Thursday, December 18, 2008

Turok

A good ten years ago, the Turok series was an exceptional FPS-experience, featuring original enemies such as dinosaurs and amusingly strange weapons. Because of publisher Acclaim's smashup, "Turok Evolution" from 2002 has been the last game of the series till the present day. Now, in 2008, the Canadian developer "Propaganda Games" tries to bring the franchise back to life. But can the new Turok stand up to the expectations?


Joseph Turok just performs a stealth kill. But the knife serves a better purpose in the awfully designed jungle against dinosaurs.

Indeed, most ego shooter games don't offer a very original or motivating story but Turok does a better job on this discipline as some might think.You are Joseph Turok, a native Indian who isn't related in any way to the hero from the original series. He's a former member of the mercenary squad "Wolfpack", whose charismatic leader Kane is notorious for his brutality. Turok left Wolfpack und joined another unit, which crashed to a strange planet, where evolution went crazy and therefore is swarmed with dinosaurs and Kane's men. Why Turok switched sides and fights against Kane; what he plans and where all those dinosaurs come from, turns out to be a quite interesting matter. The hostility of Turok's comrades and the constantly present danger of dinosaur attacks provide a strained atmosphere. Many short ingame cutscenes set on the story. Hereto the camera elegantly switches between ego and 3rd-person perspective by, so to speak, slipping out respectively into Turok's head. Plus there are some extensive and atmospheric flashbacks from Turok's training with Wolfpack. The dialogues are not more than second-rate but authentic and the voice acting is solid. Till Kane is defeated, a skilful player doesn't need more than eight hours but the story is satisfying, even though the ending leaves some questions open.


The dinosaurs are really impressive.

The graphics are okay for 2008 but there is so much more possible with the "Unreal Engine 3". Though the character models are quite well designed, the facial animations lack any detail; there is virtually no expression in the faces. In contrast to that, the dinosaurs are really impressively and lissomely animated. But the virtual jungle isn't convincing at all: Levels are completely linear and the vegetation turns up to be completely artificial. Since "FarCry" (2004) we know that jungle can be done way better. The textures are quite sharp, but mostly boringly designed and flat. There is practically no graphically impressive scene in the whole game. Level design in the grey and empty building complexes is moreover so totally unimaginative that you get the impression the developers just wanted to get it over. For example you still have to endure the obligatory lift ride where you have to shoot the enemies on every floor, without the opportunity to save, needless to say. *yawn* The sound effects are as average as the music.


Your team mates know how to defend themselves too. Usually a quite gory matter.

The game design comes along with a few nice ideas, but reveals some serious issues as well. The dinosaurs are well designed and they are a constant threat, as long as you only use firearms. But as soon as you switch to your knife the whole thing becomes ridiculous. The developers implemented quickkills, which means that if you stand right in front of a dino, you just have to press the left mouse button and Turok will knife the poor thing in a quite nicely animated and rather gory sequence. The first ten times, this looks really impressive but later in the game, when Turok brings even headhigh lizards down with just a mouse click, the game gets way too easy. Plus there are only two animations per saurian type so the optical effect gets scuffed pretty soon. As well, you can kill every soldier silently from behind which isn't the best way, since the sneaking is unfairly difficult. If you get spotted and don't have a rifle in your hand, prepare to see the loading screen for a fairly long time. All in all, combat against other humans is partly unfair and frustrating. What turns out to be a useful idea is to attract the dinosaurs with the secondary mode of the shotgun and set them on the soldiers. Speaking of weapons: In contrary to the original installment, 2008's Turok only uses, ordinary stuff like SMGs, pistols, rocket launchers and plasma rifles. At least you can use them dual wielded and the bow and knife bring some variety to it.


The lightning is only that nice at night. Usually a grey-in-grey dominates the screen (right).

