Showing posts with label Bots. Show all posts
Showing posts with label Bots. Show all posts

Tuesday, April 9, 2013

PS2 Review: TimeSplitters 2 (2002)

How have we not reviewed TimeSplitters 2? We even gave it our award for Best PS2 Game (in by far the most competitive category), I put it on my list of favorite video games, Chicken Man did the same, so why all the formal neglect? Who knows, but this is a stone cold Code Redd Net classic that deserves a proper review. Thrasher's here to give it to you.



TimeSplitters 2 is over ten years old. While that may be a crazy thought in a "gee, time flies" kind of way, the amazing thing about it is that I still play it, and not just when I'm on a nostalgia trip. Its an ongoing fascination, and despite its age, TS2 is still the best FPS around, complete, challenging, and enduring.

TS1 was all heart, and it unquestionably had lots of it, but it lacked a fully-functional story mode. What story mode it had simply functioned as a single-player excuse to go through the multiplayer maps and unlock things for multiplayer. The paucity of the single-player campaign was offset by the highly customizable multiplayer matches, which could be populated with AI bots if you needed stand-ins for your buddies, or if you wanted to spice up your matches with more combatants. TS2 is the right kind of sequel: it made its weaknesses into its strengths, and its strengths even stronger. Gone is the pause screen plot of the original, and in its place is an integrated story that, even though it's pretty facile, provides just enough narrative sanction to justify all the timesplitting therein. In fact, it's basically the same thing: an evil race of aliens uses time travel in their ongoing war with humans, and the humans dispatch two soldiers to leap through the ages, stopping these evil-doers from messing around with our past. Future Perfect would essentially repeat this story yet again, albeit in a much more refined manner, but TS2's story mode is still satisfying. To begin with, the concept itself is a smart one: the time traveling plot device keeps the missions varied and interesting. It also helps that instead of the mono-objective nature of TS1's quasi-missions, TS2's are episodic, comprised of multiple objectives that develop during the course of the mission and change depending on your choice of difficulty. Speaking of difficulty, TS2 has one of the hardest story modes I have ever played. Things get hairy even on Medium difficulty, and getting through the story on Hard requires the dedication and discipline of an Olympian (call me when you get by Robot Factory on Hard and I'll take you out for a beer). You can bring a pal along for some co-op action, which is great, though I'm not sure if doing so makes the game noticeably easier or harder. Regardless, the option to tackle the story with someone else was a fairly novel idea in 2002, and it just adds another layer to TS2's complete multiplayer package.

Speaking of multiplayer, TS2 has to be the best of the FPS bunch. Remember that this was an era in which online console gaming was in its very infancy, so this one was made to be played offline, even though you can still get it online through some crazy complicated setup. Point being, TS2's multiplayer Arcade has aged quite well, as opposed to others games in the genre whose multiplayer features require both a server (most of which are not supported anymore) as well as an active online community. Provided you keep the disc and your PS2 in working condition, you can theoretically enjoy TS2 indefinitely. Customization is the key here: there's 16 maps of varying sizes and styles, almost as many modes (from standards such as Deathmatch/Team Deathmatch and Capture the Flag to Flame Tag and Thief), over 100 characters from a wide selection of milieus, an arsenal culled from just as many settings, and point/time limits you can impose on these matches, as well as adjusting the soundtrack to your liking and populating the field with up to 10 computer-controlled opponents or allies. You can go on forever mixing and matching these options as you like, and AI bots are instrumental in giving the game its replay value, and of course you know how we feel about AI bots.

If sandboxes aren't your thing, or if they are and you just want more reason to keep playing, there's also a wide selection of Arcade Leagues in which you attempt to medal under certain circumstances (for example, a deathmatch in which a victory plus 40 kills gets you gold, 30 kills gets you silver, 20 kills gets you bronze). These leagues can be quite challenging and getting the gold (or the elusive platinum) can occasionally be more a matter of luck than skill. Still, though, getting through them unlocks characters, cheats, maps, and more, and unlocking everything takes a considerable amount of time. Arcade League is similar in nature to the Challenge mode, in that the medaling system is the same and the process of unlocking extra features is the same, this mode is far more eclectic: shoot x number of watermelons of the heads of parading monkeys, for instance, or shatter x number of window panes as quickly as possible. Challenge gives TS2 not only that much more replay value, but it also gives TS2 some variety: absurd tasks such as these are a welcome relief from all the intense firefighting elsewhere.

It also doesn't hurt that the game is tight as a drum in terms of speed and control. There's absolutely no sight of slowdown, even when the screen is loaded up with all kinds of bullets, lasers, and characters. Really, though, look at all the features mentioned above: a fully-formed Story mode that is both single- and multi-player, a deep and dedicated Arcade mode, the Arcade Leagues, all those challenges, not to mention the MapMaker that can generate single and multi-player maps, as well as the unnecessarily comprehensive stat tracking. We maintain that TS2 is the best PS2 game around primarily for two reasons: not only is it an absolute blast to play, but it still has replay value 10+ years after it was released. We're still addicted to TS2 and nothing else out there comes close.

