Not Sure What's Next

Hello everyone,

I just posted my article covering Free Radical's Timesplitters franchise and it's impact on the industry. It's some unique and interesting stuff (if I do say so myself) so you might want to check it out. As for what's coming next...well to be honest, I'm not sure.

I've been brainstorming some ideas but haven't really come up with the right one yet. I'll continue to brainstorm until I find it, at which point I 'll update you guys.

Stay Tuned

The Timesplitters Franchise: Overlooked, Underestimated, Possibly Gone Forever, but Great Nonetheless

2:27 PM Posted by Zeb364 0 comments


The Timesplitters franchise was originally established in the year 2000 with the release of the PS2 exclusive launch game of the same name. It was created by Free Radical Design which was a video game company established in April 1999 by former Rare employee's; David Doek, Steve Ellis, Karl Hilton, Graeme Norgate, and Lee Ray. Now I only mention this fact because while at Rare those five had all worked on two of the biggest FPS's of all, Goldeneye and Perfect Dark.

So after striking out to create their own development company they used the skills they had honed on those landmark games to create a brand new FPS IP that was all their own. Thus, Timesplitters was born.

The first game (titled simply, Timesplitters) was released as a launch title for the PS2 (and was also exclusive to that platform). this meant that only early adopters truly had it on their radars and that the development team was still learning the hardware. Despite these early obstacles though Timesplitters turned out to be a decent game with a devoted following. Still, it was nowhere near indicative of what the second entry in the series would accomplish.


Timesplitters 2 is where the series truly began to leave it's mark on the genre and the industry as a whole. It's crisp, clean multiplayer was a true step forward for not just the series but the genre as a whole. The multitude of weapons not only in any one map at a time but also in the hands of any one player at a time allowed for a never ending variation on multiplayer gameplay.

The single player campaign was the first in the series to establish an overarching story that was maintained from mission to mission and into the next entry in the franchise. This also allowed Free Radical to imbue their protagonist, Cortez, with their trademark sense of humour. They did all this while sticking to the core time travelling idea established in the first game which is the premise that allowed them to include such a wide array of characters and locales.


The third (and so far final) entry in the series Future Perfect was just that. It was Free Radical's crowning jewel, the culmination of everything they had learned from the last two games, and unfortunately the most overlooked as by then most FPS fans had moved on to Halo and other series.

Ironically, this is where the idea for this article sprang from. The day before Halo: Reach hit shelves, in a sort of nostalgic nod to the past, a buddy and I dusted off my old Gamecube and fired up Future Perfect. After playing a bit of both the campaign and the multiplayer it became impossible to ignore the similarities between this 2005 game of last generation and modern day shooters.

Now obviously I'm not saying Timesplitters necessarily originated all of these ideas but it's contributions in making the leap from Goldeneye and Perfect Dark to Halo and Call of Duty are unmistakable.

There are the extensive post-game stats and awards featured after every round of multiplayer covering every aspect of the game you just played. Not to mention the extensive detail of your overall stats. All of this is tied to your profile, which can be saved on a memory card and loaded up on anyone's copy of the game, a concept that was unheard of at the time. It also featured a well rounded and functional Map Maker which was rare for console gaming.

Finally, there was the aforementioned Free Radical humour. In most first person shooters (now and then) it seems that the developers must choose between making a triple a title with no real humour at all or making a humorous shooter that's mediocre at best. Timesplitters was the best of both worlds. It was a grade A game worthy of a purchase on it's merits as a shooter alone that was also genuinely funny. Future Perfect in particular as the Mature rating allowed the developers to truly open up the jokes. It wasn't crass, just adult. The kind of jokes kids wouldn't understand even if they heard them but that adults would find hilarious. All of this took place in their wonderfully satiric universe which parodied classic film and video game stereotypes but never in the cheesy way you see today. It truly was a rare thing.

Timesplitters is a must play for anyone interested in modern day shooters and how they came about. Not to mention any fan of a good shooter or a could laugh.

   



Changing Things Up

Hello again,

I just posted my review of Halo: Reach for your reading pleasure and now I'm looking forward to what's coming next. To this end, I have already formulated an article idea which I plan on starting on Monday. It won't be like anything I've posted previously but instead it will be more analytical. I will be looking at Free Radical's classic (and possibly lost) series Timesplitters and it's impact on the industry as a whole. I should have it up by Thursday so check back for that.

