Some 360 Stuff.

I managed to finish Tom Clancy’s Ghost Recon Advanced Warfighter 2 (which I will mercifully refer to as “GRAW2” from here on out) over the weekend.

The game does indeed get more difficult but doesn’t quite reach the levels of frustration that I occasionally reached with the first game. I’d still have to say I enjoyed it more than the first GRAW in any case. That’s not to say I didn’t still have some complaints – indeed I did! One minor issue I had was that, while the 3rd person view looked great and even felt fine most of the time I often found myself thinking “cool, now to switch back to first person view!” Perhaps I should chalk that up to mere force of habit though. I did find myself often struggling to reload my weapon at the right times, that is, I either should have auto-reloaded and for some reason didn’t or I’d try to reload manually and wouldn’t, particularly when attached to cover. Similarly I also found using scopes when attached to cover pretty annoying as it often took several button presses to back out of scope mode back into your normal view where you could once again make sure you were in and/or attached to cover. This made using your scope more of a liability than probably intended. These issues are all most likely caused by unintentionally clunky features rather than actual bugs but either way they annoyed me often enough to note.

In a startling turn of events our protagonist manages to lose his helmet! Ooooh... Ahhh!
“In a startling turn of events our protagonist manages to lose his helmet! Ooooh… Ahhh!”

The ending wasn’t amazing but wasn’t too bad either. It definitely wasn’t the let down that the first GRAW ending was – after leading my group through a vicious firefight I ended up facing down a group of dozens of enemy fighters spread out along various distant walls and other cover. It seemed like a pretty tense situation as my squad mates bugged out and ended up taking cover nowhere near the fight with the exception of one particular mouth breather who was standing in the open dodging shot after shot instead of getting the fuck behind something. Jeesh. Anyway, as I tried to peer above the tiny broken wall that was somehow protecting me from the hundreds of rounds of automatic rifle fire raining down upon me I finally spot the my target – the boss if you will. I took a few potshots at him but it was far, far too dangerous considering the volume of fire I was receiving and how damn lethal shots are in the game in the first place. My target also seemed to sighted me as well and was aiming an RPG of some sort in my general direction. Not good! I hurl myself against the wall, cling to it for everything I’m worth, and… What’s this? I beat the game! It seems the dumbass terrorist leader didn’t have RPG training on his resume and accidentally shot the wall he was standing in front of. Ooops! Kind of anti-climatic don’t you think? 😀

I decided not to play through the campaign a second time on hard mode as I originally speculated I might. I didn’t whiz through the campaign quite as fast as I thought I might and my gaming time is far too precious to spend on a back to back second playthrough when my backlog is so large. I did go ahead and grab all of the single mission achievements as well as head online and install all of the free DLC content. There was a lot of that to go around too, most notably two large map packs containing mostly remakes of maps from older games. There are also two excellent sounding co-op map packs but those ones weren’t free. Not that it matters as I’ve never played a console Ghost Recon game online for various reasons. For those that feel compelled, however, this game looks like a great multiplayer value. I admit I wouldn’t mind trying it out myself, the co-op in particular, but I don’t have too many friends interested in the console Ghost Recons and I’d definitely want to avoid pick-up games on XBL with this title.

I also checked out two Xbox 360 demos this weekend as well: Tom Clancy’s HAWX and Halo Wars.

First, since I was just writing about another Tom Clancy game let’s talk about HAWX. First of all “H.A.W.X.” (High Altitude Warfare eXperimental squadron) is a fucking stupid acronym. It’s in the same genre as games like Ace Combat. I’m not really sure what you’d call that genre though – definitely not any kind of simulator. Perhaps it is a “flight action game”? Who knows. It is basically an arcadey take on a flight simulator. I’m not knocking the genre though – I’ve certainly played my Rogue Squadrons in my day. Like Ace Combat 6 before it though HAWX failed to grab me. It looked great, I love flying jets around and locking onto poor helpless bastards on the ground, but neither game was a compelling enough of an experience for me to warrant a purchase. Like Ace Combat 6 I’ll reserve HAWX for a distant bargain bin pick up, if I get around to getting it at all.