To come to the biggest issue: The game has been terribly ported to the PC, especially the controls suck. While the mouse responds extremely hectically und imprecisely, which makes accurate aiming nearly impossible; the not configurable button controls turn out to be even worse. You fire your left weapon with the left mouse button, your right weapon with your right mouse button, activate the alternative fire mode with shift plus left mouse button and throw grenades with shift plus right mouse button. Looks like the porting team from "Aspyr" overlooked that a PC with mouse and keyboard has significantly more buttons available than a console gamepad. In addition, the weapon switching can become a quite confusing thing to do. Also, I consistently encountered strange micro slowdowns, despite the frame rate was objectively ok (above 30 fps), even on low details, so that the game experience seemed somehow balking. But the most enervating things are the impertinently long loading times. Till a new level has been loaded you'll easily spend up to two minutes; the quickload function doesn't deserve its name. Even though there is a quicksave button mentioned on the option menu, the game saves only at checkpoints, which are partly widely separated.


The pretty jungle grass is seldom used. If you have trouble clearing a passage, try dual wielding you guns (right).

All in all a pretty streaky first person shooter, which simply has been incredibly bad ported. Beside obvious flaws in level- and game design, the controls and performance can make you livid. But the dinosaurs are well designed and the game features a solid story.

Story: 7/10
Design: 5/10
Gameplay: 6/10
Presentation: 6,5/10
Total : 6,1/10

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Max Payne 2

Max Payne 2 is definitely one of the best action games ever made. Featuring one of the most impressive graphics of its time, a never before seen, incredibly complex and tragic noir story, which is still one of a kind and its innovative cutscenes, the Finns from "Remedy" show that they are masters of game design. No doubt, there are some minor flaws like the short playing time or the quite linear level design, but there is still nothing cooler than jumping backwards in super slo-mo "Bullet Time" with two Ingrams perforating a bunch of bad guys.

Speaking of graphics, the game was in 2003 as Crysis is today. Inconceivably detailed levels, amost photorealistic character models, ridiculously sharp textures, lively animations and a brillant lightning made The Fall of Max a visually stunning experience.

Even today, the graphics seem by no way antiquated, at most a bit dusted, since it can't offer the newer knick-knack like Paralyx Occlusion Mapping, HDR and how they are all called. But, especially the exceptional art design and the visual style are a welcome break from the "Unreal Engine 3"-monotony nowadays. The sound is still one of the best you can possibly get in a game. The stunningly brilliant voice-acting that extends to the smallest side character, a wistful and atmospheric soundtrack and authentic weapon sounds in surround are a auditory treat.

The game turns out to be well balanced. There are three different difficulty levels, which, unfortunately, you can't switch within the current game. Moreover, the first one is already not that easy and the hardest isn't called "Dead on Arrival" for fun. But the game is never unfair and using the Bullet-Time you'll always stand a chance. The atmosphere is, because of the many ingame cutscenes and above all, because of the innovative comic strips, which easily transfer the tragedy and desolation with plenty of symbolism and perfectly matching coloration, amazingly intense. You suffer with the characters, whose predicament is often within your grasp and the subtly tension will tie you to the screen till the very end. The Bullet-Time is perfectly designed and imparts an incredible coolness to the game. The precise, intuitive controls, a free saving system, clearly arranged menus and short loading and saving times make the game even better.

Unfortunately, the game is quite short. The singleplayer campaign offers only 7-8 hours of gameplay and there is no multiplayer. But the alternative ending on the highest difficulty level is a nice addition and some unlocked levels are always good for another try. The level design is absolutely linear, but very detailed and authentic. It's not very various, since you are almost always shooting your way through more or less condemned buildings, but this is quite conducive for the somber atmosphere. The A.I. acts mostly realistic, but often hasn't enough time to react on your actions anyways, since they result quite fast in their death. In case your foes have the possibility to take cover, they do it but seldom throw grenades.

If you like a huge arsenal of realistic weapons, this is your game: Numerous handguns, as well dual-wielded; pump- and machine guns, grenades and Molotov Cocktails. Indeed, nothing too innovative but Max is, after all, only an ordinary detective and a super soldier from outer space. The close combat is, unfortunately, completely unnecessary. The Bullet-Time in its pure perfection, both visually and playfully, gives you the rest.


