Saints Row The Third
Xbox 360, PS3 £49.99, PC £39.99, Volition/THQ
Saints alive! It’s barking mad! Before leaving
Stilwater, setting for the game’s two previous outings, an every-which-way
crazy bank raid erupts and the Saints – now celebrities – find themselves being
asked for autographs amidst hails of gunfire and while downing helicopter
gunships; this intro packs more action than some games muster in their
entirety.
There follows some barmy
character-customisation: has sporting a bunny suit always been your fancy? Who
is anyone else to judge? From then on, the water is anything but still. Once in
the city of Steelport, you romp around a psychopath’s sandbox trying to conquer
the gangland competition and earning dosh and ‘Respect’ RPG upgrades by as many
fairly foul means as possible.
What is there to say about a game
which defies all that’s sane and holy and will have your partner or parents
gazing horrified over your havoc-wreaking shoulder? In a GTA-free year, Saint’s Row The Third more than steps out of the shadow
of that bullyboy of a game franchise, carving out its own distinct
neighbourhood while defying the dictates of decency (and seemingly the laws of
physics, too). Its main story missions, and plenty of nefariousness on the
side, never let up: everything from crashing cars in insurance fraud scams,
exposing yourself along a public highway (only for a dare, honest!), and just
destroying stuff with tanks and helicopters.
Developers Volition have
gone so far beyond any semblance of normality in their creative vision it’s a
wonder they got their hands free from those straight jackets to program
anything. Saint’s
Row The Third is huge fun, eschewing such niceties as plot in favour of weapon-toting mayhem
and bitch-slapping celebrity culture with a clunking ‘Apoco-Fist’ slam dunk
while it’s at it. And it’s all done, gloriously, in the worst possible taste.
Verdict: A mind-boggling, gun-toting, tongue-poking triumph 9/10
Nick Cirkovic
Dark
Souls
Xbox 360, PS3 £39.99, From Software/Namco
The tricky
part of Dark Souls… is
simply staying alive.
This is a tough game. As with its PS3 predecessor Demon Souls, expect fearsome fantasy
encounters and the promise of frequent deaths. Do not approach this game unless
you are prepared for the challenging adventure that awaits. Hours of intense,
deadly combat, a devious open world full of monsters (ranging from rats to
towering giants), and the elation of slicing them down to size.
You play an ‘Undead’; escaping
from a prison in a mysterious world, you learn of your role in an ancient
prophecy to lift a curse that has befallen the land – a curse that will see you
constantly resurr-ected upon death, your humanity sucked away, bit by bit. Your
first quest is to ring two bells located across this ancient land. This plot
develops at a deathly pace. Quite literally.
You are given little guidance and
no handholding save for the mysterious glowing graffiti on floors or rare
summoning of other players to fight alongside you. The world is surprisingly
open and you are encouraged to explore, but be prepared to stumble into the
lair of many a beast. Curiosity will definitely kill the cat.
Choosing one of 10 standard
archetypes (Warrior, Thief, Pyromancer, and so on), your aim is to kill enemies
and absorb their souls. This allows you to level up or purchase equipment. When
you die, you drop these souls and resurrect at a bonfire. You must return to
where you fell to retrieve your most recently dropped souls but any older ones
are now lost.
In the unfortunate tradition of
Japanese RPGs, the controls and UI are not the most intuitive. Most of this
feels deliberate: the game wants you to be completely prepared for combat at
all times, and allows you some D-Pad shortcuts. Trying to pause and choose a
different weapon halfway through a battle means you didn’t prepare. But the
interface is still clunky and the controls need a combination of three button
presses just to make your warrior jump.
Graphics are good, and the
environments have a haunting quality – expect dark shadows cast by high castle
keeps, dense murky forests and dilapidated ruins. Areas may seem labyrinthine
at first but soon reveal clever shortcuts; the brilliant level design provides
glimpses and hints to far off treasures or terrifying enemies that lie in
wait. Progress is made by lighting bonfires you can respawn at should you die
(which you will – and often).
There is a huge variety of unique
enemies, each with their own set of attacks and weaknesses. This is no dungeon
hack’n slash. Careful management of your stamina and blocking are the keys to
success. Your principal action – attacking – displays the greatest range of
animations that satisfyingly convey weight, poise, readiness and power. Don’t
expect the same level of finesse to extend to the rest of your character. No
shimmying along ledges or “Nathan Drake” style gymnastics. Your sole concern is
combat, and the art of staying alive.
