Entries in The Orange Box (4)

Saturday
13Sep

Too Much TF2

X360 version (lulz I know etc), had it for just under twelve months now- it's the game I keep going back to. Total Engie playtime is 65 Hours, with most points in a round at 36.

The scary thing? I don't even like First Person Shooters.


Sunday
16Dec

2007 wrap-up: The Games

With the Xbox360 in it's second year, and the Wii and PS3 both in their first, 2007 is undoubtedly the first chance of all three consoles to shine and show gamers their worth. The answer, for the Xbox 360, is a lot, if you don't mind getting a replacement console every now and then, while the answer for the PS3 is not much, despite an empty wallet and a shoddy conversion or five. The Wii, still the most wanted console despite now being it's second Christmas, continues to deliver nothing but promises and licensed tat, and while there's no denying the appeal of the console or it's respective technology, it's certainly not the gaming experience many of the gaming audience were probably expecting.

That said, altogether 2007 has been a fantastic year for gaming as all three consoles (along with regular competition from the PC) continue to battle, the winner, of course, always being the gamers and consumers alike.

Crackdown (X360)
As the first opportunity to take part in the Halo 3 public beta, and with a big-ass sticker on the front of the box emphasizing so, looking back, Crackdown for the X360 maybe wasn't bought for all the right reasons when it was originally released- always overshadowed throughout it's lifetime by that ever infamous four-lettered H-word. But beyond being a mere part of the hype-machine, Crackdown is one of the finest first-party games available on the X360.

While the game certainly conforms to the run & gun gameplay that the X360 audience is fond of, the game completely revolutionises the new-fangled sandbox genre that every game wants to be. Here, there is no story, cut-scenes or missions, instead, only a list of objectives lie in place that can be tackled whenever you're ready, allowing for freedom both physically and rather literally. But Crackdown places you in the shoes of an altogether different kind of game character, in essence, you're a superhero- equipped with the ability to lift up trucks and jump storeys, and with this comes a long overdue update and refresh of the platform genre- a twenty-first century update of one of videogaming's oldest genres with a living breathing city your playground. Turning structure, gameplay, and character abilities on their head, there's no denying Crackdown's innovation to both the sandbox genre and gaming in general this year.

Super Mario Galaxy (Wii)
Super Mario 64 was originally released in Europe in 1997, forever changing both the platformer genre and 3D gaming in general. Since then the technology and ideas have been bested by numerous titles, but the sequel to it for the GC, titled Super Mario Sunshine, would do little to improve either the formula or idea. Fast-forward to the Nintendo console of 2007 with a backlog of non-gamer titles, and Nintendo have a lot of work to do if they're to entice their long-term gaming fans.

Somehow, Nintendo manage it, and Super Mario Galaxy is easily the only killer-ap that the Wii has. Bringing the platformer genre into the domains of space is the title's biggest innovation, but more than just a refreshing change in setting, it completely alters your preconceptions of both the genre and videogames. Asteroids and planets allow for a fully three-dimensional experience, and the impact of the first moments of '64 are almost certainly included here, and then multiplied by a hundred. As ever the freedom included is absolutely immense, but the game also shares the rather easy-to-accomplish accolade of being the best-looking Wii title there is out there. That said, as with the rest of the game, particularly the sound, the visuals here and charming, full of depth, and most of all, contribute significantly to the overall experience. To use a rather horrible and cheap pun, it is out of this world.

The Orange Box (PC, PS3, X360)
Bringing together one the best single-player videogaming experiences (and it's two subsequent DLC episodes), the best online multiplayer of this year, and the most wickedly satisfying puzzler in ages, the game of the year is undoubtedly The Orange Box. Released by Valve, it is a single disc of everything that makes the esteemed developer's titles so good to begin with, combining all the different and unique subgenres of the first-person-shooter into one single package of absolute excitement and value.