Highly stylised photos are used for the comic strips. In Max' world, it always rains.
Like I said, the story is the crucial factor, why Max Payne is still one of best action games of all time. The complex and believable characters will make you suffer with them in their tragedy. The geniously written and spoken dialogues contain more philosophical substance than most works of fiction in this genre. Through numerous surprising turns, the story remains throughout thrilling and the cutscenes disseminate a almost tangibly intensity of the tragic events. The ending can't be surpassed in it's incredible sadness.

Story: 10/10
Design: 8,6/10
Gameplay: 9,7/10
Presentation: 9,2/10 (originally 10/10)
Total: 9,4/10 (originally 9,6/10)

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Tuesday, December 16, 2008

Mass Effect

Mass Effect (PC)


The game was in the tested version 1.01. The screenshots were all on a PC at the highest level of detail on 1280 * 720 without AA or AF prepared.

Mass Effect, the latest work of legendary designer of BioWare RPG is already in November last year on the Xbox 360 released in May 2008 and finally to the PC has been ported. The home console one remembers the game well, because for a BioWare RPG is unusually straightforward and action-oriented. Nevertheless, the claim is not too short and loose with history can each "Final Fantasy" part to keep pace.


Questioner glance: Shepard in his appearance is totally configurable. Background: The Biotiker Kaidan.


Man takes on the role of Commander Shepard, an officer of the human alliance. This, after discovery of mass effect portals good ten years before the year 2173 in order to stay in shape so that the possible exploration of the universe against the many other nations claim to be. The naming Mass Effect Portals were from a long extinct alien race, the Protheanern, built and allow the mass of different objects to manipulate, and thus inter alia, to date because of the relativity theory never before held possible to reach speeds. This met the people on the first race of the Turianer what failures due to political and diplomatic measures on both sides a short but fierce initial contact unloaded. Fortunately for humankind to live, but all the peoples of the galaxy together democratically organized. The central point of political events is the Citadel, a huge space station, whose origin is unknown and builders, many of which extraterrestrial races and was discovered them as the capital of the galaxy serves. There resides the Council, which at this time from a turianischen, a salarianschen and a Asare Members composed. Of humanity will initially distrustful and hostile encounters, however, described it as a member of the galactic community acknowledged, albeit with restricted rights.


The player gets in the dynamically staged dialogues repeatedly to make its attitude clear to make. In the background: Kroganer Urdnot (left) and Turianer Garrus (right).

BioWare has this very much trouble with the characterization of different races and made extensive cultural and historical backgrounds conceived. The Turianer example, remember externally with their bone plates in the face and abdomen wiry body at the perfect intelligent link between dinosaurs and birds. In their society is always the common good before the individual to make. They constitute the largest armed forces and the security of the Citadel, since it militarily extremely capable and are loyal. The Asari see the people apart from their blue skin and wavy skin flaps, which replace the hair very similar. What is special about this diplomatically assessed and eloquent people, is the fact that it is monogeschlechtlich. Male Asari, there are simply not. Therefore, the plant asexual Asari also from a spiritual act continued, but no closer in the game is explained. The possible later love scene between Shepard and Asari conveys, however, a human-like reproductive process.


Sarén looks at this time of mechanized already unhealthy.

The people of Kroganer he remembers biped, bulky lizard with a huge hump on his back. They are a warlike assessed tribal people, which is not much on diplomacy there. Generally Feingeistigkeit in their society rather rare to find. The Quarianer were originally a high-tech nation, which is characterized by the creation of the Geth, an intelligent robot people who originally thought of as cheap workers, after a brief war against The same type had beaten and since then as nomads move to the Galaxy. The Geth broke all links to other organic life forms and living since then in an outer edge sector of the galaxy. The other peoples such as the Salarianer, amphibious technology freaks, the Hanar, speaking at the giant jellyfish remind the economically talented, young volunteers are in the other game only of minor importance. Nevertheless, even these species BioWare funny details missed. The Elcor, for example, can only by their emotions for other species not perceptible odors mediate and therefore call before each set adverb, which describes in what tone they intend to speak. All these details come partly through discussions to light but the majority must be put in partially Code, a Galactic Encyclopaedia read again and again in the new entries will be released. With what effort and imagination to BioWare works here and gone to a whole new universe created (which of course also some parallels to Star Wars, Stargate and others) which is extremely significant in the games industry and an absolute rarity.