Sound design opts for a sparse
audioscape, making Dark Souls a
foreboding, solemn affair. Your character is tight-lipped too, leading to some
stilted and one-sided conversations. Plus for a game that relies heavily on
reading enemy movements and attack patterns around you, it’s a shame positional
audio is so weak.
While it looks and plays like a
single-player game, Dark Souls does
something more. The wonderful interconnectedness of everyone’s games, via the
graffiti visible to other players and the chance to be summoned or invade
another player’s game, leads to some of the most memorable moments.
I was summoned by another player
to help kill the boss by the first bell tower. Boss defeated, the game returns
me to my world. A minute later, I hear the bell tolling in my game. Certain
actions performed by players are shared live across games throughout the world.
The more you play, the more you will discover the full extent of this concept.
While at times Dark
Souls may feel as if it’s
draining you of your will to play, perseverance pays off – there is so much to
discover. It’s tough, unique and certainly not for everyone, but I can’t deny
that its finely-tuned combat and secrets hidden in a world of dark beauty have
an enthralling quality that make me want to go back for more.
Verdict: You'll die - a lot - but the rewards are well worth it 9/10
Alexander Norman
Rage
PC £34.99 XBox360 PS3, £49.99, id
Software/Bethesda
Imagine the creators of Doom, Quake and Wolfenstein in cahoots with the makers of The Elder Scrolls and Fallout and you could be looking at a match made in
post-apocalyptic gaming heaven. Id have brought all of their FPS mastery of
yore to the making of Rage, while the Bethesda influence offers a post-asteroid
strike Earth in the same condition of grungy, irradiated dilapidation familiar
to anyone who has gone walkabout in Fallout
3.
But for all
its impressive trappings, for all the fine detail of the non-combatants with
whom you come into contact, the wastelands and shanty towns and major
conurbations of barter and blood-letting you stroll into, for all the tweaking
and upgrading of armour and weaponry you can tinker with here, the fundamental
appeal of Rage can be reduced to just three letters: FPS. And when
it comes to first person shooters, id have serious previous. Its ultimate
success or otherwise as a single player campaign (maybe 10–12 hours overall) is
largely down to whether all those trappings either enhance or hamper blasting
the crap out of everything that moves with flair and abandon.
The storyline
is as denuded as the landscape: you wake up with a major world headache in this
one; the only survivor in a cryogenic smash-up, your unfortunate comrades
turned to dried fruits in their hibernation pods.
The world has
changed; we spent our time worrying about the euro crisis, global warming and
the unreal expectations the X-Factor encourages in the disenfranchised young, and then it
all just went blam, anyway, when a bloody great asteroid hit.
Mad Max has
gone way beyond Thunderdome in this particular future, and there is little else
for a former super-soldier to do but drive around – having been invited to do
so by a motley assortment of NPCs offering rewards – in souped-up demolition
derby wheels and, on arrival, start killing stuff before the stuff starts
killing him. Mutants, bandits, motor-cross madmen – they’re all here. As are
some stock old faithfuls in the weaponry stakes: pistol, shottie, machine gun,
sniper rifle, crossbow, with the addition of more finicky killing friends like
explosive bots and the wingstick, a three-bladed boomerang capable of giving
enemies a very nasty haircut. Id know how to give their stock weaponry that
good, solid clunking ‘kill feel’, and one of the game’s greatest strengths is
the enhancements you can add to these vanilla friends: extended ammo clips and
Pulse Rounds for the shotgun, ‘Fat Boys’ – juicy, high-calibre rounds – for the
pistol, and so on. You can even resort to fisticuffs if you feel like it.
As you would
expect from an id Software title, it’s in its gunplay that Rage truly excels. There’s a back-to-basics, arcade feel to the firefights – except
that there’s nothing basic about id’s Tech 5 engine, or AI that simply refuses
to charge at you in a straight line and will have you climbing up the wall
(while it does, literally, that) as you blast precious ammo away. This is
splatter-gun savagery of the very highest order. When it’s not having an
identity crisis, this FPS is hard to beat. For all its rusty, sun-scarred open
environments and its Mega Texture processing, this game is essentially about
running down corridors and killing things. Aye, there’s the rub; because it
also tacks on a Motorstorm-style driving element and a cursory bit of RPG,
which, as the game progresses and levels are recycled, simply gets in the way
of the gunplay.
