Domain: xbox.com
Stories and comments across the archive that link to xbox.com.
Stories · 105
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Review: Splinter Cell - Chaos Theory
Not every worthwhile game title involves headshots, big explosions, high speed racing, or athletic prowess. The stealth genre, which started to gain attention with the likes of Tenchu: Stealth Assassin, is now typified by the modern military series Splinter Cell. The newest title, Chaos Theory, improves on concepts introduced in previous games, continues to offer a unique multiplayer experience, and expands the gameplay in a few minor ways. All told, Splinter Cell : Chaos Theory is a worthy successor to the previous games in the series, and offers up familiar gameplay that never once feels stale.- Title: Splinter Cell: Chaos Theory
- Developer: Ubisoft Montreal
- Publisher: Ubisoft
- System: Xbox
- Reviewer: Zonk
- Score: 9/10
As such, the entire game is steeped in realism to preserve the flavour of the modern day experience. The graphics and lighting are gorgeous, and the fluidity of motion that the game's character portray is extremely impressive. The artificial intelligence of enemy opponents, while not perfect, is certainly better than many other titles in the stealth genre. This allows for some lovely emergent gameplay, as you can take actions in the game world and can plan on a logical reaction taking place. The first mission allows you a perfect opportunity to try this out, with two mercenaries patrolling near a tent. Taking out the merc outside the tent allows you access to the generator for a large lighting system nearby. By turning off the generator, you make the guard inside the tent curious...a vice which gets cats and guards in trouble.
The need for stealth in the game is paramount, but not as rigorously enforced as in previous titles. You can set off as many alarms as you like, and until you are slain the mission isn't over. This, and nearly every other, addition to the Splinter Cell gameplay library was made to make the game more accessible to players. The addition of a knife to Sam's arsenal allows him to take out enemies in a single thrust in near silence. Gunshots are noisy and attract attention, but laying out your opponents with deadly fire is an accepted way to complete a mission. The previous titles were extremely punishing of mistakes, and Chaos Theory counteracts that by allowing Sam to take on a more kick-ass take-names approach. If you've played the previous incarnations a great deal, you may find the going easier than you expect. Higher difficulty settings are provided to challenge the more skilled. This eased gameplay also allows for more than one way to complete a mission. Even if you decide to kill the captain of the cargo ship without interrogating him, you can still sweep the ship with your weapon drawn looking for your target. Arbitrariness and gameyness have been deliberately reduced.
That sense of realism is extended by the story and voice acting. The tale centers around a series of missions which take you from one end of the earth to the other. Each mission has a good deal of background to it, and the depth of the Chaos Theory story is entirely at your discretion as the mission briefings are entirely skippable. Each portion of the mission briefing is handled by one of the memorable non-player characters, each with their own area of expertise. The memorable nature of these characters is solely based on the quality of the dialogue writing, which comes off very natural and spiced with quality humor, and the skill with which the voice actors portray their roles. Fan favorite Don Jordan returns as Irving Lambert, and Michael Ironside returns to the tight fitting bodysuit of Sam Fisher.
The score, by Amon Tobin, nicely accentuates the mood and temp of the game with a modern vibe that never feels as though it was composed by software. Tobin's composition, his first for a videogame, is very promising. I hope to hear more from him in the future.
Like the previous title, Pandora Tomorrow, Chaos Theory isn't something you have to enjoy alone. Multiplayer via Xbox Live is once again a unique experience. The four-player Mercenaries vs. Spies gameplay returns, with some tweaks and refinements. To ensure that you're briefed on the objectives of the multiplayer game, you are required to go through a training scenario. The maps allow you a range of several types of gameplay, including a deathmatch, a disk capture mode that is a variation on keep-away, and a new story mode. Story mode is probably the most interesting addition, forcing the mercs and spies to complete several missions in sequence and tying them all together with a workable plot. Chaos Theory has a lot of living room local multiplayer potential as well, with four cooperative levels available. There are several moves that two spies working together can accomplish, and the gameplay is accentuated by a story which works the co-op levels in as part of the backstory to the single player campaign.
Nothing is perfect, of course. While I enjoyed the game, my previous experience with Splinter Cell titles is limited. I found the game challenging on Normal mode, but players who have honed their skills on less forgiving titles may view the single player campaign as a cakewalk. The darkness mechanic can start to feel slightly contrived after a while, as you move through areas that wouldn't be as dark as the game allows them to be. The realism of other areas of the game makes it a jarring experience when you find a well guarded part of a bank in pitch blackness. The co-op mode, finally, could have been more fleshed out. Cooperative play is one of the most interesting aspects of modern gaming, and I would have liked to see a more developed co-op aspect for this title. Minor complaints, but the attention to detail that the game takes in all other areas makes weak points stand out.
For fans of the previous games, and players who enjoy modern tales, Splinter Cell: Chaos Theory is a perfect fit. It has a sensibility all its own, and the high praise it has garnered around the industry is well deserved. If you're looking for a stealth action title, Chaos Theory will fit your needs with military exacting precision.