Enemies are automatically marked. The skills bar at the top left is PC-exclusive and allows quick access without having to be paused.

To return to the main character to come: Shepard is apart from the race, the man is fixed, completely free configurable. Gender and appearance are up to the scarring of the face almost completely to the preferences of the player leave. The commander gets after the beginning of great mission on the planet Eden Prime from his superiors Anderson the contract, the breakaway turianischen Specter Sarén to find and, if necessary, to liquidate. The Specter are practically equipped with all the freedoms secret of the Council of the Citadel, which at any price for the political stability and overall peace in the galaxy to be sure. Sarén but seems to be the subject Geth to have made and the goal to pursue, all erase life of the galaxy. Of course, he is not the Hollywood cliche-baddie, which can now perhaps might expect, but merely involuntary accomplice of a much more powerful adversary. Shepard after the Council was able to convince the Sarén a threat to all organic species, it is the first human Specter and appointed by the alliance gets the most advanced ship of the entire human fleet, Normandy. After the first few hours on the Citadel has spent, the game is going on right now. Gradually align themselves with one in the first hours in a chronological sequence of the human kinetics Alenko Kaidan, the Allianz Soldier Ashley Williams, the turianische Citadel Garrus Vakarian policeman who kroganische bounty hunter Urdnot Wrex, the quarianische technician Tali'Zorah nar Rayya, and finally the scholar-Asari Liara T'Soni.


With less can make a funny dialogue to ravish answers that you might later regret.

Each of these characters has an extensive background history, the rule is not only extremely interesting, but still plenty of tragic and during the main missions in talks on the Normandy gradually unveiled, and each character so well is precisely drawn. Garrus, for example, has a rather naive belief with "an eye for an eye" philosophy, reacts but always plenty embarrassed if it so zurechtweist. Ashley can never be the butter on bread that is strictly religious and a bit racist but extremely loyal and is making some fairly blunt attempts, the Commander anzumachen. Wrex is a taciturn, uncompromising and cynical mercenary, but later behind a hard shell wounded and desperate souls disclosed. This complexity is with every character to find and create an incomparable emotional attachment to the characters as they otherwise only from "Square"-songs (Final Fantasy) knows. BioWare also has many philosophical issues in the talks packed, forcing the players to deal with difficult issues to tackle. Only the patriotic arg-end diluted clouds the picture somewhat.


Endszene, in the Shepard heroically against luminous space backdrop looks into the camera, has made me spontaneously Lachflash caused. Should this really be so pathetic, BioWare?

The main missions are just brilliantly designed and staged. Each takes place in a completely different setting instead, keeps each time numerous surprises, the exciting, complex story forward. It shies from BioWare not even for games anzureißen absolute taboo subjects, such as the possible lesbian relationship between a female Commander Shepard and Liara T? Soni or Ashley Williams (which of course can also run heterosexual). Also, you repeatedly for some serious decisions to a result of the above add emotional bond properly. For example, in one game inevitably one from his team of human victims, because you just can save each other. Even one loses between Wrex in a dramatic scene, when his level diplomacy has neglected. As for BioWare usual, there is also a good / evil level, but no influence on the end. This is unfortunately the logical consequence of the fact that Mass Effect now once as a trilogy has been created. For example, you can often decide the game, whether you have a mini-boss vanquished opponent executes or leaves him free. Otherwise, the level is often by minimally affected responses in interviews.


From what action film this setting was probably inspired? In the background, the Asari Liara.

The combat system is like this at first glance rather a third-person shooter, because an RPG. Shepard is generally from the shoulder-driven perspective. Weapons and biotic forces, the sci-fi equivalent of magic, the mouse will be triggered and controlled by crosshairs. To the entire tactical depth to give the developers have to gain a cover system a la "Gears of War" was introduced, so you go against a wall, nestled Shepard seamlessly and it can also fire from the cover, on the other hand can the struggles Spacebar at any time by pausing, commands to the two team-mates give (Go there, Greife these opponents to hold the position, New Building), switch weapons and skills, some weapons are specific and more active. Depending on the category and degree of difficulty can be Mass Effect as a real RPG or as a pure shooter to play. Because the teammates put their skills extremely clever On; only at the highest two of the five levels of difficulty you have to give you exact commands. According to experience, it was as a soldier so much easier than Biotiker or engineer.