Friday, January 18, 2013

PS3 Review: Haze (2008)


It's really too bad that Haze was Free Radical Design's final release; the game is alright, don't get me wrong, but it's certainly not on the level of the TimeSplitters series, or even the severely underestimated Second Sight. That said, if you're into any of their previous games, and/or you have a few dollars to spare, you might find Haze worth a try. The single-player campaign involves a futuristic, oppressive military force called Mantel which dopes up its soldiers with Nectar, a synthetic hallucinogen that enhances speed, stamina, strength and perception. You play as Shane Carpenter, a babyfaced Caucasian everyman, who joins Mantel to fight a group of rebels known as The Promised Hand, portrayed in the opaque imaginations of Latin American pseudo-ethnicity. Most notably, the dialogue, as well as its delivery, go far beyond any claim to sincerity and into the realm of immense cheese, but not the redeemable kind. Though the story is short, predictable, and heavy handed (and more than a little bit like the politically schizophrenic Avatar), and there's not much in the way of variety, playing both sides feels sufficiently unique, particularly the difference between playing as a Nectar-addicted Mantel drone and as a rebel suffering from symptoms of withdrawal. This is particularly pertinent in regards to the multiplayer experience, where the abilities of each faction have a positive and negative impact on the deathmatch: for Mantel, this means all the enhancements of Nectar (specifically, sniping becomes superpowered when on the drug) but an occasional withdrawal and a weakness for overdosing grenades; for rebels, this means the ability to fake death and plant grenade-traps which release Nectar and engender the aforementioned overdose. It's a complex dynamic which keeps the deathmatches interesting, and for the most part these skills are well-balanced. Though I didn't have an opportunity to try online play, Haze has thankfully included offline bots to keep this feature relevant. Up to 15 bots can help to fill out the maps, but multiplayer is hampered somewhat by the few maps and modes available, as well as a lack of true, total customization. In terms of graphics, there are times when Haze looks wonderful, but numerous glitches ruin the immersion and in some cases make the completion of objectives difficult. Nevertheless, if you're looking for a shooter with some interesting ideas but can forgive several failures in execution, Haze isn't a bad choice; just don't expect to find the same kind of polished love you can find in Free Radical's classic shooters.

The last level reminded me of Spy Hunter 2, so this game
gets to be Hot Piano Chick Approved.

Tuesday, June 12, 2012

PS2 Review: Red Faction II (2002)


At least TimeSplitters 2 (also released in 2002) had variety; Red Faction II is all action, all explosions, all the time, and generally to its detriment. Admittedly, this all-thrills approach is fun for a while, but after a few hours things start to get tedious. In a genre as staid as the first-person shooter, where all you do is shoot things with slightly different arsenals, even a modicum of variety is incalculably valuable. Red Faction II ignores basic, even fleeting, stealth combat in favor of complete demolition. Not surprisingly, you play as an explosive expert named Alias, teamed up with a band of genetically-enhanced super soldiers, on loan to the rebellious Red Faction. Though the single-player campaign is remarkably short, I enjoyed the way in which your surroundings can be manipulated. More often than not, you need to use your expertise in explosives to progress in the missions, the most obvious example being the dynamiting of barricades or walls. Too often what you need to do next feels rather forced, but seeing these obstacles crumble so realistically is enjoyable. And it's always a treat to hear the voice-talents of Jason Statham. I also enjoy the multiple endings available to you, all based on your heroics throughout the game, such as completing optional objectives and sparing the lives of innocent civilians. However, these endings are not diverse enough to justify slogging through the game again. Thankfully, though, multiplayer fares much better. You and your pals can skirmish with up to 6 bots on over 30 (admittedly small) maps. These bots can be customized and saved onto a memory card; they can be named, given specific attributes such as agility and accuracy, and fitted with a substantial selection of character skins. The game will even track their stats as they develop as players. Certainly, this is a very unique feature, especially for those of us who enjoy bot deathmatches. If you can find it cheap enough, I'd recommended it for the bot customization alone. Just don't expect to come back to it as much as you would for TimeSplitters 2.

Tuesday, May 15, 2012

Agent Under Fire Multiplayer, or: Why AI Bots Matter

Agent Under Fire is a pretty good PS2 game, all things considered, but it's a bit on the short side. Multiplayer is absurdly enjoyable, what with all the jetpacks, Q-claws, and low-gravity settings, but without buddies nearby, you miss out on the fun. For whatever reason, only the PS2 version lacks AI bots to properly flesh out your deathmatches; both Gamecube and Xbox versions support them. Doesn't sound like much, but little things like that give a game value, replayability. Take a look at this video (ignore the overbearing intro if you can) to get an idea what PS2 owners like myself missed out on:


More thoughts on AI bots to come. Stay tuned.