Monday, June 29, 2009

Mass Effect 2


By the end of BioWare's first Mass Effect game, regardless of the gender, facial features, moral alignment and sexual predilections of your own personal Commander Shepard (ours was a half-hearted moral fence-sitter with a tendency to try and screw anything that moved, despite the fact that he looked like an ageing sixth-form college lecturer), they were blasting into space as a fully-fledged Spectre agent, ready to kick off some serious intergalactic shenanigans. They were a pretty big wheel down at the cracker factory, in other words, but sometime soon after that - according to the sequel's enigmatic announcement trailer, at least - they promptly dropped dead.



Or did they? The answer to that one's a little bit confusing. BioWare used an E3 developer presentation to reveal that Shepard's definitely who you'll be playing as in Mass Effect 2, but they also wrapped things up by showing us his death - or at least one of them. Twisting through space as the Normandy explodes in the distance, Shepard's grappling with his punctured spacesuit as he's dragged down into a nearby planet's atmosphere. Things look bad, then, and it's his own stupid fault, too, having been given a choice to flee in a cosy shuttlepod or stay behind to aid in the evacuation as his ship is lanced apart from above. It's the sort of decision that, for a player character, almost always leads to a glorious last-minute rescue in videogames - a fake-out and a rousing hurrah as you cheerily wobble back from the edge of the impossible. But here there is no rescue, and not much wobbling, except if you count your lower lip: Shepard falls and struggles and then dies. The end.



It's one potential death out of many, apparently: deadly treats liberally sprinkled throughout the campaign, all of them much more than a simple 'game over' screen and option to restart, each one an elaborate cinematic and a strangely satisfying conclusion. So, to recap, Shepard isn't dead yet, but you'll have to work extra hard throughout Mass Effect 2 to keep him alive - and you'll be doing that in a game which the developer is promising will be a lot darker and meaner, and a lot more refined, than the first outing.

'E3: Mass Effect 2' Screenshot 1

Mixed emotions watching the Normandy explode: always liked flying her, but I won't miss getting lost and ending up in the elevator by mistake.

Having taken on giant sentient spaceships bent on wiping out the galaxy on your last mission, for Mass Effect 2, things are a little more personal. All around the galaxy, humans are disappearing, and Shepard wants to know why, even if the answer is that they've just popped down to Bluewater for the afternoon to pick up some Crocs. They haven't, of course - everyone in the future wears Converse sandals - and Shepard soon finds himself joining up with the shadowy Cerberus organisation to dig a little deeper, and heading off on a suicide mission.



To do that, he'll need to gather together a gang of intergalactic hard nuts to race about the galaxy, occasionally riding around in a cheeky little tank and handing out brutal justice and vague, inter-species sexy-times. A noble venture, and one that our E3 demo illustrated by sending him into a glossy skyscraper city to track down a fishy-faced chap named Thane, who just happens to be the galaxy's greatest killer - outside of unattended step-ladders, naturally.

Metal Gear Solid 4

Metal Gear Solid 4: Guns of the Patriots is the most technically stunning video game ever made. It's also a fine example of storytelling prowess within its medium, combining gameplay and narrative so slickly and beautifully that it's impossible to extricate one from the other. It's likely you will emerge awestruck from your first play-through, wishing the experience would continue yet nonetheless satisfied with its conclusion. It's difficult not to sound hyperbolic when discussing MGS4 because every part of its design seemingly fulfills its vision, without compromise. There is no halfway.

The story is both convoluted and compelling.

Fully realized, lengthy story sequences will come as no surprise to anyone who has played a Metal Gear game. You'll spend a good half of MGS4 watching cinematics, but it would be a grave misinterpretation to assume that great gameplay takes a backseat to the story. Rather, these two elements are tightly intertwined, and this tapestry is held together by an important technical thread: Cutscenes that are rendered fully in real time within the game engine. It's impressive enough that these scenes look as good as any prerendered cinematic you've ever watched. It's even more amazing when those same scenes transition without pause into gameplay, and the same hulking mech you watched lumber about in the cinematic is looming above you. The subtle animations, the lush environments, and the rich textures are the same in and out of story sequences, and the effect is so seamless it may take your breath away. You can skip past the scenes if you prefer, but doing so would soften the experience. The story sequences carry more weight because of the intense gameplay that precedes them--and the gameplay feels more compelling because the story gives you powerful reasons to care about your mission. The high point of this fusion occurs in an exciting and memorable split-screen sequence that simply must be experienced.

