Best of 2009 #7: Halo 3: ODST
Can an expansion qualify for a GOTY list? Is Halo 3: ODST an expansion at all? Legitimate questions all, but I think that ODST, besides being a standalone release, is different enough to qualify. To be honest, beyond name recognition, did it even need to be painted as part of Halo 3 at all? Most of it happens concurrently with Halo 2, after all.
Semantics aside, I thoroughly enjoyed ODST, even as a relative disappointment after the massive event that was Halo 3. It’s partly a victim of Call of Duty usurping Halo as the 360′s premier franchise and, I think, partly down to people simply getting bored of the games, and I hope that Reach is different enough to win people back around.
So yes, a disappointment. But playing it, I was reminded of how much I enjoy Halo. To say that it’s been made irrelevant by Modern Warfare is extremely unfair because they play very different games, and I love Halo’s unscripted, free-form battles just as much as Infinity Ward’s brand of breakneck, scripted Hollywood action. ODST further courted my affections by somehow feeling more like the original, possibly down to the added vulnerability that comes from needing health packs, and it was a welcome challenge after playing through two Halo games in which you’re the baddest motherfucker in the galaxy.
Plus Firefight was pretty awesome. Expect to see variants of Gears 2′s Horde mode showing up throughout 2010′s shooter line-up.
Halo still needs a kick up the backside, though. Most will pick Modern Warfare 2′s success as the thing to do it, but I think that me only putting it seventh on this list will be the thing to do it. Wait until Bill Gates sees this…
Best of 2009 #8: Borderlands
I don’t have any more categories than an overall top ten when I pick my game of the year, but if I was going to nominate the best value purchase of the year it would certainly be Borderlands. It cost me less than £18 and I got far more out of it than most full-price purchases. And thankfully it’s not been completely overlooked either, as it’s the fastest-selling new IP of 2009 and has sold handsomely.
It’s one of those surprise packages that I didn’t see coming at all, looking like nothing more than a random gun gimmick that got a quick facelift to stop it being completely lost in the shuffle as another FPS with RPG elements set in a deserted wasteland. How wrong I was. It’s a genius idea, taking the best bits from first-person shooters and MMORPGs and blending them masterfully to create something that can be played alone or with friends, and is also immense fun whichever way you do it.
I have friends who wouldn’t touch an MMORPG with a ten-foot pole but fell right into Borderlands, in one case spending over 15 hours with it over a weekend, and I’m really excited to see where the framework is used now. We know that a sequel is coming and that ‘Borderworlds’ has been trademarked – the fact that it’s plural is the really interesting thing in that title – and more of the same, perhaps with some more varied environments and a bit of visual character customisation, would be brilliant and a certain purchase for me, but Gearbox should really take it to its natural conclusion as a true MMOFPS. This with an active and populated world could be the MMO recipe that finally manages to click with me.
So well done, Gearbox, for coming onto this list with the latest entry and being one of the year’s genuinely nice surprises. Here’s to Borderworlds.
Best of 2009 #10: Killzone 2
Graphics aren’t everything, but they are something, and when they look as spectacular as Killzone 2, they’re really something. Even if it wasn’t quite what was promised, Guerrilla got closer than anyone thought it had any right to, creating what is arguably the best-looking game on consoles today. It’s an advert for just how important animation and effects are to visuals and is certainly the closest thing to photorealism we have right now.
The best part of a year on from its release, the forgettable story has almost completely passed from my mind and I’m left with the game itself, which I thoroughly enjoyed despite the hotly debated issues with laggy controls. I think it gives the game a sense of weight that complements the gritty style. It wouldn’t be Killzone 2 if it had the tight, twitch controls of a Call of Duty.
It also deserves credit for one of the year’s best multiplayer modes, shorn of some of the deliberately obtuse control elements in the name of competitive play, and I enjoyed that enough to put it up there with Warhawk as one of my favourite PS3 multiplayer experiences.
It’s too flawed to be a bona fide classic, I think, but Killzone 2 does enough right to justify its plaudits and firmly establishes the series as a contender rather than the also-ran that it was in the PS2 days.
I deliberately refrained from weighing in on the debate surround ‘that’ scene in Modern Warfare 2 until I’d actually played it – a shocking perspective, I know – and having just finished the game, I’m glad I did.
A lot of gamers will naturally jump to the defence of their hobby; how it’s an important step towards them becoming a respected and accepted narrative art form and blah blah blah. I actually disagree here. While Infinity Ward should have every right to put such scenes in its games and I applaud Tom Watson’s level-headed approach to treating adults like… well, adults, in playing it I felt that it was controversial for controvery’s sake. It could have been handled so much better – but I guess that wouldn’t have generated the column inches, which is the real crux.

