games
  • Released: 2001
While the original Grand Theft Auto was a revolution in gaming for the whole industry, GTA III would become more of a revolution of the series, but would have just as much impact as the original when it was released. You see, even though the move into 3D seemed the next logical step for GTA, Rockstar pulled it off with aplomb, whilst using the rather restrictive technology of the PS2. To squeeze this massive 3D world out with hardly any loading screens to kick you out the game, Rockstar, instead of just trying to get the best looking game out onto the shelves, sacrificed the best graphics it could muster from the PS2 for a free-flowing game, all set in an absolutely huge game world. Never before had such a massive and rich game-world been delivered. Grand Theft Auto is all about freedom, and never more-so had a game given this to its players than Grand Theft Auto III.

At its heart, GTA III was still very much a GTA game, as everything you could do in the previous titles was there; steal cars, shoot guns, evade police, etc. There was even a top-down camera angle à la the original game, which, was probably for those who preferred the original games, but more likely that it was the original viewpoint of the game which was eventually dropped in favour of the conventional 3rd person camera. The game also added layers upon layers of extra things to do, to give a little more depth to a world that had come alive in 3D. Hijack a taxi and you could then start a mini-game where you could drive around Liberty City and pick up fares. Get them to their destination within the allotted time and you got paid for your services. This mini-game was the basis for the game Crazy Taxi, yet here it was in a game that let you do this and much more. In Crazy Taxi, if you got bored, you couldn't just get out of the taxi and blow it up, or drive it off a cliff with your passenger trapped inside just for a laugh or just because you could. Moreover, if you hijack an ambulance, you could search for patients to take to the hospital. 'Jack a cop car and you could take out criminals trying to muscle in on your territory. 'Jack a fire engine and you could put out fires from the safety of your truck thanks to the roof-mounted hose. All of these mini-games earned you money for completing each level of them and they got increasingly difficult with every level, in true gaming fashion.

Apparently, the dude you play as is called Claude, even though it's never mentioned in the actual game

Also, for the first time in a GTA game, your character had a back-story and the game had its own discernible plot that revolved around your character, even though he never talked and apparently didn't have a name (however, there is some speculation that his name is Claude). The game opens with 'Claude', his girlfriend, Catalina (who would make an appearance in GTA: San Andreas along with 'Claude') and an accomplice robbing a bank. Catalina then betrays 'Claude' and shoots him, leaving him to die. However, 'Claude' doesn't die, and gets arrested. Whilst being transferred, an attack on his police convoy aimed at freeing another prisoner sets him free along with another prisoner named '8-Ball'. With each other's help, they flee the scene, with 'Claude' driving the getaway car as 8-Ball's hands are bandaged up. To thank 'Claude', 8-Ball introduces him to Luigi Goterelli, who owns the night-club 'Sex Club 7.' Luigi sets our hero off on various menial jobs, but 'Claude' uses these to rise in power with the various gangs of Liberty City and to eventually get revenge on Catalina.

Another other the features added: Racing!

GTA III
garnered a lot of controversy when it was first released, as have all GTA games since. Most notably, though, was GTA III's introduction to the series of prostitutes. Bloody violence comes second to sex in the controversy stakes, despite the fact that we're all more likely to experience first-hand the delight and pleasure of sex than we are to come across a gun-fight racked with bloodshed or to see someone getting decapitated by a sword. Without getting into too much detail about the game's controversial issues, the fact that the inclusion of hookers in the game caused more uproar than the fact that, in the same game, you can blow someone's head off with a shotgun is really quite baffling, especially when the act of sex isn't even shown and only ever implied.

Despite all the controversy, GTA III burst the series into the mainstream. Its predecessors were popular, but were far more underground that the third title in the series. As of March 26th 2008, GTA III has sold 14.5 million units according to Take-Two Interactive. An astounding figure. It has also influenced a fair few games since its release, but we'll save that for another day. Needless to say, the impact of GTA III is still being felt today, whether from the game itself, or its sequels.

Coming up: we get our 80's on with one of GTA III's aforementioned sequels: GTA: Vice City.

Continue reading GTA Retrospective III - Grand Theft Auto III

Wednesday, 20 August 2008

GTA Retrospective II - Grand Theft Auto 2

  • Game: Grand Theft Auto 2
  • Console: Dreamcast, PlayStation, PC
  • Developer: DMA Design
  • Publisher: Rockstar Games
  • Released: 1999
Released two years after the original GTA, GTA2 continued the top-down perspective introduced in the first game and carried on the game's basic formula, but set the game somewhere in the future, giving the game a sort of neon-punk feel. There was also only one city called 'Anywhere City', its location quite indeterminate. The game still had three levels, but all of them were 'districts' of the same city, rather different cities altogether. Firstly, there was the 'The Downtown Area', then 'The Residential District' and lastly 'The Industrial District'. It makes the game sound like The Crystal Maze, but it isn't, obviously.

Erm… ouch!

