Thursday, December 11, 2008

King's Bounty: The Legend Review


King's Bounty is a great modern rendition of an old-fashioned formula.


One thing you can say for King's Bounty: The Legend is that it fares a lot better than most resurrections of old games. While these digitalized archaeological digs generally reveal that you wouldn't want to go home again even if you could (Defender of the Crown, anyone?), the revival of New World Computing's fondly remembered role-playing/strategy hybrid is a vast improvement upon its 1990 predecessor. While King’s Bounty may not be the most revolutionary game of 2008, its refined gameplay makes it a treasure worth hoarding.
Actually, about the only fair negative comment you could make about King's Bounty is that there isn't really anything new here. Just about everything feels like a rip-off of Heroes of Might and Magic. As with that long-lived Ubisoft franchise, the core of this game is all about taking on the role of a hero in a solo campaign (there is no multiplayer option) and guiding parties of mercenaries across a real-time map to fight turn-based battles on hex grids. A strong RPG flavor is granted through character creation, which allows you to choose from warrior, paladin, and mage classes and then trick out your avatar with skills, artifacts, weapons, armor, spells, and assorted other Gygaxian accoutrements. You then explore the huge medieval fantasy world of Darion in the service of King Mark the Wise, plying the trade of a treasure hunter. A story slowly develops regarding the king's older brother and the standard evil threat to the continued existence of, well, everything, although you don't have to pay much attention to it. Essentially, you just wander around doing good deeds, guiding an icon of your hero through the usual D&D-inspired landscape to slay monsters, loot treasure, scoop up skill runes, mana crystals, and leadership banners, and solve quests handed out by your king and various passersby.


Despite that description, this isn't a hack-and-slasher. Instead of whaling on monsters with a small party of adventurers as in the typical RPG, you wage tactical battles with veritable armies of troops on turn-based battlefields. Mages, priests, knights, archers, monsters, and the like are hired at special buildings such as the king's castle for use as shock troops in your hero's party. You start off with a paltry handful of these goons, but soon wind up at the head of a tremendous force of killer Renaissance fair refugees. Stuff enough gold into your pantaloons and increase your hero's leadership skill as you increase in level and you'll be able to afford the services of loads of hirelings. The scale of battles always remains manageable, however, as each unit type is depicted by just a single character model on the battlefield no matter how many of those units you actually command. This keeps the focus on pure tactics and allows you to whip through battles lickety-split, while still letting you make use of each unit's special abilities. As just about every unit comes with some sort of skill involving spells or bonus attacks, cutting to the chase without dealing with hordes of units is vital to keeping the game straightforward and simple.
This should sound familiar if you have any experience playing a tactical RPG. The only real difference between King's Bounty and Heroes of Might and Magic or Disciples is a greater emphasis on role-playing. Story is brought to the fore here in a much more overt way, thanks to a sarcastic sense of humor and a ton of quests to be solved. True, most of these quests have been scooped out of the big bag of RPG cliches (find stolen property, remove a curse, kill the big bad whatever that's plaguing our village, and so on). But many come with multiple parts that force you to venture all over the map to solve them, along with a great deal of personality conveyed through idiosyncratic characters and a lot of text. You can't just skip around like you're filling in blanks; do so and you're liable to get caught not paying attention, as with the quest where you're given the words to a spell solving a peasant's zombie problem and then have to pick the actual phrase out in a multiple choice menu when casting the spell a little later. So even though these various tasks might not break any new ground, completing them is more involving than the map-clearing busywork that dominates the usual tactical RPG.
Difficulty is also scaled well. Starting off on easy knocks down monster hit points to something quite manageable, and cranks up the amount of gold awarded so that you never seem to run out of the coin needed to hire reinforcements. It's gratifying to see newbies getting let in on the action like this; too many games of this ilk seem to want to punish players, or at least present such a grueling level of difficulty that only veterans of the genre need apply. With that said, moving to normal difficulty is one heck of a leap. Enemy hit points take a huge jump and your gold gets slashed to practically nothing, turning what was a pretty fast-moving game into what can be a grueling slog through battles of attrition.


