Portal.
1 June, 2008 at 11:13 pm | In blogging | Leave a CommentTags: Half Life 2, Orange Box, Portal, Xbox 360
I’ve recently had a chance to play through the Half Life 2 Orange Box. Although the compilation is incredible value, the stand out game in the package must be Portal.
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Sometimes its easy to forget that FPS genre still has a lot to offer us, what with it being utterly flooded by developers climbing over each other to make The Next Big Shooter. What I really loved about Portal is that, its not even a shooter. Its a puzzle game that simply happens to use the Half Life 2 Engine.
Portal stands for so many good gameplay values.
- Its accessible:there’s a very well thought out learning curve.
- Its not too long: the developers didn’t decide to flesh out the concept by forcing you through needless plot and cutscenes that you don’t really care for.
- You can choose to do bonus levels:as production costs rise, we are seeing the decline of genuine bonus content that rewards dedicated gamers as companies want everyone to be able to play through their hard work. Portal offers bonus missions which are really challenging and force you to find drastic solutions to increasingly complicated problems.
Its also interesting to note that I’ve really been so moved by this game, that I’m even badgering all of my friends to play it. Yes, it really is that good.
Play Portal.
Mariokart Wii – Review (Wii)
1 June, 2008 at 10:45 pm | In reviews | 2 CommentsTags: Kart, Mario, Mariokart, Racing, Wii
Its hard to believe it, but Mariokart is old. The franchise has been going for over 15 years since its debut on the Super Nintendo, and its seen many incarnations as its graced various Nintendo consoles. The hardware available has always dictated the series direction, from the N64’s four controller ports making multiplayer more accessible, to the DS’s wireless capabilities taking Mariokart online for the first time. As you’d expect from the hardware available, the Wii version makes use of the motion sensing controllers and the wireless online play.
The established mixture of a racing game and party game is still very much present, but there are some subtle indications that this game’s direction is hinting at being more of a racer. Gone are the character specific battle items, and instead they’re replaced by increasing ways to give you a speed boost and get a good racing line.

Now more than ever, its really important to get a good racing line as the amount of karts on the race track have risen from 8 to 12. The new tracks, full of gentle turns and wide straights can fully accommodate this, but the retro tracks seem much more cramped. The selection of retro tracks themselves are slightly controversial as Nintendo have opted to revive an entire new selection of courses from previous Mariokart games. What this means is that fond classics like the frantic Baby Park from Double Dash have been ditched in favour of the N64’s icy Sherbert Land (complete with annoying penguins and icy chasms).
The new tracks are colourful and original. For the first time there’s an Autumn forest course, lit up by a golden sunset where you have to dodge falling leaves and navigate through hollowed out half pipes of tree trunks. The whole half pipe mechanic is something that crops up in a lot of the courses now, as a shake of the Wii mote in mid air performs a stunt and boosts you as you land. Stunts are also rewarded with speed if you perform a wheelie by pulling back on the Wii mote while you’re racing on a bike. Although this gives you a brief speed boost, you can only make minute adjustments to your steering and the slightest nudge from another player will make you lose a lot of speed.

The online mode of Mariokart Wii is implemented very well. Its very easy to find a race, and there’s rarely lag when you race with the other players. The option to challenge time trial records in the form of other player’s ghosts fuels an active time trialling community, and you can even watch the replays of the world’s best racers to learn the best racing lines and shortcuts. The major problems with the online mode of Mariokart are more universal with Nintendo rather than this game: there’s no voice chat, making it that bit less personal (and satisfying) and the friend code system makes it overly complicated to race with your friends.
The split screen multiplayer racing is sound, but the way the game defaults to races of with a minimum of 8 computer racers really interferes with the traditional party feel of Mariokart. You can switch them off, but then the huge race courses seem to really stretch out a little too far for just 4 people. This type of subtle imbalance really affects Mariokart and does a lot to lose its appeal as a pick up and play party racing game. Admittedly these are small gripes and aren’t anything that you’ll get used to over time. Unlike the monstrosity of the battle mode.

