Thursday, 27 September 2007

Stranglehold Review


If you're familiar with Hong Kong action movies then you will have more than likely heard the names John Woo and Chow Yun Fat. Stranglehold sees the film director Woo bring his style of gun-fu action direction to a video game while the actor, Chow Yun Fat, lends his appearance and vocals to reprise his role as Inspector "Tequila" Yeun of the Hong Kong Police Force for the leading character.

John Woo's influences are noticeable. From the "stand-off" sequences when you're surrounded by hostiles, to the animations used in some of the special moves, all have a certain cinematic feel and flare. Although there's a storyline to the game revolving around the disappearance of a cop and the kidnapping of those close to Tequila, told through some nice cut scenes and flashbacks, the main emphasis is on non-stop unadulterated action and if that's all you require from a game then Stranglehold delivers.

The story takes you through both varied and interesting locations including a Hong Kong marketplace, a restaurant, and a history museum in Chicago. The environments themselves consist of a vast number of objects that "Tequila" can interact with or are destructible to some degree. Interactive objects are highlighted when close by and a quick squeeze of the "left trigger" will find you sliding down banisters or zip lines, swinging on chandeliers, or even rolling on a food carts whilst taking pot shots at hostiles. As mentioned previously the environments have a large number of destructible objects which can be used to your advantage to dispatch your enemies with style. Speaking of style, the more outrageous a kill the more "style" points are awarded. Simply shooting an enemy rewards you with a couple of points but if you take them out by shooting the explosive canister they're standing next too while Tequila is sliding down a banister then you'll be handsomely rewarded. Style points are not just there for bragging purposes they're also used to help fill your special move gauge and can also be used outside of the game in the "Unlock" shop to purchase a number of extras like multiplayer skins and artwork.

The destructible environments deserve a special mention as they certainly alter how you approach a level and provide an entertaining game mechanic. In most games for example you could quite happily crouch behind a wall to avoid incoming fire but in Stranglehold if you dive for cover behind a structural column, wall, or most other objects you won't be safe for long as they're gradually whittled away by incoming fire and may leave you exposed. It does however still provide a brief respite to gather your thoughts and I found the use of cover essential in the latter stages of the game as you are attacked by multiple enemies from all sides with automatic weapons.

There aren't a huge number of weapon types in the game but the basics are covered well with pistols, shotgun, sub-machine gun, assault rifle, heavy machine gun and a rocket launcher available at some point or other. However Tequila can only carry two weapons at a time and throughout a mission they will be swapped frequently with those from fallen enemies as ammunition is depleted.

There are four special moves known as "Tequila Bombs" that are gradually unlocked as you progress through the game. The first of which is the most basic and just gives you an instant health boost. The remaining moves are more interesting with the "precision aim" enabling you to zoom in on enemies and snipe them, the "barrage" attack giving unlimited ammunition, invulnerability and a higher rate of fire for a short duration whilst the "spin attack" kills all enemies in the immediate vicinity. The barrage attack can be particularly devastating when used in conjunction with a certain weapons like the shotgun, golden pistols or rocket launcher.

One additional gaming element not mentioned so far is "Tequila Time". This is essentially a slow-mo mode and is activated automatically whenever you're interacting with an object or diving whilst an enemy is in your sights. The mode can also be activated manually if required and this is an essential feature of the game as it allows you those few additional seconds to line up head shots or target the environment whilst in the thick of the action.

The game offers four difficulty levels with "casual" being the easiest and "hard-boiled" the most difficult. I played through the game on "normal" difficulty and on the whole this provided the right level for me. However, I did feel there were a few difficulty spikes in the latter stages as enemies kept spawning until certain trigger points were reached. The game does suggest an easier difficulty if Tequila dies too many times in a row but I've always found that persistence is the best attitude and eventually through trial and error progress will be made.

Graphically the game is no slouch with some great reactive animations from your enemies depending on where they're shot, well designed environments and decent character models. Chow Yun Fat is easily recognisable as the lead character and John Woo even makes guest appearances in a couple of places. My only reservation with the game engine is the camera, which for me sometimes placed itself in awkward locations and I prefer a manual override when I want to examine the environment rather than having to move the playable character around.

Overall the game was fun to play, if not cerebrally challenging. It does have some flaws but none of them are game-breakers and detract from what on the whole is an enjoyable experience.

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Tuesday, 25 September 2007

Halo 3 Legendary Edition: Not for Me!


I was hoping to get my hands on the Halo 3 Legendary edition tomorrow when the game is officially released but my online supplier has "kindly" informed me that my preorder will not be met and the order has now been cancelled.