Screenshots are from Microsoft's official Splinter Cell: Chaos Theory Xbox site, ©2005 Microsoft and Ubisoft.
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In Space No One Can Hear You Sigh
Spacefaring races always seem to get into trouble, and game designers love to put us into the shoes of the explorers and soldiers of tomorrow. Unfortunately, futuristic titles can be just as tiresome as Dungeon Crawl #457. Both MechAssault 2 and Nexus: The Jupiter Incident are examples of this truism. Both games are well conceived, with fine pedigrees behind them, but neither manages to deliver satisfying gameplay or long-term enjoyment. Read on for my analysis of these two titles...in spaaaaaaaaace. Fast-paced action gaming isn't a rarity on the Xbox, but there are a few titles that stand out in the crowd. The original MechAssault title was one of these, and Day 1 Studios attempts to recreate the magic with the title MechAssault 2: Lone Wolf. While the online gaming component delivers satisfying multiplayer action, and the single-player campaign manages to shake things up a little bit, the title overall seems much like a clone of the original MechAssault.- Title: Mechassault 2: Lone Wolf
- Developer: Day 1 Studios
- Publisher: Microsoft Game Studios
- System: Xbox
- Reviewer: Zonk
- Score: 6/10
At kickoff, MechAssault 2 puts you in the role of a Mechwarrior as he and and his crew find themselves in a hostile situation. You're given the chance to run through a tutorial session while simultaneously repelling a hostile force. This puts you directly into the action, a nice choice. There's no need for plot or motivation before you start blowing things up. Players who have played through the previous title will start to glaze over during the tutorial, though, as the controls are almost exactly identical to those in the original game.
In fact, that statement is the basis of all of the issues with the MechAssault 2 experience. If you've played through the first MechAssault title, you've basically experienced everything that MechAssault 2 has to offer.
The big difference comes in the form of the the compact "Elemental" style power armor. The tiny mech handles just like the larger constructs, and has some impressive armament for its size, but the big draw of the tiny suit is the ability to "Neurohack" your way into full-sized mechs. Not only is this a potent combat ability, completely disabling a successfully targeted mech, but it allows you to enter and control the hacked mech if you choose. The game mechanic itself is easy to use, requiring you to hit a series of buttons on the controller within a certain period of time. Besides the new power armor, you're also given several opportunities to use more traditional vehicles such as tanks and a VTOL. And, of course, you still have access to the giant robotic walking tanks that typify the Mech genre.
The single-player campaign provides a decent framework both to develop piloting skills and to do some urban renewal with your mech. There's nothing spectacular in the background or composition of the plot, though, and only a few levels after the tutorial ends the gameplay will get repetitive. The Word of Blake opponents, the primary bad guys to the Mechassault 2 tale, eventually all blend into each other and every tank you stamp out of existence begins to look like the last. As in the first game, the backdrop to your rampages is entirely destructible, and even a single stray shot with the high-powered weaponry you utilize near the end of the game can take out a city block or two. The game's musical background consists of licensed songs from bands like Korn. Maybe it's the pen-and-paper purist in me, but I had a hard time associating Korn with Battletech. The rock soundtrack does add to the atmosphere, but recognizable bands seemed to detract from rather than enhance the experience. The story is simply Mechassault 1 with a new coat of paint, and singularly familiar gameplay ensures there are few new experiences to be had for the veteran Mech gamer.
As with Halo, the real reason to play the first MechAssault was the multiplayer capability. MechAssault 2 upholds the original game's tradition of Xbox Live enabled multiplayer carnage. There are several different modes available, with all the types you'd expect, like capture the flag, deathmatch, etc. The designers gave the online game a new twist, though, by incorporating a "conquest" mode: In conquest mode you hook up with one of the houses, the clans of the Inner Sphere, and go on the warpath for your chosen allies, attempting to gain as much territory as possible with the aid of other house members and opposed by other house factions. Unfortunately, the number of players online is rarely sufficient for this kind of play. Satisfied that they'd already played this before, many gamers have long since chewed through this game and resold it to Gamestop for another title.
Mechassault 2 is a competent, but overall unnecessary sequel to the original title. The first game was a completely valid expression of the shoot-em-up mech genre. While the urge to create a sequel to a successful franchise is a logical one, it's hard to see the real need for this game. The action mech genre is a fairly well-developed one, and while the neurohacking gimmick provides some differentiation from other titles, this straightforward license vehicle could have been so much more. I recommend this game to fans of the original title who are looking for more maps to play on, or an action gaming fan who's looking for familiar territory, but unless you go to sleep at night wearing a Mech King crown made of cardboard you can afford to pass on this sequel.
Screenshots are from Microsoft's official MechAssault 2 site, (c)2005 Microsoft Game Studios.
Nexus: The Jupiter Incident is a dramatic name for a game that manages to be a thorough disappointment. That's a real shame, too, because Nexus has a lot of elements that make you want the game to succeed. Visuals and voicework ingratiate the world to you, but the lackluster gameplay makes you wish you hadn't uninstalled Homeworld.