Thanks

Reach Takes Halo to the Next Level

2:01 PM Posted by Zeb364 0 comments


Halo: Reach launched on September 14th and has dominated Xbox Live ever since. Not only are you likely to find the majority of your friends list playing Reach at any given time but you can't fire up your Xbox Dashboard without being bombarded by Reach. So the question inevitably arises, does it deserve all this hype?

Obviously there are plenty of Xbox gamers who will instantly reply, "definitely". It has the Halo name on it and therefore they feel it's worthy of their devotion. What about the rest of us though, should we run out and drop $70 (at least) on a brand new copy of Halo: Reach? To truly judge for yourself you'll need to decide how important each aspect of the game (campaign and multiplayer) is to you. To this effect I will be looking at both, scoring each separately, and then balancing the scores together to come up with an overall total.

Campaign

First, let's take a look at the campaign. Now obviously there's the fact that Halo: Reach is a prequel and therefore even the mildest fan has some idea of how it ends. The basic information is even conveyed in some of the pre-release promotional information, Reach falls and therefore you failed to save the planet. A little more digging and you'll inevitably come across the fact that by the time the next game starts (Halo: CE) Master Chief is the only remaining Spartan and therefore your team of Spartans (Noble Team) must be dead.

Knowing this can make it a little difficult for some people to become truly invested in the story and the characters. This means that when the game crescendos in an attempt to evoke an emotional response it can easily result in more of a snide laugh than anything else. That's assuming that you're one of those people. If not, the story can be truly gripping and you really feel for every member of Noble Team. In fact, Reach arguably has the best story of any of the previous Halo games. The ending in particular carries a significant punch and, without giving too much away, will definitely leave it's mark on the player.

Unfortunately, the gameplay does still suffer from some of the trademark issues of the Halo universe. You will die some cheap deaths and you will likely have to restart a lot. On the other hand, unlike other Halo games (with the exception of ODST), you will encounter scenarios in which your best option is to sneak by to the next checkpoint.

Overall though, your personal experience will depend completely upon how much you care about these characters and what their going through.

8.5 out of 10

Multiplayer

The Halo series has always been known for it's multiplayer, for a number of reasons both good and bad. So obviously when Reach hit store shelves on midnight on September 14th thousands of people rushed home and immediately jumped online. Now what may have surprised some of them is how much more strategic Reach's multiplayer is in comparison to past entries in the franchise.

The most common complaint (aside from mouthy 12 year old's) about all past Halo multiplayer (Halo 3 in particular) is that the entire experience consists of spraying bullets and then following up with and overpowered melee hit. Spice in some grenade spamming and the occasional overpowered weapon/vehicle and the entire thing becomes a chaotic crap shoot. Now while Reach doesn't fix these issues completely (the Scorpion tank is still way overpowered) it does go along way towards making Halo multiplayer a tactical, skill based affair akin to a Gears or a Modern Warfare.

The addition of loadouts and several different armor abilities is one of the main ways in which Bungie accomplished this because they force you to strategically plan ahead. It also helps that the weapons are now more balanced and that the player characters are no longer the unstoppable super beings they once were.

Ultimately though, the best new aspect of Halo: Reach's multiplayer is the customization.With the ability to create your own personalized Spartan by using in game credits to purchase each individual piece of armor they wear, as well as their voice in Firefight and armor effect, there is always something to work towards. You can complete challenges (4 daily and 1 weekly) for bonus credits which will appeal to the same base instinct as achievements so you'll never want to stop.

Finally, as if that's not enough to keep you playing for ages, there is the arena. The arena consists of 14 day seasons in which you must rank on 7 of those days to earn a place in a division (play 3 games on a day to rank). Once placed you can battle for standing within that division until the end of the season, at which point your slate is wiped clean and you battle for placement in a division once again, constantly attempting to move up the ranks. For the creative, there is also the vastly improved Forge mode which allows you to design your own maps and game modes.

With such an endless amount of quality content in Reach's multiplayer there is guaranteed to be something for everyone. There's all different levels of competition, from casual to intense, and it's easy to find the group that suits you. There's co-operative Firefight modes for people who would rather work together, Forge for those who want to create, challenges if you want a carrot to chase, and customization for those you love to make a character their own. With all this and more there is no denying that Halo: Reach offers a solid, well-rounded multiplayer experience.

9.5 out of 10

Now for my overall score I am going to look at the Campaign and the Multiplayer as equally important and will therefore simply split the difference. If you happen to hold one in a particularly higher regard than the other than refer to that sections individual score. Critically though, when weighed as a whole Halo: Reach is an immense game with only a few imperfections.