Talking about what, exactly, is going on in the plot in the midst of MGS4's grand sweeping gestures is to risk spoiling each little surprise as it emerges. Snake, suffering from the rapid onset of aging, now must cope with stiff joints in addition to the looming specter of Liquid Ocelot's newest plans. This is Snake's final hurrah; yet as the story reaches one height after another, the juxtaposition of huge set piece battles and formidable bosses with Snake's deteriorating body creates tension and gravity even beyond the series' usual pretensions. Some new plot strands emerge while others get tied up, and old friends (and enemies) refuse to be forgotten. You'll also bear witness to a few reunions--some bloody, some teary, and some legitimately shocking. Parts of it are overblown, to be sure. The musical score gets heavy-handed and the voice acting and writing are frequently dogmatic, so while there are plenty of subtle moments, subtlety isn't really MGS4's strong suit. But it doesn't need to be. After all, the fate of the world hangs in the balance, and judging from a few silly attempts at humor that don't work, developer Kojima Productions was wise to err on the side of melodrama.

The gameplay proper is familiar to fans, but it's been cleaned up and expanded, holding as many twists and surprises as the story. For starters, both gunplay and close-quarters combat are more satisfying. Regarding melee, the controls have been streamlined, making it less cumbersome to grab an enemy soldier or perform a stealthy blade kill. Shooting mechanics are even more improved, so much so that shooting your way out of a pickle is just as enjoyable as sneaking around it. There are a huge number of weapons to play with; so many that you'll probably finish the campaign without using many of them. Yet, quality wasn't sacrificed for quantity: Every weapon feels just right, from your handy operator sidearm (best when upgraded with a silencer) and standard issue assault rifles to a powerful railgun. The standard over-the-shoulder view is fine for the most part, but you can gaze down the sights from a first-person perspective. Both views can be further improved with various enhancements, such as laser sights and scopes.

Not that you don't have all the tools for completely avoiding your enemies if you choose that route. Snake's got the basics covered: crawling, hugging walls, peeking around corners, and hanging from ledges, for example. Cover mechanics are tighter than ever, so you can crouch and take potshots from behind cover with ease. There are also a number of important gadgets that will make your life easier in this regard. The most obvious of these is your OctoCamo suit, which takes on the texture of your surroundings when you're prone or pressed against cover. Not only does this make it simpler to avoid watchful eyes, but it's also a cool visual effect. Eventually, you'll be able to camouflage Snake's head, and a few of the available camo options are bound to stir some fans' nostalgia. The Solid Eye is your other major tool, as it expands your compass into a sonic-sensitive radar and allows you to use night vision and a tactical first-person view. These are helpful gadgets indeed, even during boss fights, like a stirring encounter in a blinding blizzard.

Shooting is always a viable option if you don't want to sneak.

Other gadgets, such as portable hiding places (cardboard boxes and rusty barrels) and the Metal Gear Mk. II (a stealthed robot that you can command as a scouting device), are useful to anyone who prefers the sneaky approach. Not every gadget is a welcome addition, though. For example, the much-ballyhooed iPod is a neat touch, but to use it, you cannot have another gadget equipped, so you'll quickly forget the option even exists. But aside from these nitpicks, one of the things that makes the core gameplay so enjoyable is that you're rarely strapped into a single style of play. Shooting your way through requires more thought and care than you'd put into a standard action game, but you never feel as though the gun mechanics are stuffed uncomfortably into a stealth game. If you'd rather sneak, you never have the impression that stealth was shoehorned into a game that's meant to be played as a shooter. Sure, you're Solid Snake--you're not supposed to get caught. But if you're stuck in a jam, breaking stealth isn't a death sentence, and in fact, facing certain enemies head-on is often a heart-pounding, challenging experience. The few levels that do force you into one style, such as one in which you shadow your target through an Eastern European city, are still great, if not quite as impactful.

You'll need to keep an eye on Snake's stress levels and psyche. Though these aspects are more peripheral than health levels, they fit nicely within the plot. When Snake gets stressed (if he gets cold or encumbered, for example), his psyche gauge starts to deplete. The lower the gauge, the slower you will move and the less quickly you replenish health. Generally speaking, the psyche meter is rarely a factor, and should you notice Snake groaning a bit more, there are items like compresses you can use for a pick-me-up. Should the meter get too low, you won't be able to hold up your weapon or rush for cover. This doesn't happen often though, and while you'll need to keep a close eye on your health for obvious reasons, you won't need to pay too much heed to psyche.

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