Mercifully, we
are spared portentous cutaways and cod-philosophy from game story writers who
think they are Dostoyevsky. And if you like driving around in assorted
customised wheels, the odd race here and there, then all well and good (the
multiplayer is essentially made for boy racers – surprising given the FPS
pedigree of the game’s creators – although there is also a two-player co-op
mode thrown in). But having to drive to places all the time just to kill stuff
has an irksome element of “Are we there yet?” about it. It’s not the sort of
repetition you might necessarily welcome; unlike repeatedly shooting things
with varying degrees of skill, which you probably will. This is especially true
when the driving is a far less sophisticated affair than the shooting. The
bandages in your inventory seem somewhat redundant alongside the game’s
self-heal element (oh, for the days of Medal
of Honor, dying to find
those thin-on-the-ground health packs on Omaha Beach), indicative of the
cursory RPG nod, but the self-help defibrillator is a neat touch (and rather
welcome during a near-death experience when a mutant is breathing oblivion down
your throat).
At its best, Rage is the most satisfying brain blaster you’ll have
the pleasure to play in a long while (until, perhaps, the imminent arrival of Serious Sam 3 in all its unreconstructed, Arnie-style arcade
killing glory). It has a classic FPS feel to it – old, rolled gaming gold when
you’ve a gun in your virtual hand – but now burnished by slick, streamlined,
up-to-the-minute gaming engine technology. There are moments when Rage incites the wrong sort of anger, but these are
quickly forgotten when you plunge into yet another flying-bullets-and-limbs FPS
maelstrom.
Verdict: Killing in the first person is all the rage again 7/10
Nick Cirkovic
Dead Island
PC £39.99 Xbox 360/PS3 £49.99 Techland/Deep Silver
Zombies, thousands of 'em. Resident Evil, Call of Duty,
Left 4 Dead and hundreds more on the
horizon. Infecting our games, spreading from genre to genre. Launching in the
wake of the hype surrounding that fantastic award winning promo video, Techland
revealed very little about Dead Island’s actual gameplay until close to release. I was surprised to find RPG elements
with skill trees and experience points. Slaying zombies results in a burst of
blood and numbers adding towards your characters proficiency with certain
weapons and survival instincts. You choose one of four survivors who seem
immune to the undead infection. Each shares the same story but differs in
skills. Off you head into one hell of a holiday, full of selfish NPCs, buckets
of blood and many fetch quests.
What’s odd is the occasional difficulty spike and curious
cut-scenes and co-op elements. The game can be played single player with drop
in and out online co-op (which has been slightly unstable for this reviewer)
but I believe the game was clearly designed to be tackled multiplayer. Many of
the cut-scenes seem odd when you’ve been playing alone. Up to three other
players can drop in and out as if teleporting into your game to help cleanse
the island zombies but it makes me wonder if L4D style NPCs were considered at some point? This may explain
difficulty spikes and the dubious addition of characters during cut-scenes.
The fictional dead island of Banoi looks so good I'd like
to holiday there myself. After they've scraped up the bodies and shampooed the
carpets perhaps. The graphics engine does a remarkable job of rendering golden
beaches with distant glimmering waves, multi-layered urban environments and
dense jungles with sun rays cascading through the foliage. Interior locations
are also atmospheric and you sense much attention has been paid to crafting
this horrific paradise.
About halfway through you'll recognise familiar zombie
cries and your characters curt mission acceptance. Apart for ambient sounds of
the resort, jungle or city, the audioscape doesn't develop much. It's nice to
hear a wide range of accents from NPCs highlighting the fact it's a holiday
resort, however the voice acting (for an island infected by zombies) feels a
little stale.
A little FarCry with a dash of Left 4 Dead means you
have the perfect package of great looking environments to explore and legions
of brain dead holidaymakers to send packing. Dead Island is let down by missions that begin to bore after your
seventieth fetch quest and co-op that whilst fun, does little to reward the
players other than resurrect a dozen more zombies to dispatch. But fans of hack’n’
slash slaying who don’t mind the stats will no doubt squeeze enough life out of
Dead Island to make the trip worthwhile.
Verdict: Discover the other side of paradise in this zombie slasher 7/10
Alexander Norman
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