9 out of 10
  

Good Stuff On The Horizon

Well folks,

there was a bit of a delay between the end of PAX and me posting my round up of the show. Overall though, I think the extra time helped me get some better perspective on things. In any case, this does mean that it's going to be a busy week on here because now that I've posted my round up I'm working on a review of Halo: Reach which will be up by Friday.

So by the end of this week you will see a review of one of the biggest games of the year.

Look Forward To That

Short Post-PAX Round Up

3:18 PM Posted by Zeb364 0 comments

It's been a couple weeks since I returned home from the 2010 Penny Arcade Expo in Seattle (PAX Prime) and I have had a good amount of time to reflect upon what I experienced. So now that I have truly wrapped my head around what I went through, I have decided to close out my coverage with a simple overview of the entire PAX experience.

The first thing that comes to mind is the complete failure on behalf of the Hilton Seattle. I won't get bogged down in the details of exactly how they failed in each department but I will provide you with a list of the areas in question; price, service, parking, convenience, booking, food service, and even internet access. Essentially everything a hotel is supposed to provide. Their failure was so complete in fact that it forced me to find new lodgings for the night and return a day early. Now while this isn't a direct issue with PAX it does hurt the overall experience, particularly because it is one of their selected sponsor hotels.

Once I arrived at the Seattle Convention Center for PAX itself things took a noticeable turn for the better. Despite the overwhelming size of the Expo and the daunting task of trying to experience it all I was overcome with pure, unadulterated joy. It was a euphoric feeling that truly is beyond description. Nothing could spoil it either. Not the lines, the need to walk to a separate building to sign-in, the $20 for parking, or the fact that I still needed a hotel room. Unfortunately those are all inconveniences (however minor) that will, at one point or another, negatively impact a trip to PAX.

The best thing about PAX is how it is specifically tailored to please the fans above everyone else. Whether you enjoy anything from board games to certain genres of literature, PAX has exactly what you want, and it's all waiting just for you. The entire weekend is one long fan service, from the price of admission to the free swag.

There is no animosity at PAX because everyone accepts everyone else for exactly who they are. It even extends beyond the Convention Center itself to within a four block radius in every direction. On the September long weekend, you can wear your nerd love on your sleeve in downtown Seattle.

Another Photo Based Article

I just posted another story from PAX Prime 2010. This one covers the phenomenon of Cosplay and why people do it. It turns out that even the cosplayers aren't sure why they do it but at least I got a bunch of cool pictures of Cosplayers at PAX Prime 2010. Unfortunately though, since it is photo based I couldn't post it here because, as I have previously mentioned, it doesn't load photos well.

To make it easier for all of you to find though I have added a direct link to it in this very post.

http://www.allvoices.com/contributed-news/6719051-cosplaying-just-cause

Thanks for reading, there's plenty more to come.

PAX Photo Tour

Well,
I've posted my first article from PAX 2010...just not here. My first article is a photographic tour of everything PAX 2010 has to offer but unfortunately Blogger doesn't do well uploading that many photos into one article. So instead of posting the article here and and at the site for which it was contracted I posted it at the other site and am now posting a link to it here. 

http://www.allvoices.com/users/Zeb364

Go there to find the article and all the photos.

More Good and Bad News

Well folks,

life does have a tendency to get the way of things doesn't it? I'm coming out of Day One of PAX Prime and I've got both good and bad news.

The good news is that I got tons of wesome material for upcoming features. Everything from pictures, to game info, to panels, to the show floor, to an overall impression of PAX and the Seattle area.

The bad news, thanks to an emergency situation I am forced to cut my trip a day short and head home tomorrow. Don't worry though, I'll still have tons of great stuff straight from PAX for all of you.

Thank you

Good News and Bad News Time

Hey Folks,

I've got some good news and some bad news to report today. Let's start with the good news shall we?

Tomorrow day one of PAX Prime and I'll be there reporting on everything I can possibly get my eyes, ears, and/or hands on. It's going to be crazy and there's so much going on all weekend that I'm going to collect as much of it as I can. I'll get it all to you guys as fast as possible.

Unfortunately, now it's time for the bad news. With all the craziness leading up to PAX (and some additional insanity from my own life) I was unable to write anything on the Scott Pilgrim universe. Also, my schedule just could never seem to line up with that of the games journalist I was going to interview about the industry so we have been forced to post-pone to post PAX. It is still coming though.

That's it for today folks but I'll be posting plenty from PAX in the next few days so keep a close eye on my blog. Everything PAX related will be easily accessible from the PAX link on the right side of the page.

Thanks for reading