As with the original GTA, to get to the next level, you had to amass a certain score. The scoring system gives you points from practically everything you do; smash into a car and you'll get 100 points, blow a car up and you'll get 1000 (or something like that). The main way to get points, though, was to complete the missions that awaited you at phone-boxes. What GTA2 introduced, though, were rival gangs, and a karma-like system based around them. Each of these gangs were given its own meter in the top left-hand corner of the screen. These showed your standing with each of these gangs. If your meter was swaying to the left, they weren't too pleased with you. If it was to the right, they were practically in love with you. To gain respect from each of these gangs, you had to do missions for them. However, each gang was always trying to out-do each other, and doing missions for one gang may see you facing off against another gang you've been trying to get into bed with. This gave the game a bit more strategy; piss one gang off a little too much, and they'll try to kill you as soon as they see you. This means you have to pick your missions more carefully, and try to balance each gang's missions. You can do this or not, but the game would be a lot easier if you did.

Lighting effects FTW

As you can see from the screen above, the graphics were improved for the game, with added lighting effects and higher resolution textures. This gave the game quite a nice-but-gritty night time feel. The cars still looked like toys, but decided less-so thanks to the game's more futuristic theme. The radio stations were all present, but were added upon, with more songs and radio stations than before.

The game also had a short movie made for it, of which an edited version was used for the game's intro sequence. Also, if you want to play this or the original GTA, you can download them, completely free and completely legally, here.

Rather than being the next big step in the GTA series, GTA2 is more of an evolution. It carried on what GTA did very well and improved upon it. The graphics were improved, the depth of the game world, the missions, the cars, everything. However, GTA fans dared to dream of a 3D GTA, and they would get their wish 2 years later.

Coming up: GTA gets a three-dimensional make-over with GTAIII.

Continue reading GTA Retrospective II - Grand Theft Auto 2

Saturday, 9 August 2008

GTA Retrospective I - Grand Theft Auto

  • Game: Grand Theft Auto
  • Console: PlayStation, PC
  • Developer: DMA Design
  • Publisher: BMG Interactive
  • Released: 1997
The original Grand Theft Auto is the game that started it all. The game that pretty much invented the 'sandbox' style that influenced dozens of clones and quite possibly became the most important game ever made. Developed by DMA Design (which would become Rockstar North), Grand Theft Auto (GTA) - originally named 'Race N Chase' - was released on the PC and PlayStation in 1997. At the time, it was hard to imagine just what this low in tech but high in prospect game would do to the industry and what it would become in 11 years' time.

The game was viewed from a 2D top-down perspective, with your main character appearing as a tiny sprite and cars looking more like toy cars than the authentic looking, thousand plus polygon cars of GTA IV. The game also featured quite a strange control method; 'up' was forward, depending upon whichever way your character or vehicle was facing and consequently to that, left was always left and right was always right. The top-down view allowed the developers to create a massive game world for you to commit any type of crime you could imagine (or, at least any type of crime you could actually do in the game). Pedestrians were bumper fodder as well as cannon fodder. Every vehicle in the game was yours to drive whether it had someone else driving it or not, and each vehicle had its own radio, which would allow you listen to different songs from seven different radio stations. All these features introduced in this first GTA game were incredibly pioneering and became synonymous with the series, improving upon these advances with each game, making each new chapter in the saga of GTA seem more like real-life than the last (if in real-life, you could actually get away with it all).

The guys walking in a line are Buddhists. If you run them all over in quick succession, you get a load of bonus points.

The first GTA also introduced three cities that would all get their very own games; Liberty City from GTA III and GTA Liberty City Stories. Vice City, which was based on Miami, would get GTA Vice City and GTA Vice City Stories. San Andreas, which was based on San Francisco, would get GTA San Andreas. What is notable is that San Andreas in GTA San Andreas is a state, as it housed three cities: Los Santos (Los Angeles), San Fierro (San Francisco) and Las Venturas (Las Vegas), but in this game it was merely a city. In fact, none of the cities' original layouts would survive the transition to 3D. In the original GTA each of these cities were the game's levels, and would serve the player as such. To get from one city (or level) to the next, you had to reach a certain score. To get this score you would have to employ tactics in true GTA style: cause havoc, steal and sell cars, or just do missions. This gave the game a much more arcade type feel than its successors. The game had no story to speak of and you could pick one of eight different characters to play as: Travis, Kat, Mikki, Divine, Bubba, Troy, Kivlov and Ulrika. It didn't detract anything from the game though, as doing anything you wanted, anywhere and anytime, as you see fit, gave the game a lot more freedom than any game before it.

GTA also got an expansion pack in the form of GTA London. Set in the 60s, this was the first game in the series to utilise a licensed soundtrack to add to that authenticity the game deserved.

This was what your character looked like, a million miles away from Niko Bellic and the like.

Even though the game had a lot of violent content, it was all very tongue-in-cheek. You could punch passers-by in the face or merely taunt them by burping or farting. 'Gritty realism' is a something this game would reject in favour of unadulterated, and rather immature, fun. It really goes to show the farcical nature of some of the controversy over this game.

The game also introduced the 'wanted level' system of gameplay. Even though you could do anything you wanted to, it came at a price. Mount up a succession of crimes, be it kicking the crap out of pedestrians, car-jacking, hit and runs etc., and you would release a pack of baying police officers to either haul your ass in to the nearest police station, or 'take you out'.

Despite its humble beginnings, the GTA franchise would practically know no bounds in the years to come, going from strength to strength, city by city. Literally. GTA tore the gaming community a new one with its freeform gameplay and controversial content. The gaming world would never be the same again, and this was just the beginning.

Coming up - we take a look at the next game in the series: GTA II.



Continue reading GTA Retrospective I - Grand Theft Auto