Feedback on the net on the game seems to be pretty interesting and, as far as I can tell, mostly negative. I think a lot of people were expecting this game to be a more realistic (as implied by the Tom Clancy brand, perhaps) Ace Combat. What a lot of people got, however, was a strange near future plot with warring PMC’s that sounds like something out of the Ace Combat series (accurately it brings Strike Commander to mind for me and now I’ll lose sleep tonight for making that horrible comparison) possibly even less realistic planes, and some bizarre features (“assistance” and “ERS”) that make the game possibly even more unrealistic than it might otherwise. The majority of (vocal) people seem to hate it. I found the no-assistance mode to be utter trash – it’s only benefit being that it breaks up the gameplay a bit when used. ERS mode, however, I thought was pretty nifty. I don’t recall ever seeing anything like that in a flight game before thought most posters seemed to hate the hand holding aspect of it. Overall I actually enjoyed the demo, just, again, not enough to make me want to run out and buy the thing.

Finishing off a Covenant base.
“Finishing off a Covenant base.”

Onto Halo Wars! What can I say? It’s a not-so-special RTS. It’s Halo. It’s pretty good. I’m not surprised it’s good, nor that it is such a cookie-cutter RTS given the developer which has a history of helping shape the genre. From what I saw of the demo (I played both campaign missions and a couple of skirmishes) it’s nothing too exciting. I will say that was pretty pleased with this attempt to map RTS controls to a console controller. My only issue with them was how hard it was to group units. After playing Warhammer: Battle March recently in which I was able to assign specific units to specific groups and cycle through them it felt like a little bit of a dumbing down in the strategy department. Maybe you can do it and I just didn’t run into it, however.

People will inevitably ask whether this is a good game for Halo fans that aren’t RTS players. I’d have to say yes. The game definitely oozes with Halo flavor. All of the troops and vehicles are there and, thanks to the tech trees, even have some yet unseen (to my knowledge) variations. The game’s single player campaign also seems to have a lot of story and plenty of decent cutscenes. So sure, if you’re a big Halo fan I say grab it. If you absolutely hate RTSes, however, I can’t imagine this one will change your opinion on the genre in even the slightest bit. I for one may grab it if even just to satisfy the Halo fanboy inside of me. I don’t play a lot of RTSes, especially on console, so this may be a rare purchase for me though I’ve also been eyeing Tom Clancy’s EndWar lately as well.

Err… Wow. Apparently me and Tom Clancy have a thing going on. 😉

Again, apologies for the crappy photos instead of decent screenshots. It’s the best I can do at the moment for Xbox 360 games.

The Untitled Games Podcast

I’ve recently become involved in a new podcast project with some local gamer friends. The podcast is called “The Untitled Games Podcast” due to its relationship to a small community site that we’re all members of, Untitled Image. We’ve just recently released our first episode which was a lot of fun to record. Somehow I ended up recording it, editing it, recording the introduction after we scrapped the old one, and even making the music for the intro. No, I’m not trying to brag or anything – hopefully I’ll be less involved in some of those aspects in the future since the only thing I originally volunteered for was the recording bit. 🙂

The intro and outro music are hacked up bits from the first song I did with the Korg DS-10 for the Nintendo DS. It’s not particularly good (ok, it sucks!) but it was the only thing I had laying around at the time and we were trying to hurry to get this released. I would like say that it is purposely a little cheesy, with it’s chiptune like lead and simplistic, looping rhythm. Hopefully we’ll have something better the next time around though of course the novelty of using the Korg DS-10 to produce the music for a videogame podcast hopefully isn’t lost on anyone. 🙂

If anyone of you guys want to listen the pilot episode (opens iTunes!) I can’t say a whole lot for it but I think it generally turned out pretty good for being more or less spontaneously improvised. There’s a whole lot that needs to be improved but I’m confident that, as long as we can keep it going, it’ll get better and better at it until we have something very comparable to other, more popular podcasts. I’d definitely recommend checking out the second episode when it is released in the next few days.

America’s Army 3.0

America’s Army 3.0 was announced a couple of weeks back. This really isn’t major news to anyone following America’s Army as they’ve been talking about this 3.0 version here and there for a year or so now though I suppose this is the first official announcement along with the launch of an official website and dump of new information.