BioWare uses besides the depth blur still many other effects to the interim sequences filmreif possible to stage what they also succeed brilliantly. In the foreground: Two Salarianer.

The talent system is quite complex. Pro Level Rise receives two points talent (later only one), in which one class-specific categories can distribute. Here are some points to new skills and talents released or geupgradet. The same goes for the teammates who also mitleveln if they do not come to the Mission. Alternatively, you can either levels only for the squad, or even for their own character completely leave the game, the exceedingly clever points distributed. Here is again clear that BioWare Mass Effect tries with the game even for less experienced groups available. However, of course, hardcore RPG come at their expense.


The Mako, which unfortunately is not upgradeable, are entering a loyal services. Also in this protheanischen ruin toward the end of the game.

Technically, Mass Effect more than impressive. BioWare, the Unreal Engine 3 to modified beyond recognition and the result is simply brilliant, though quite hungry hardware. The faces look very lifelike from (though not as naturally as in Metal Gear Solid 4) and up to a few exceptions (Shepard? S grin at the end) the animations are almost unbelievably realistic. Even the menschenunähnlichsten aliens can be exactly the emotions of face reading. Worthy of note in this context, the continued on a screenshot depicted confrontation between Wrex and Shepard. However, there are criticisms. As many probably already on the screenshots in this review have noted, are some textures, especially the facial textures of Garrus in which the character screen all still missing shader, rather washy. Other Turianer have, however, a razor-sharp mug. Also see the ears of people often ugly. In the game I am always inappropriate times over fuzzy textures drawn where the high-res version was apparently forgotten or simply by a bug is not loaded, leading to a deduction in category presentation leads. Talking Shop: The waiting times at Quickload and loading a new levels fall short of pleasing. However, Mass Effect at around 30% of loading up and had to be restarted, which is extremely annoying and a point deduction in the category of lead Design. Moreover, shortly after charging as in the 360-version only extremely low-resolution textures to see then in a few seconds by the high-resolution counterparts to be replaced. An unpleasant effect.


The Galactic Council of the Citadel consists of a turianischen, a Asare and a salarianischen seconded together.

Besides the numerous battles take place in Mass Effect of course, of course, find numerous discussions held in a brilliantly intuitive system completely unlinear run. On each record, at least two (usually three) answers possible, although not full-length already displayed, but only by a matching keyword will be indicated. This has the disadvantage that they often do not exactly know what Shepard will say now but apart from very rare exceptions can be extremely dynamic conversations. However gaukelt BioWare also frequently this plethora of possible answers only. Shepard says every now and again, despite quite different stick exactly the same words; now and the keywords are also quite identical (Yes / course / no problem). Actually unnecessary. Depending on the expansion of Schmeichel and intimidation talent, can also affect many characters. So can the final battle against Sarén prevented if enough to persuade him. Despite the often same outcome of such negotiations, flattering answers always lead to positive and always threatening to negative sentiment points. To once again to the final battle to come: This course will take place anyway, even if not directly against Sarén and is extremely disappointing, because far too simple. Here I had already a spectacular confrontation desired, especially since the finals yet so spectacular is advised.


Toward the end, there are some spectacular space battles, a la Star Wars to admire.

BioWare has a lot of trouble, the talks through many Umschnitte interesting. These are both in English and in German simply put great. With very few exceptions in the German version, bringing the matching their roles spokesman absolutely authentic over. But even here there are bugs to complain. Every now and then hang the game briefly in conversation and the sound is repeated fragment of how a broken CD. This keeps one to two seconds, then stops the speech animation and the voice will only come back with the next record. This is also very annoying, because so few important lines of dialogue are lost. The bug appears arbitrary proceedings, he will sometimes by a reload of the affected body resolved but sometimes he always occurs at exactly the rate at which likewise resulted in a deduction in category presentation leads. The mostly electronic soundtrack accompanied the action perfectly. Only toward the end schmalzt one from the pits to prevent manifest patriotism. To return to the talks to come: While the facial expressions really leaves no wish unfulfilled and an endless range of feelings can credibly convey, the gesture has less convincing. If the call from a close-up or Halbtotalen shown, it affects the occasional gestures still quite naturally, is changing the game in a long shot but the figures are like robots in strange intervals over, hands on the body, the body without any emotion. The authenticity destroys the structure back a little. The environments are in the main missions sometimes very impressive. Among other things, we are struggling through a Caribbean environment that speeds on a frozen highway, or researched an impressive underground cave.