Visual design is impressive, if not cutting-edge. The game is a couple of years out of date, although the use of bright color and loads of details on maps means that everything still looks great in a Disney kind of way. Areas are intricately drawn and laid out in such a way as to increase the fantasy atmosphere. Every nook and cranny is filled with something D&D-ish, from urns and skulls in catacomb corners to webs and giant mushrooms in forest clearings. Spell effects are spooky and imaginative, too. Magic is generally underlined with special effects like clouds of brimstone, puffs of green gas, and even leering skull faces. All of these added details sometimes gets in the way of your simply playing the game, though. Pathways through maps are very twisty-turny and often obscured with foliage or other terrain obstacles. It can be tough to locate a way forward without rotating the map or zooming in. Failing to at least pan the camera around before galloping into an S-curve can also see you trot right into a killer encounter with powerhouse monsters hidden just out of sight. Audio, on the other hand, is similarly secreted away. The score is a generic triumphal blast that repeats so often during tactical engagements you will almost immediately tune it out, while battle sounds are tinny and there is virtually no voice acting in the game.
Forget about looking at King's Bounty: The Legend as a sequel to an oldie-but-goodie and take it on its own merits. Anyone with the nostalgia gene who played the original might get a special thrill out of this sequel coming along almost 20 years later, but you don't need a connection to this classic to enjoy this impressive take on the traditional tactical RPG.


By Brett Todd, GameSpot

Skate 2 Updated Hands-On

EA Black Box draws inspiration from Burnout Paradise for Skate 2's new online features.

Now that EA has confirmed Skate 2 for a January 21 release, it feels like the sequel to last year's surprise critical hit is just around the corner. It's a good thing, then, that we've already covered the basic gameplay enhancements, from all the new tricks you can do, to your ability to get off the board and move obstacles around you. Last week EA took the time to show off some of Skate 2's new online features. These include an ambitiously Burnout Paradise-inspired collection of freeskate activities and an improved content-sharing service to make finding friends' videos much less painful than it was in the first game. In the process of checking these out, we also had our first chance to skate through the game's entire setting, the newly rebuilt San Vanelona.

The focus of EA's showcase was Skate 2's freeskate activities, the new bag of challenges you and five other online skaters can take part in by simply pulling up a menu while freeskating and electing to join. We spoke with several members of the Black Box development team, and they made no bones about the fact that fellow EA property Burnout Paradise was a big source of inspiration in this department. It makes sense when you think about it: Burnout Paradise made the idea of spontaneous multiplayer challenges work in a genre--open world racer--where most people would be inclined to fly around and do their own thing.
The process works like this: You can skate around the city at your leisure during the game's Career mode, but if you feel like getting into a session with a few other live players, you just hit the D pad and pull up a menu that lets you select the "freeskate here" option. Once you select it, you'll hop into a quick online match with room for up to six players. From there, anyone can use the D pad to pull up a list of freeskate activities unique to the parking lot or skatepark you find yourself in. Once a player proposes an activity, the rest of the players can then choose to take part or to sit it out and keep freeskating until the next suggestion pops up.
These freeskate activities vary from being as simple as collecting the most points while gapping between fallen street signs in a parking lot, to nailing all five massive gaps in Danny Way's mega ramp compound. Some have you working as a team to grind a set distance, like 1,000 feet, while some are more competitive, like a Hall of Meat challenge that awards you for receiving the most gruesome injury. Like in Burnout, these challenges will scale depending on the number of players, so you won't be stuck trying to grind for six if it's just the two of you.
One of the other new features we tried out was the sharing feature of the new Create-a-Spot ability. We've previously discussed how you can hop off your board and grab on to small objects, such as picnic tables, benches, and grind rails, and arrange them to your liking. What you might not have known, though, is that you can save these arrangements, assign a score objective, and upload them for other players to enjoy. Once that's done, you can go see the spots that your friends have uploaded or sift through the work of the public at large with the help of a five-star rating system. A similar system will be used for shared multimedia, like the videos you've edited in-game, the still images you've pulled from said clips, and the custom graphics you've created for your gear. The idea is to help you quickly find material your friends have made, the best stuff from the public, and featured videos that might not be getting the love they deserve--all through an intuitive in-game browser. We've also been told that a new skate.reel Web site will be launched along with the game, but we haven't seen that yet. However, anyone who tried uploading a video at the launch of the first game knows that the means of sharing can only stand to improve--it's just a matter of how much.
This was also our first opportunity to spend some quality time with the game in a nearly complete state--at least in terms of its overall layout. The new setting, a post-disaster San Vanelona that has been massively rebuilt, should feel both familiar and different all at once. Several of the neighborhoods are brand new, but a few, like the Res, are being carried over from the first game. However, it's mainly the street plan that has made the transition, because almost all of the objects are new. So there's a slight feeling of deja vu on certain roads, but everything you're skating on, from the benches to the ledges, is very much different. That's just the case for a couple of areas, though. Most of the city is new and far more diverse in terms of its landscape.