The main depth of the collection naturally comes from Half-Life 2, and it's following Episode 1 and Episode 2 chapters. Now three years old and in an entertainment medium of constant change, there's no denying that HL2 isn't quite the visual charmer it once was. Regardless, it's environmental art-direction makes up for this almost alone, and what the game loses in visuals, it makes up for with both depth and enjoyment. It is immersion at it's finest, with the game's story taking place in front of you, and not in a pre-directed cut-scene that the industry somewhat unfortunately prefers. The dialogue, the characters, and the plot itself, ever fantastic and engaging, while the actual gameplay and content supplement it all oh-so nicely. The two episodes that accompany continue both the story and gameplay in new and imaginative settings, pushing an idea graciously further than required, thankfully, still making it immensely enjoyable and satisfying.

Portal, the other 'third' of the collection is the seemingly opposite. Set in overtly clinical science chambers, the game is more than a FPS in that there is no shooting, but rather, a puzzler. Given a weapon capable of creating entry and exit warpholes you're set about the task of completing #19 different test chambers, guided on your way by the AI voiceover and with no explanation or reason why, other than, rather notoriously, 'cake'. What starts off so incredibly simple and niche soon becomes a sinister trawl through ever more fiendish and dangerous rooms, ending with a battle against your enemy. As with it's HL2 sister there is a story here too, and while it does take a backseat to the more involved gameplay and structure to an extent, there is no avoiding it here whatsoever, as the last level will show you only too well. Theoretically it isn't even a story per se, only the one you make yourself, but with of the most darkly sinister dialogue spoken in a game (by your AI friend) it is there purely for your consumption, and consume it, you will.

The remaining disc-space is taken up by Team Fortress 2. Forget what the media's been gaffing about all year regarding Halo 3, because this is without a doubt the online multiplayer title of the year. Structured and based around a class-system consisting of Medics, Demomen, and Heavies, the game forces you to work together with others if you have any plans on winning. Naturally, each class has it's own strongpoints and faults, but the composition of these classes is what drives the game forward as the title suggests. But beyond this, the game features one of the most iconic, bizarre and surreal art-directions in a long time, and while it doesn't contribute much to an extent, the ensuing cartoon violence and dialogue is an absolute joy to both watch and be a part of. And it makes sense- if you're going to have a FPS with detachable limbs and heads, why not make it cartoon-esque? Maps, game design and the HUD itself benefit also from the simplicity of the game's visuals, and while the title is certainly a contrast to all the other macho shit currently within the FPS genre, it is certainly all the better for it.

Not just one game of the year, but in essence, five, and all equally successful and enjoyable in their design and experience. As an overall package it is the most complete collection of titles ever presented, and at £40, New Year sales will be rendered insignificant. Awesome in a box, this is it.


    Tuesday
    30Oct

    Team Fortress 2


    With a generation and genre awash with FPS titles no more complicated than "shoot alien die now", Team Fortress 2 strikes you as being immediately different. Released as part of The Orange Box alongside Portal, and accompanied of course with the Half-Life 2 trilogy thus far. Counteracting the other titles in the box, the games' emphasis here is on multiplayer co-op, with zero backstory, and no further exposition needed. To sum it up in three words, it is online multiplayer that is simple, entertaining, and fun.

    As a multiplayer title, the game once again differentiates on some pretty standard conventions within the genre. First and most notably, the game is organised by a class-based system. What this means is that within the game you're choosing your play method, with the nine different in-game characters all having their own unique abilities. Pyros and Demomans' expert fields, are, naturally, flamethrowers and bombs, but the notion of class spills over into far more exciting ideas that help reinvigorate the genre as a whole. Engineers for example are capable of building sentry guns and health dispensers, while The Medic is responsible solely for healing. The Spy on the other hand, is capable of disguise and infiltration, and in some respects could be argued as being the strongest available class, as you'll soon be aware of after mere minutes of gameplay. The class system is undoubtedly what dominates the game, and the emphasis on having to work together in order to succeed has never really been stronger in a game before- everyone has a part to play in the quest for success.

    The game's immediate draw however comes entirely from it's completely unorthodox art-direction. Again as a contrast to the genre, Team Fortress 2 brandishes it's own style of comic surrealism, with the afore mentioned characters painted in bright shades of cartoon. To begin with it's a little odd to have such a seemingly simple art-direction for what is easily one of the bloodiest and competitive genres, but as with the Timesplitters series before it, the humour that the game presents only makes the whole experience a lot more fun, as well as welcoming. But it also compliments the gameplay mechanics itself, with decapitated bodies seeming very normal in such a comic world, and with each of the classes having such strong personalities and character, it does reinforce the whole concept and indeed thinking behind the lone notion of "team deathmatch".