It’s totally unnecessary, and an extremely heavy-handed attempt to shock, and as far as being avant garde with this stuff goes, the revolution in the first Modern Warfare’s opening stages was far more effective, catching glimpses of dissidents being executed and such. There’s nothing clever or subtle about four men with machine guns opening up on people and shooting someone as he tries to drag his wounded friend to safety.
It feels tacky already, but coupled with the fact that the rest of the game feels like a Michael Bay film – the scene comes immediately after this ridiculous chase, for instance – it’s hard to see it as anything but exploitative. Sad, really, because it does stand out more than it should.
That aside, though, I loved the game. Putting aside the online mode, it’s a five-hour rollercoaster. Like the airport scene it’s not subtle, but this time I mean it in a good way, like The Rock and Con Air, which find themselves imitated repeatedly. I played through most of the game in a single sitting and it constantly kept me enthralled and keen to do it again at a higher difficulty.
Is that too short? As I’ve said before, I’d much rather have a top quality five hours of gameplay than the same content stretched out over ten, and it’s not like the campaign is all that Call of Duty games have to offer. I think that this game is good enough to warrant playing through more than once, and I’m still yet to touch the online/offline co-op Special Ops missions, which are apparently a highlight. So even if one scene is rather tasteless, and even if Activision is intensely disagreeable and it seems to be rubbing off on Infinity Ward, I can’t deny that this is a great game. I love this series, and this is right up there with the best of them, and will be a fixture of my Xbox 360′s disc drive for months.
The Good and the Bad of Halo 3: ODST
If I begin in the same way that almost any review of Halo 3: ODST that I’ve seen ends, the game is great because it’s Halo. It has the same tight gameplay, the same great weapon balance, the same great storyline. It’s essentially an expansion to Halo 3, so it stands to reason that it shares most of the game’s good qualities. Firefight is also a fine addition, shamelessly copying Gears 2′s Horde mode but, in my opinion at least, improving it with Halo’s slicker, more precise gameplay and extra enemy variety.
Just in case I get carried away over the next few paragraphs and leave you with the impression that I dislike the game, though, let me just say that it’s great. Worth full price? I’m always hesitant to mark a game down based on value – five good hours better than ten stretched out average ones and all that – and on that basis I’d still encourage people to buy it.

But regardless of value, this is presented as an expansion of sorts – it’s Halo 3: ODST and not Halo: ODST, remember – and so hurts for being a modest upgrade of a two-year-old game that wasn’t technically mind-blowing when it came out anyway. It’s been improved, certainly, because the derelict New Mombasa streets are far more atmospheric than anything that I can remember in Halo 3 proper, and the engine also seems to throw more enemies than the 2007 model could handle, but compared to the obvious stuff like Killzone 2 – think the urban environments of that game’s second and third stages – and even the cities of Gears of War, it’s showing its age. There’s little more than the occasional identikit building to slip through, and the architecture looks pretty solid for having been essentially nuked hours before the game. I barely even recall a pile of rubble.
Hell, after a Covenant invasion and occupation you’d expect to at least see some sign of carnage. There’s not so much as a civilian body to be found, though. New Mombasa doesn’t feel lived in, which was understandable when we first visited in Halo 2 but much harder to justify now.
The story is also something that I feel needs looking at. Not the content of it, because I still thoroughly enjoy the Halo universe, but the method in which it’s told. BioShock-style audio diaries are in here, but they’re more like the parts of a radio drama than an individual’s stolen moments, making the implementation seem like a heavy-handed knockoff. Some of the cut-scenes are almost painful to watch in a ‘new’ game as well, with unimpressive character models going through stilted animations while the cast is left with clichéd, throwaway dialogue. This ODST squad ain’t exactly Aliens’ colonial marines, not matter how much they want to be…
It’s difficult to pick at the flaws of the flashback storytelling without spoiling things, so I’ll be brief, but that doesn’t make too much sense either. The first is triggered by an ODST’s helmet embedded in a small room overlooking a courtyard; when you’ve played through the resulting sequence, see if you can explain (a) how the helmet got there and (b) how the Rookie – who, incidentally, has been weakened in some areas compared to the Chief but still seems able to operate a Spartan Laser or effortlessly flip a Warthog, and doesn’t really seem too disadvantaged when single-handedly taking on squads of Covenant – was able to piece together that much information. Similar questions are raised throughout, and it doesn’t seem to stand up to dramatic scrutiny.
But like I said, despite a potential laundry list of complaints, ODST is still a great game to play, and I’ll stand by its value when you get £20-odd worth of Halo 3 maps thrown in for less than £30. It’s just not quite up there with Gears of War, Halo 3 and Gears 2 as Microsoft’s headline acts for the last three years. Let’s hope that Bungie’s really getting its hands dirty with Halo: Reach.
F.E.A.R. 2: Project Origin
Any FPS being released at the moment is taking a risk by coming out in the shadow of Killzone 2 and its unstoppable hype machine, but F.E.A.R. 2, which I’ll hereafter refer to as Project Origin for the sake of my sanity, has been getting some praise of its own. It even controversially scored higher than Killzone in the latest issue of Edge, which has caused consternation in some circles.

When my copy arrived, I must admit that my first impressions were slightly underwhelming. The first ‘interval’ – that’s ‘mission’ to you and me – takes place in a plush office block and has you fighting your way to the top against some generic special forces guys with a basic SMG and no sign of the game’s standard bullet time feature, and even the scary horror flashes toned down from how it bashed you over the head with them in the early stages of F.E.A.R. It’s really nothing more than a prologue, though, which becomes apparent when it ends in the wake of the first game’s finale.
Once you’re playing Project Origin proper, special abilities and all, it gets much more interesting. In the first few chapters after the prologue you get more variety of enemies – including my favourite: a trooper with a gas tank on his back that will make him blow up in a puff of smoke and giblets if you shoot it – and the scares come in, mostly consisting of apparitions and random psychic attacks on you and your enemies, with sneak attacks from a new kind of baddie that I won’t spoil coming in later. (more…)