Skate 2 is looking a lot more polished since the last time we saw it. The animations for new moves, such as bonelesses, handplants, and wipeout-avoiding jumps off the board, all look a lot more natural. And the game is sounding great, too, especially when you're flying downhill--the sense of speed in this game already feels far better than in the first one, which was pretty darn good. There should be a lot to look forward to when Skate 2's release date rolls around.

By Shaun McInnis, GameSpot

Alone in the Dark: Inferno Review

Thanks to some key improvements, Alone in the Dark: Inferno is a more playable, more satisfying version of this unique adventure.

When Alone in the Dark came out for the Xbox 360 about five months ago, its dramatic story and unique gameplay mechanics were hobbled by its pervasive technical shortcomings. For the PlayStation 3 release, the developer has made a number of improvements that make the game much less frustrating, and chief among them are the vastly improved character movement and camera controls. Though many of the graphical oddities and some control clumsiness remain, Alone in the Dark: Inferno is a much better way to experience this unique and rewarding action adventure game. As the gruff, amnesiac protagonist, you make your way through a disaster-struck New York City into Central Park, where you begin to unravel the many mysteries before you. Maneuvering through the various environments is much easier now that the main character moves with a light jog instead of a lumbering plod. Though he is significantly nimbler, he is still a bit clumsy; you'll still have to do some funky maneuvering to interact with oddly positioned objects, and you'll have to tread carefully during the precision platforming sequences. Fortunately, even this is much easier thanks to the easily controlled 360-degree camera that replaces the restrained over-the-shoulder camera of the Xbox 360 version. Driving controls are the same, and you can still do some neat stuff such as check behind the visor for car keys or slide into the passenger seat to ransack the glove compartment. The big improvement here is the car handling. Gone are the goofy motorboat physics of the Xbox 360 version, replaced with weightier, more down-to-earth mechanics. This makes driving much easier, though the still-finicky collision detection occasionally treats small cracks like major impediments. Despite the lingering limitations, the controls in Alone in the Dark: Inferno make locomotion much easier and let you more fully enjoy your adventure.
One of the most intriguing and well-executed elements of Alone in the Dark: Inferno is the inventory and item system. The game allows you only as many items as you can fit in your belt and jacket pockets, and, in a move that visually subverts the convention of the vast yet unseen inventory, you literally open up your jacket and look down to see what you've got. Although it's never quite groundbreaking, this subversion does appear in myriad ways throughout the game, and it creates the feeling that there is something novel about Alone in the Dark. You experience this feeling of novelty the first time you look down at your limbs to heal your bloody wounds with medical spray, an action that's a good deal more satisfying than just using a medkit and seeing your life bar grow.
The limited array of items that you can pick up as you move through the world belies the complexity with which they can be combined to serve your purposes. The explosive power of a plastic bottle filled with flammable liquid is obvious, but what if you wrap it in double-sided tape, stuff a bandage in it, light it, and stick it to an enemy? Then you've got a slow-burning Molotov cocktail perfect for blowing up the hive that your spidery foe is returning to. Tape a box of bullets to the bottle, chuck it at a cluster of enemies, and shoot it in midair to unleash a decidedly nasty explosion. Poured out all of your liquid while immolating downed demons? Grab your knife and puncture the gas tank on a car for a quick refill. There are multifarious possible item combinations, and though you'll generally stick to a select few for killing enemies (flaming bullets, midair explodables, spray-can flamethrower), the game makes you flesh out your repertoire by demanding specific actions to solve certain puzzles.