The Mariokart Battle mode: home of some of the most tense rivalries ever waged in console gaming history. There’s nothing like fighting to be the last man standing in balloon battle. It was a fantastic way to instantly prove who’s better at the weapons side of Mariokart without forcing everyone to learn every race course. In Mariokart Wii, this is not possible. Nintendo’s inexplicable decision to force players into two teams is a curious one: turning their backs on what must have been Mariokarts major selling points. Being forced into teams seriously damages the battle mode experience, but it doesn’t fundamentally break it like the other new feature: you can no longer die. If all of your balloons get burst, you’ll respawn and give away some points to the opposing team. The Balloons are now just there for decoration, its all about points.
Its very hard to list all the reasons why, but Mariokart Wii is definitely missing that familiar spark that establishes it as a great game. Its an ok game, and thats the problem – its definitely the weakest of all the Mariokarts yet, which is such as shame as its most recent Mariokart installment on the DS was probably the strongest. Proceed with caution: people searching for a fun racing game will enjoy it, but those who know what to expect from a Mariokart game will be disappointed.
7/10
Xbox 360 doesn’t like Parties
1 June, 2008 at 10:24 pm | In blogging | Leave a CommentTags: Army of two, Clan, COD4, FPS, Halo 3, Xbox 360
I recently went along to an Xbox 360 LAN party with some of my friends. We brought along a few Xbox 360 consoles, controllers and games and even some headsets. The plan was to hook a few Xbox consoles up to a few tv’s around the house and to play some system link multiplayer games.
Setting up the equipment was pretty straightforward; it was setting up the games which actually proved a difficult task.
Army of Two
The first game we decided to play in multiplayer was Army of Two. After going through the menu’s on the game and reading the instruction manual, we discovered that this game has no system link option! In order to play each other, we had to connect to the internet, host a private online match over Xbox live and have the other team – only a few precious metres away – join the private match. It was also irritating that, because it was over the internet, we had to piggyback off someone else’s gamertag. Considering Army of Two is such a co-op themed game, you’d have thought that the developers would make it as easy as possible to do have system link setups!
Gears of War
Gears of War was refreshingly fun to play for a title which is approaching 2 years old. The graphics still look incredible, and the tactical cover dynamic still hasn’t really been bettered by any of the more recent Xbox 360 games. As a party game, like Army of Two, there’s only a maximum of 2 people per console so after a few games on rotation we decided to get everyone involved in another game famous for its multiplayer…
Halo 3
I’d never realised how flexible Halo 3 truly was until this event. At this time of night our group had petered out to just 5 people, and we had 2 people on one Xbox and 3 people on the other console. After Gears and Army of Two this was something short of a revelation to have so many people playing at one given time. I’d also never realised how much fun could be had by watching the saved replays of our matches as we provided running commentary while viewing our performances of team deathmatch on high ground.
Call of Duty 4
And then there was the grand finale, Call of Duty 4. This is currently the favourite Xbox live multiplayer game of choice, and we were really anticipating some system link action. COD4 split screen is fun enough by itself, but the whole idea of having teams in different rooms battle it out like we’d just did with Halo nearly made us salivate. But to our horror, we discovered that COD4 has possibly the most gimped system link ever seen – it will only let 1 person play per console. The frustrating thing is that we know a single Xbox 360 can handle 4 people split screen. This was a huge disappointment, and slightly reluctantly we went back to some 3 v 2 Halo 3 matches.
The Final Word…
System link games when they’re done right can really make for some of the most fun console experiences. I find the best type of system link experiences are ones that combine traditional split screen multiplayer and the modern multiplayer climate of squad based FPS’s: your room vs another room. Its the way you can talk to someone else without using a ridiculous headset; the way you can even see someone else’s screen on your team to help co-ordinate your attacks and strategies and knowing somewhere in your network, there’s a bunch of people doing exactly the same thing. For me, thats the type of social gaming best suited to the Xbox and its available games. As it stands right now, it would seem that video games developers couldn’t care less for this setup.
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