Tag Archives: Downloadable games

Battlefield 1943

Remember when I said that Killzone 2 was the new Battlefield? I was wrong. Battlefield is still the new Battlefield.

This series is an old favourite of mine, going back to when I first got a gaming PC and played hundreds of hours of Battlefield 1942 and its expansions. It’s had its ups and downs, but few gaming franchises have reached the heights of the sublime Battlefield 2. That was the end of my affair with it, though, because after that the likes of Modern Combat, Battlefield 2142 and Bad Company just seemed like a step down.

Battlefield 1943

This, though, taking three of the maps from 1942 and porting it all to the Bad Company engine – complete with the real-time destruction that it entails – for only a tenner, is genius.

I see a lot of criticism doing the rounds, calling it some variance of Battlefield for babies, often with a dig at the console audience in there for good measure, but I don’t get it. Maybe it’s just that I’m a whore for this kind of games, putting countless hours into the good Battlefields as well as the decent pretenders like Warhawk – still the best game on the PS3, by the way – but I can tell that this will be a favourite for a long time. I still play Warhawk because it’s perfect for dipping in and out of, and having it there all the time, launchable from the hard drive, is extremely conducive to dipping in and out occasionally. Keep it fresh with new maps and you’ll keep me coming back for a long time.

Yeah, this only has three – soon to be four – maps and three character classes. Does this damage the game? Not really. This has been planned as a trim and accessible version of Battlefield, designed for new players and veterans, and everything from the consolidated classes to the infinite ammo – it recharges in the same vein as health now does in every FPS ever created – reflects that. I suppose you could argue that it’s ‘dumbed down’ if that’s your thing, but it hasn’t really affected my enjoyment. There’s something to be said for keeping things simple when your base product is already so good.

The first few days were pretty rough going, with a delightful combination of the expected DICE bugs – BF1942 still had launch bugs after gigs of patches – and EA’s always-wonderful server infrastructure, but the teething problems seem to have been ironed out and it’s smooth sailing now. It’s quite stable and things should continue to improve fairly rapidly, so this one gets a definite thumbs up.

World of Goo

World of GooI’m kind of late to this one given that it was a pretty big cult hit late last year, but the game that kept me from finishing Resident Evil 5 over the long Easter weekend wasn’t some big budget AAA title but World of Goo: a physics-based puzzle game developed by a team of two guys. Having been a darling of the independent gaming community for a while, it got released for WiiWare and has subsequently come out for various operating systems, and it was its inclusion in this year’s MacHeist that finally got me to play it.

At the time of writing my profile reckons I’ve been playing for around seven and a half hours, and that’s almost entirely been over the long weekend, a quick dabble with the demo when it was getting a lot of positive buzz aside. To my shame I brushed it off then, so consider this post my atonement.

I absolutely adore this game. It’s typical of the best indie games in the way that it’s built fun gameplay around a simple, strong central concept, and everything else from the sharp, detailed graphics with bags of personality to the jaunty, Elfman-esque soundtrack (free download here) has a couple of really great pieces. Even the writing, largely coming through the unseen ‘Sign Writer’, is often clever and loaded with in-jokes.

One moment that stuck with me was the beginning of the fourth world, the Information Superhighway. Whereas all previous levels had been similarly themed, here things are thrown into the green and black digital world, and even the gameplay changes to match the new design. New mechanics like the ability to ‘infect’ pieces to give them different properties and the use of gravity to curve shots around a planetoid are a complete switch from the basic bridge and tower building that made up the previous three worlds. That’s not to say the rest of it isn’t inventive, because it certainly is, but I think it speaks volumes about how much invention is in here that it can be so suddenly switched around.

Now I know how long this has been out so it’s quite likely that people have played it, but I also know what proportion of the players actually paid for it – so much for the ‘we only pirate because of DRM’ story, eh? Trust me: it’s more than worth the $20.

Rolando: When iPhone Games Came Good?

Rolando

Let’s face it: phone games have, generally speaking, been completely gash. If you asked me to list the good ones I’d start struggling after Snake and Doom RPG, and as phone hardware has become vastly more capable the quality of the software hasn’t risen at all.

Rolando, however, the first ‘big’ release from dedicated iPhone game developer ngmoco, has blown me away. It doesn’t have the flashy 3D graphics that you’d expect a killer app to have, but it arguably looks better for it. Trying to cram PSP-quality games onto the iPhone is as effective as porting PS2-quality games to the PSP has been, just showing the limitations of the hardware rather than working around them. Rolando doesn’t push the iPhone’s modest 3D capabilities, but you’re not going to be hitting the walls of what it can do and remind yourself that you’re playing on a phone.

This does make it slightly ironic that the game that shouldn’t look like a PSP game does, in fact, look very much like a certain PSP game, but, unlike most knock-offs, this does it better. My main complaint about LocoRoco was that it was crying out for motion controls, and this essentially does it with that and plenty of other gameplay mechanics made possible by the touch screen.

LocoRoco still has the presentational edge, it must be said, with its infectious music and active, multilayered graphics, but when comparing this 25MB download to a pretty full UMD it’s a damn good attempt to imitate it. I have to say that I believe Rolando to be the better game, however. LocoRoco got repetitive fairly early on, but Rolando is constantly throwing new gameplay systems at you all the way through, from bonus levels that require you to rotate the iPhone – or iPod touch, as it works on that as well – through 360 degrees to touch-activated bomb dispensers and ‘draw-bridges’: bridges that you literally draw – get it? – with your finger. Continue reading Rolando: When iPhone Games Came Good?

The Year of the DLC?