Most of the puzzles in the game involve vanquishing the evil beings that are now the main inhabitants of Central Park. Since your enemies can only be permanently offed with fire (unless there is a crevasse nearby), you'll have to find a way to make them burn, baby, burn. The most straightforward method is to grab a flammable object, such as a chair or a broom, and then walk over to any open flame and set fire to the object by inclining the analog stick toward the flame. Wielding the blazing object, you target your foe, set up your attack by tilting the stick in one direction, and then strike by flicking the stick in the opposite direction. It's a lot of fun to smack monsters with chairs, shovels, baseball bats, tree limbs, and so forth, and the analog-stick actions you must perform to do so are a fun approximation of your in-game actions. Alas, this fun is hindered by finicky controls and inconsistent hit detection, so you'll often find yourself merely repositioning your weapon instead of striking, or clanging it off of a wall that you could have sworn wasn't so close.
For practical reasons, you'll end up taking on most of the evil legion with your trusty handgun. Throwing an explosive bottle and shooting it midair is a cinch, thanks to the aim assistance in the form of a glowing trajectory arc and the slow motion that kicks in whenever you throw something. Alternately, you can pour flammable liquid on your bullets and fire flaming rounds at your foes. Sure, this combo is a bit improbable, and the gun should probably explode in your face, but flaming bullets will be the keystone in your monster-battling strategy so it's best to suspend your disbelief. However, firing these babies into monsters won't kill them unless you hit their fissures. These are the livid scars left on monsters by the evil that corrupted them, and hitting them can be a real pain. The combat certainly isn't anything to write home about, but there's definitely some satisfaction to be had in scourging your enemies with flame or smacking them off of a cliff with a heavy pipe.
The few non-combat-related puzzles are clustered early and late in the game. Some of these creative platforming sequences are part of larger, dramatic set pieces, such as your escape from a burning, collapsing building. It's generally pretty clear which path you need to take, but figuring out the necessary actions and carrying them out is still entertaining. Puzzles in which you set fire to things are particularly fun; the fire looks gorgeous and spreads realistically while the textures on the burning wood change accordingly. Indoor and outdoor environments are well-detailed, especially the vast and varied Central Park. The scenery is at its best when integrated with the aforementioned dramatic set pieces. During these events, the camera will often pull out to a wider angle, giving you a greater sense of scope and harking back to the fixed-camera roots of previous Alone in the Dark games. There are some missteps here as well, and the dynamic lighting can occasionally turn an immersive environment into a something's-not-quite-right environment.

These visual inconsistencies carry over to the numerous cutscenes, yet despite the occasional pop-in and imperfect facial animations, the cutscenes do a great job of adding weight to the already dramatic storyline. Playing as an amnesiac man who wakes up in the company of men who mean him harm, you manage to escape and make your way to Central Park, where the dark, far-reaching story begins to unfold in earnest. The story is well scripted and provides a few intensely dramatic moments, which are enhanced by mostly on-point aftereffects that imbue them with a filmic quality. The whole game is segmented into chapters and sections, so you can skip around to them as if it were a DVD, though feature will probably appeal only to folks who get stuck on a tough patch or want to go back to play a favorite sequence. Skippers need not fear too much missed content: Every play session and every skip treats you to a "previously on Alone in the Dark" segment that rehashes the pertinent story elements.
Alone in the Dark: Inferno is an ambitious game that features a lot of cool gameplay and bucks a lot of gaming conventions. Many small improvements eliminate points of frustration (enhanced AI assistance, an explosive new sequence, and a few other pacing tweaks), but it's the character movement and camera updates that really help the game hit its stride. Although it's definitely not without its stumbles, Alone in the Dark: Inferno is no longer hamstrung by the issues that plagued its predecessor, which means that owners can experience this adventure the way it was meant to be played.

By Chris Watters, GameSpot