    As with each of their respective abilities and functions, the characters and classes are immediately identifiable, even when in the most frantic of firefights. A lot of this is as a result of the distinct cartoon style, which very clearly, emphasises and highlights the whole game experience so you know exactly what you're supposed to be doing and where.

    The game currently, only has six maps. While this may be a bad thing for many people, the ability to truly know you're plan from the start and still manage to mix it up a little can only be a good thing, and as with the genre itself, the real variable is of course, the other people you're playing with. Like stable-mate Portal, while seemingly short, there is an incredible amount of both fun and depth to be found within this title. Similarly, it is just as memorable, exciting, and, entertaining throughout as you'd expect- ignore what the game press told you about a certain title last month, this, is the multiplayer game experience of the year.


      Monday
      22Oct

      Portal


      The Orange Box was released this past Friday for the X360. As a selection of five titles all produced and developed by software powerhouse Valve, the main draw for many will undoubtedly be the ability to finally play Half Life 2 and it's subsequent episodic gaming on a console for the first time- not being a PC gamer, myself included. There is of course, more, as also included on the disc is the renowned multiplayer-fest Team Fortress 2 and Portal, a spiritual successor to Narbacular Drop, and the game I played and completed last night to much delight.

      Beginning in the overtly-clinical Aperture Science laboratories, the story starts with you waking up from a cell, as with all good stories, your memories in tatters. From here and through the voice of a computer AI governing your every move, you soon learn that you're to take part in a series of tests. Armed with the subsequently found portal gun -a device that allows you to create portals in space, this is where the majority of the gameplay lies, and where the game naturally gets it's title from. Controlled entirely from a first-person-perspective and set largely in corridor-based mazes, your job is to reach the end of each of the nineteen chambers, in an idea that's seemingly very inspired by the notion of "guinea pig". Your new-found 'gun' allows you to move about the 3D space at your leisure, with you able to create both exit and entry holes to the portal. What follows is a somewhat inhumane endurance of traversing the chambers by solving the puzzle(s) in that room, where early levels involve only teleporting crates to act as lever weights, and later levels demanding you think about momentum between the holes and the scenarios around you.

      As you progress, levels become more sinister and taxing, with obstacles such as toxic waste and even robot sentries standing in your path, slowly making the game more difficult with each chamber. The lone notion of this sinister, dark, even doom-laden experiment however is reinforced numerous times throughout the game. With the environments so disturbingly white and clean there's a slight shock to be had from discovering that you are indeed not the first person here, and obscure wall markings of madness and paranoia make a rather interesting distraction from both the game mechanics and the art direction as a whole. This idea is emphasized further with the fantastic mini plot-twist that takes place within the final chamber, and the closing half hour of the game is at a complete contrast to the previous three hours, the game ending both fantastically eerie and surreal at the sametime. For a game that seemingly needs no story whatsoever, it is appreciated, and as a drive, a focus, it certainly helps. While not noticeable at first, there is, very much, an enemy or two in this game as you'll soon discover.

      The first minutes of the game are incredibly special, up there only with exploring the Mushroom Kingdom in 3D for the first time. Witnessing the game's mechanics first-hand in this first half-hour is a joy to behold- there is nothing stranger in videogames than seeing yourself come out of an orange portal as you slowly enter a blue one.

      At anything from two to four (or more?) hours playtime, Portal certainly isn't a game with much depth or even lifespan. As a title however, it's surprising how much thought and production has gone into the game overall- certainly more than many contemporary full-price games. Similarly there's more innovation and fresh thinking in these four hours alone than many first-party titles, making this game an absolute must. With the game's ending fresh in the mind however, it is slightly difficult to go back to the game again, but also because, well, you know how to solve these puzzles. As an adventure into gameplay mechanics and physics on crack however, that first play of Portal is awe-inspiring, special, and more importantly, memorable...there was cake.