So my last informal ‘Year of the…’ post didn’t turn out so accurate, and this one could either herald a brave new frontier for gaming as retail goes down the toilet or turn out to be a damp squib that people aren’t really interested in, but I’m pretty confident that 2009 will, either way, be a big year for downloadable content.

Fable II has just had its first DLC package, Knothole Island, and I happily bought it because I was itching to play more of the game. The same thing is likely to happen later this month when Fallout 3 receives its first downloadable quest line, Operation Anchorage, and again with the other two to come in February and March, Left 4 Dead has more campaigns on the way, and of course GTA IV’s much-ballyhooed expansion, The Lost and Damned, is planned for next month.

It’s a big line-up for a traditionally slow period, cunningly placed to keep players from trading in last year’s games, and although map packs have been a fixture of this generation since the 360 launch, with the silly money being thrown around for exclusive DLC at the moment, could this be when the idea of DLC fulfils its promise? Continue reading The Year of the DLC?

2008’s Honourable Mentions

Not every game can be as good as Fallout, and indeed there are many excellent games from last year that I didn’t like as much as Mirror’s Edge at number ten but still deserve a mention, so here are a few more games from 2008, in no particular order, that fell short of making the main list but still deserve a mention.

  • Lost Odyssey – It was going to be between this and the game below for tenth spot on the list until Mirror’s Edge stormed in on Christmas Day and pipped them both. As one of the few JRPGs not to have disappointed this gen – I won’t play the well-received Tales of Vesperia until its PAL release – I found this to have likeable characters, an interesting story, and yes: some nice towns too.
  • Professor Layton and the Curious Village – When this became the surprise hit of the end of the year, it was well-deserved. It’s teasingly close to being a point-and-click adventure, it has a charming art style that looks like French animation, and Level-5 even managed to cram FMV cut-scenes in there to further the story. It helps, of course, that the puzzles and brainteasers are uniformly excellent and just the kind of thing to play on a handheld. Wait until the price has normalised and then give it a look.
  • Dead Space – It may be hard to describe this game in any terms other than its plainly obvious inspirations – Alien’s Nostromo with a dash of Doom 3 and a liberal sprinkling of Event Horizon, all topped with Resident Evil 4’s controls – but it’s still a highly satisfying and actually quite scary horror game. The companion animated movie is worth a rental as well.
  • Rock Band 2 – As I hadn’t bought a music game since Guitar Hero II, Rock Band 2 was my attempt to see how far things had come in the intervening generation of plastic instrument-based room-clutterers. Not all that far from the perspective of someone who only plays the guitar, but the boom in à la carte downloadable songs and the sheer amount of music that’s now on my hard drive to choose from makes it pretty irresistible. It makes you feel like a rock star and fulfils all similar clichéd review quotes, and I’d imagine it’s even better with the room for a set of drums.
  • Geometry Wars 2 – Pretenders be damned, this is the only twin-stick shooter to play. Take the successful gameplay of the first one and give it six more modes and some brilliant music and you won’t find many deals that are as obviously worth getting as that. Played on a big 1080p TV with surround sound, it may well give you a seizure, but you’ll have to agree that it’s worth it.
  • Super Street Fighter II Turbo HD Remix – The degree to which I still love Street Fighter II has already inspired its own post, and this has made the other versions irrelevant. Looks great, plays well online, the balance tweaks are enough to actually improve things while not being sweeping enough to rile the hardcore, and if you disagree with any of those comments you can turn off whatever it might be that’s offending you. I don’t have a bad word to say about it, and it only didn’t make the final list because… well… no matter how good the game is, it’s still Street Fighter II again. Roll on February.
  • Persona 3 FES – This would have been in with a shout if I hadn’t played and preferred its sequel in the same year, but it’s still worth a look for its sufficiently different setting and tone. It’s also available for a pretty good price by now, so it could be one to bear in mind for when you’ve finished all your Christmas goodies.
  • Rolando – ‘An iPhone game!?’ you say? Yep. I liked LocoRoco a lot when that came out, and this is pretty blatantly ‘inspired by’ that game but with the benefit of what the PSP game lacked: tilt controls. It’s unfair to call it a clone, though, as it has a lot more gameplay variety and more creative level design, all designed from the ground up to take advantage of the iPhone’s particular gifts, and I might well end up making a case for it with its own post before too long. In the meantime, if you have an iPhone or iPod touch and are looking for a game with some meat to it, it’s only £5.99 and bodes well for the future of dedicated iPhone development.

I think that’s enough looking back for another year. See you in 12 months for more complaining about the state of [insert genre here].

Best of 2008 #8: Braid

Braid

To say that this one came out of nowhere is an understatement. I’d barely heard of it before I showed up on Live Arcade, a trail of impressive reviews in its wake and podcasts and blogs across the land erupting in praise and talk of ‘symbolism’, again bringing up that godforsaken ‘are games art?’ debate.

I may not know art, but I know that I like this. While it may be short, it’s a completely ingenious game, with such incredibly well-designed puzzles that there’s nothing in there that a day or two off and a return with a fresh mind won’t cure. If you’re trying to collect a piece with great feats of complicated dexterity and precision jumping prowess, chances are you’re doing it wrong.

Every world had its own gimmick that was completely different from every other and could turn the gameplay on its head, and yet it all seemed to fit together into a cohesive hole.

I wasn’t a huge fan of the much-lauded art style, but I loved the choices of music and, most of all, the story. Tim’s quest for his princess made no sense at all for five of the six worlds, and even in the final one an explanation remained elusive until the final sequence, which is still one of gaming’s few great rug pulls. I encourage you to experience it for yourself, but failing that check it out here.

Considering how long the game had spent showing off its ability to warp time around you in creative ways, seeing it do it one last time remained the most shocking of all.