Although it's not the end of the world I was looking forward to the Legendary edition as it looked like something a bit special and not just an extra disc in a metal case like most "limited" editions. Instead I will just have to settle for the standard copy, or if I really want the metal case, the collectors edition. In the end though it isn't the packaging that matters but the game inside and hopefully it will live up to both the hype and my expectations from playing the beta version.

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Monday, 24 September 2007

US August Hardware Sales

I noticed the other day that the hardware sales figures for August in the US have been available for a while. Nintendo heads the pack once again with the Wii and DS still selling like hotcakes, whilst the Xbox 360, comes in third, receiving a sales boost after it's 50 USD price cut at the beginning of August. The sales of the PS3 seem to have settled down once again as it trails at the back of the pack.

Figures after the jump.

1. Wii 403,600
2. DS 383,300
3. 360 276,700
4. PS2 202,000
5. PSP 151,200
6. PS3 130,600

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Friday, 21 September 2007

PSP Gets Sales Boost in Japan

Wow, this certainly makes a change from the norm. The PSP has outsold the DS in Japan for once as it appears it's got a huge boost from the release of Crisis Core: Final Fantasy VII. Figures for the week ending 16th of September has seen the PSP gain a six fold increase!

I'm so used to seeing the Nintendo Wii and DS dominating the hardware sales for Japan (and the world) that something like this comes as a little bit of a pleasant shock.

The hardware rundown looks like:

  1. PSP: 95,487
  2. DS: 79,974
  3. Wii: 26,181
  4. PS2: 13,128
  5. PS3: 13,101
  6. X360: 1243
  7. GBA: 836
  8. Cube: 97

Source: GamesIndustry.biz

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Thursday, 20 September 2007

Sega Rally Demo


I tried out the Sega Rally demo last night that's now available on Xbox Live. The demo lets you try out two courses and choose between two staple rally cars, either the Subaru Impreza WRX or the Mitsubishi Lancer Evolution. After you've selected the course and car you have to decide on one of two setups to determine if your car is either better on tarmac or off-road segments.

As this game is more an arcade racer, compared to say something like DiRT, you will soon find yourself performing stupendous powerslides as you career sideways around corners without any concern for car damage. The handling feels more akin to something like Ridge Racer with a "hovercraft floaty" feel, although not as extreme, and is perfectly acceptable for an arcade racer which allows players of all skill levels to instantly jump into the action and have a blast.

Graphically it looks excellent. The car models all look very sharp and the courses themselves looked great. One of the first things that caught my attention were the "tracks" left in the mud by the cars themselves. Rather than just looking flat, like most other racing games, they had depth and there was a distinct rumble from the controller when driven over.

As usual there's an array of camera views to select from with the "bonnet" camera being my personal preference as I felt I had more control and could judge cornering better than if I were to use an external chase camera.

Overall this is looking like another fine addition to the Xbox 360's repertoire of top class racing games and if you prefer the more "pick up and play" approach to racing games rather than the depth of something like Forza Motorsport then this is definitely something to watch out for.

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Tuesday, 18 September 2007

Fatal Fury Special


Available for download from Xbox Live a while ago Fatal Fury Special is a classic 2D sprite based fighting game from SNK (now SNK Playmore) that finds you playing one of twelve selectable characters and progressing through a number of bouts to be crowned the winner of the tournament. I can imagine most players will be more familiar with Capcom's Street Fighter brand but in the nineties Capcom and SNK were fighting head-to-head to be crowned "King of the 2D fighter" and both series of games had there fans.

Fatal Fury spawned a number of sequels and this edition that's been brought to Live is a remix of Fatal Fury 2, first released on the Neo Geo in 1993. The large character sprites are nicely detailed and have decent, but not overly complex move sets. What made this game different to other 2D fighters was the introduction of the "two plane" system allowing characters to move between planes to dodge attacks and adding another dynamic element to the gameplay. If you're a fan of the genre and you've not played Fatal Fury Special before then it's certainly worth a look.

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Friday, 14 September 2007

Something for the Weekend

The D.I.Y renovations are now more or less complete and my life can once again start taking on some semblance of normality. Apologies for the lack of posts over the last couple of weeks but when there's no time to play games or catch up on the latest news then there's really no point in just posting "for the sake of it".

After this weekend the house should be back to normal and the 360 will be powered up once more. I've just picked up a copy of Stranglehold on the strength of the demo and I'll be playing through that time permitting.

In some game related news I noticed that the Nintendo Wii has now taken the lead in worldwide cumulative sales (source: Game Industry) from the Xbox 360 with some 9 million Wii consoles purchased compared to 8.9 million Xbox 360's and 3.7 million PS3's. It's an impressive stat considering it (Wii) has been on sale for only 9 months.

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