Tag Archives: PC games

Best of 2009 #3: Call of Duty: Modern Warfare 2

Brash? Oh yes. Subtle? Absolutely not. Like Michael Bay made a video game? Are you telling me he didn’t?

The launch and sheer dominance of the world’s friends lists of Modern Warfare 2 may have humbled 2007’s mental Halo 3 launch, and the run-up may have been mired in controversy after controversy as Infinity Ward showed signs of taking after its parent, but if I put that aside, what must surely be the gaming event of this generation delivered.

Even with such a malign influence standing over it, Infinity Ward took what we already knew Call of Duty to be capable of – massive, action-packed, scripted war scenarios – and blended it with a ridiculous action movie to make something that was amazing fun. It wasn’t nearly as clever as it thought it was, to be honest, and I still maintain that that scene could have been handled better, and there’s maybe an argument that after the generally realistic World War II setting makes it look even more ridiculous, but it’s fun, and ultimately that’s all that matters.

Multiplayer, too, although it seems to be marred by annoying glitch after annoying glitch, is phenomenally good and will be a staple of my 360’s drive for months to come. I’ve already played that mode more than most full games, and that’s discounting my one and a half (currently) playthroughs of the campaign and mere dabbling with Spec-Ops mode. For all the criticism of its price hike – and I’m sure someone will disagree with me here – it’s the game that, through amount of content and time that will be spent on it, came closest to justifying it.

Best of 2009 #4: Street Fighter IV

“Oh my god. This is the shit.”

That summation, taken from a friend – a huge Street Fighter II fan – after his first few silent moments with Street Fighter IV, pretty much captures how I think most fighting fans felt when they got their hands on it. Street Fighter III was great, but it was such a step away that it was always going to be difficult to love quite as much.

Capcom, seemingly, knew this when it came to doing the sequel thing over again. This wasn’t Street Fighter III, and it certainly wasn’t Street Fighter EX; this was Street Fighter II’s successor.

It’s quite simply a magnificent fighting game. While its competitors, which have been more active over the past few years, have built dauntingly huge character rosters with moves lists the length of a toilet roll and more and more realistic visuals, Capcom eschewed such nonsense and took a pleasingly retro tack with this, and it was a big part of what I loved about it. A cherry-picked line-up with some largely inoffensive new additions – I don’t count Seth there, obviously – and moves list that fit on a single screen not only made complete mastery both tempting and feasible, but also brought back that old-school chess feeling, where your small pool of resources is well balanced and every character can beat every other one; you just have to work out how.

It was the only game that enchanted me into spending over £100 on a controller – not for Activision’s lack of trying – and I’ll probably be buying Super Street Fighter IV in a few months if that gets the old crowd in for another round. Capcom did a phenomenal job of actually following up Street Fighter II while keeping the essence and making it feel modern, and so here’s my recognition of that massive achievement.

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.

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.

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.

F.E.A.R. 2: Project Origin

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. Continue reading F.E.A.R. 2: Project Origin

Best of 2008 #1: Fallout 3

Fallout 3

I may have put Fallout 3 off to finish some of 2008’s other big games, but as we move into 2009 there’s only one of those games that I’m still playing.

Fallout 3 is a slow starter, taking a good hour of talking and being taught the basics before you even hit the Capital Wasteland. It’s far longer than the equivalent opening dungeon of Oblivion – that’s Fallout 3 without guns, or so I’ve heard – and when you eventually get kicked out of the relative safety and into the big wide world, it’s even more overwhelming. It was a good few hours before I even had sufficient money and ammo to even consider taking on human enemies.

But even during this crawl, I found myself intrigued by what I was finding, being tempted to explore beyond the safety of Megaton at the risk of running into mercenaries who could burn me into a pile of ash with weapons that I wouldn’t find for hours of play and giant scorpions that I’d have to dance around and hit with a baseball bat for five minutes each.

At the risk of going over the same stuff that I said about Fable II, I just fell in love with the world that Fallout 3 presents, albeit for different reasons. It’s bleak and depressing, but it’s also liberating and exciting, and I like playing an RPG where a new town might offer great loot but equally might lead to a massive gunfight. I like the implied stories, like the charred skeletons huddled on the bed in a bombed-out house, left over from when the bombs fell. I like the exhibits in the pre-war technology museum, showing off the utopian vision of life in a Vault that’s a bit more like the brochure than the reality.

But most of all, I just love playing this game. It’s buggy as hell and, being a Bethesda game, most characters are like talking to slightly creepy mannequins, but I found the story and setting – let’s face it: those are the things that keeps anyone going through the monotony of even the best RPGs – as interesting as it was in the original games. Oblivion with guns? Maybe, but Oblivion with slow-motion decapitations and a teddy bear launcher is more than good enough for me.

So now that Bethesda has two big hitters and a successful formula, here’s to an even better Elder Scrolls V in 2010. But let’s get to the DLC for this one first, eh?