America’s Army 3.0, or just AA3 as it is being called (for some odd reason since AA1 and AA2 were technically the same game) is a complete rewrite of America’s Army. When America’s Army launched in 2002 it was one of the first games to use Unreal Engine 2, it was later upgraded to Unreal 2.5, and now with 3.0 it’ll be upgraded to… Yes, you guessed it… Unreal 3.0! That’s not the biggest deal for America’s Army fans though – Like I said, it’ll be a complete rewrite. This means new totally new and reworked features including major ones like an overhauled ballistics system, a new UI, a totally reworked honor/experience system, all new maps, etc. This is a great opportunity for new players to join the game as, depending on how drastic some of these changes are, everyone will be starting over from the ground floor. Now, a lot of what is changing in AA3 has yet to be leaked so there’s only so much we can dwell on the subject without entering fantasy land but suffice to say it is pretty exciting to fans of the previous game and of the Tactical FPS genre in general I’d imagine.

The AKS-74U... an indigenous forces' best friend.
“The AKS-74U… an indigenous forces’ best friend.”

I know America’s Army isn’t everyone’s couple of tea to put it mildly. It really is quite a challenging game and its brutal, online only gameplay makes it very intimidating to learn and become good at. Then there’s the whole “Army propaganda” stigma that keeps a lot of people from even considering trying it in the first place. If you’re one of those people, believe me, I was skeptical myself as well but America’s Army is a great, high quality, completely free, online tactical FPS game. The propaganda isn’t shoved down your throat nor will a military recruiter suddenly appear on your doorstep if you start rocking the leader boards. Give it a shot! I could go into much more detail about the game’s mechanics and what makes it unique but suffice to say I’ve had my share of time with it.

I first got into America’s Army back when I was still playing Planetside with an old guild I was in, The Praetorian Guard. A few TPG members decided to give it a shot, being free and all, during some off hours just for fun. A few guys from work had also tried it, again, thanks to it being free. I really couldn’t get my head wrapped around it though. The game felt challenging enough with its precision ballistics, brutal damage, and methodical movement without you being forced to play online in Counter-strike style “one life per round” team based matches where being the last one alive meant your teammates were most likely observing your every move, commenting about what an idiotic noob you are, and plotting to vote kick your worthless ass off the server. It was just far too intimidating of an environment for me to try to learn the game in… and you definitely need to “learn the game” considering the objective based gameplay and often complex maps.

Watching a corner in the darkness.
“Watching a corner in the darkness.”

One of the times that TPG had a little resurgence in interest and there was actually a good amount of us participating I decided to say screw trying to find good public servers and to just rent our own to fuck around with for a bit. The server was a pretty big success – our own little sandbox to screw around with. We were able to play whatever maps we wanted privately, play around with cheats to experiment with all of the different weapons available, and most importantly of all I was able to develop a much better appreciation of the game without the pressure of actually having to, you know, not suck! TPG eventually formed their own AA division and I eventually joined it. We set up a real server and even participated in tournaments and the like before I finally got sick of the game and moved on. I’ll talk more about my TPG days in future “Ancient History” entries.

I later went on to start my own clan focused specifically on the Tactical FPS genre. It fizzled out pretty quickly for various reasons. Again, massive tangent there that I plan to talk more in later posts. Suffices to say that my clan has been more or less on hiatus for the last 2+ years while I waited around for another tactical FPS to come along that fit the mold I was looking for. With my prior experience with (and appreciation for) the previous game and some plenty of old contacts from the America’s Army scene it may very well be the game that brings my clan back out of the mothballs. I’ve made several posts about the idea on the clans forms and chatted with some of my ex clan members about the idea. The response has been great so far and a few of us have even reinstalled the current version of America’s Army to casually get ourselves warmed back up a bit.

No objective bravo for you!
“No objective bravo for you!”

I find the whole idea both extremely exciting and a little daunting as well. While I miss the heart racing, adrenaline rushing intensity of clan matches I can’t help but remember that the stress of organizing and playing said matches was one of the reasons I quit playing hardcore originally. Another being the community filled with unsporting, anti-social idiots that a free FPS game like this naturally tends to attract. It is also, in some ways, an even bigger commitment than an MMORPG. Still, it has been quite a while and I think I’m up for the challenge again.

These screenshots are from the latest, pre 3.0 version of America’s Army, 2.8.4. They’re of me schooling noobs* just the other day and not of my clan or any of my past teams in action. (*) By schooling some noobs I actually mean doing pretty fucking horribly.