Ashley Williams is a beautiful woman, but she has a difficult character.

In stark contrast, the loveless, always the same planet, in addition to the missions take place, which is also the only really big criticism of Mass Effect show. The schedule is always the same: Man lands with the Mako, a triaxial terrain vehicle on a desolate, barren and boring planet, which is usually very rocky. There can be an object and a probe salvage and usually have a base full of enemies eliminated. If you want happiness, it feels that the mission prepared a surprise, eg , an even Mako stolen. This somewhat interesting missions have something a share of 25%. Otherwise, the process Sidequests always the same and offer no variety. However, it is also absolutely no need for these more than 25% complete, as this is enough XP, money and Universalgel (used to repair the Mako and needed to decipher) returns to the main mission complete, without overpowering opponents down to be made. Speaking of money: That can of course in all sorts of equipment to invest. It is also, as one of the missions anyway everything needed and the dealers will never have very good product.


The screen talent, who is also the attitude displayed. The circles and triangles in the talent show bars new talent and to upgrade.

The weapons can be upgraded differently. There are many different types of ammunition, of which one, but mainly just the panzer groundbreaking and "thriller" ammunition is used. In addition, there are at least as many weapons upgrades, one of whom later even two can be upgraded at the same time. Overly tactical depth comes not, however, apart from the "I just fight against robots, so I take a look at the groundbreaking tank ammunition." There are only four different weapons, which are also only half used. Assault rifle and shotgun prove to be a faithful companion but the sniper rifle, I have only good ten times in the game and used a pistol you need probably only if the engineer or Biotiker elect. The newly acquired weapons in these categories have different damages and precision values differ, but otherwise little of each other. For the biotic abilities because there are already more variety, although obviously not all, such as The stasis, it necessarily useful.


This inevitable confrontation between Shepard and his teammates Urdnot Wrex leads to one of the most intense scenes in the entire game. The dialogue out answers to the left point to the low Schmeichel or intimidation talents out. The right answers will inevitably lead to Wrex? Death.

Mass Effect is probably the most significant and unusual RPG in recent years. The history, in the meantime toll staged sequences and recounts conversations, and the specially created by BioWare, incredibly deep and complex universe have the stuff to become a cult. The characters are down to the smallest detail scrupulously prepared, at every corner you can find loving little things that make it one to an incomparable way in this great universe einzutauchen. This love of detail is also found in the somewhat unfortunately by bugs Getrübte presentation again. Every so unimportant supporting character, be it an Alien or a person has a unique, brilliantly animated face. The extensive dialogues offer the player a lot of space, Shepard himself to characterize him something cold and ruthless or compassionate and responsible manner. As usual, the Rollenspielmechaniken BioWare has brilliantly implemented, despite the actionlastigen gameplay does not recede into the background. Mass Effect is not perfect but a milestone of the genre. BioWare now has the opportunity of the second part of an even better game to make.


Garrus? Face it, unfortunately, the high-resolution textures missing.

Interestingly Mass Effect is one of the few games where the world's age classification bodies were absolutely disagree. While it from the British BBFC aged 12 is released, it received from the American ESRB an M (17 +) and the European PEGI even a totally exaggerated 18 +. The German USK instructed the uncut version of a release from 16 years ago.

BTW: The history of Mass Effect is a great written and extremely exciting book by Drew Karpyshyn tells who is also responsible for the screenplay of Mass Effect is responsible. The first and just published second volume is available at bookstores for 9.95 € available.(daemon-search)

Story: 9.6 / 10
Design: 8.9 / 10
Gameplay: 9.2 / 10
Presentation: 8.8 / 10
Overall: 9.1 / 10

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