- Title: Nexus: The Jupiter Incident
- Developer: Mithis/HD Interactive
- Publisher: HD Interactive
- System: PC
- Reviewer: Zonk
- Score: 4/10
The shooting at least, looks good. Majestic 3D expanses are your playgrounds, with really nice looking ship designs and a slick interface makes play ve. In particular, I appreciated the swept-back designs and utilitarian choices made by the ship designers. I'm getting pretty tired of Star Trek pretty and Star Wars uglytech. The problem comes when you consider the pace and method of the shooting. Nexus has you issuing orders to your forces, which can range from a single vessel to a large fleet. Like many RTS games, you don't control your units directly; You simply give them an instruction and let them go do their thing. Combat breaks down to two choices: Either you instruct your minions to attack the hull of an opposing ship, in the hopes that the crew will flee and the ship will eventually be destroyed, or you order them to attack specific subsystems of the ship. This provides an element of the strategy sometimes missing from so-called RTS titles. What I found most effective was to have ships target the weapon systems of opposing vessels, as they seemed to be some of the most vulnerable components.
At issue here is the pace of combat and the intelligence of your units. Despite ordering my flagship to target a subsystem of a specific enemy vessel, I would often return to my combat unit after handing out some additional orders to find it either hanging dead in space or chasing after another ship entirely. Reaffirming my target of choice seemed to be seemed to be the only way to ensure the battle would go how I intended. Additionally, combat in space, apparently, is deadly. Deadly dull. The weapon systems look nice, and seem to be firing at an acceptable rate, but the armor plating of even the most insignificant weapon system is apparently very tough. It will take over a minute of a concentrated barrage to take out even a single subsystem. Actually destroying a ship, causing its crew to abandon the vessel and the hull to crumple, can take upwards of three minutes. This turns what should be tense and quick encounters into adventures in frustration as you are forced to concentrate your fire on one ship as the only viable strategy. Despite combat appearing to be a situation with tactical possibilities, you are reduced to ganging up in order to have any chance of victory. Missions with large numbers of enemies are particularly annoying, as the AI and combat pace combine to ensure that -- unless you are very on top of things -- you'll do barely any damage to the opposing force. You can order your entire fleet to focus on one ship in a blizzard of twenty or more, but the wandering AI ensures that their focus will quickly be elsewhere. Fifteen minutes into a mission and you'll find yourself with a swarm of 10% damaged enemy ships crawling all over your very spread out fleet.
All of this is a real shame, because Nexus has some very charming aspects: There is a ship modification element to the game, mostly straightforward and nowhere near as well developed as a Pax Imperia or Galactic Civilizations, but there nonetheless. The voicework for the characters is fairly well done, despite some occasional poor dialogue and endless exposition. And did I mention the ship designs?
I spent most of my time playing Nexus: The Jupiter Incident leaning far back in my chair in a passive state. The style of the game seems to be aiming for a combat-rich deep-space adventure, but the pace is that of a more leisurely strategy simulation. This confusing mishmash turns what could have been a worthy addition to the genre that is almost defined by the Homeworld games into simply a poor substitute. I lament the game that's resulted from the ideas visible in this game, as there really seems to be something worthwhile here below the surface. As it stands, though, Nexus: The Jupiter Incident is a game that you can take a pass on unless you simply need an excuse to get back out into the big black.
Screenshots are from HD Interactive's official Nexus: The Jupiter Incident site, (c)2005 HD Interactive.
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In Space No One Can Hear You Sigh
Spacefaring races always seem to get into trouble, and game designers love to put us into the shoes of the explorers and soldiers of tomorrow. Unfortunately, futuristic titles can be just as tiresome as Dungeon Crawl #457. Both MechAssault 2 and Nexus: The Jupiter Incident are examples of this truism. Both games are well conceived, with fine pedigrees behind them, but neither manages to deliver satisfying gameplay or long-term enjoyment. Read on for my analysis of these two titles...in spaaaaaaaaace. Fast-paced action gaming isn't a rarity on the Xbox, but there are a few titles that stand out in the crowd. The original MechAssault title was one of these, and Day 1 Studios attempts to recreate the magic with the title MechAssault 2: Lone Wolf. While the online gaming component delivers satisfying multiplayer action, and the single-player campaign manages to shake things up a little bit, the title overall seems much like a clone of the original MechAssault.- Title: Mechassault 2: Lone Wolf
- Developer: Day 1 Studios
- Publisher: Microsoft Game Studios
- System: Xbox
- Reviewer: Zonk
- Score: 6/10
At kickoff, MechAssault 2 puts you in the role of a Mechwarrior as he and and his crew find themselves in a hostile situation. You're given the chance to run through a tutorial session while simultaneously repelling a hostile force. This puts you directly into the action, a nice choice. There's no need for plot or motivation before you start blowing things up. Players who have played through the previous title will start to glaze over during the tutorial, though, as the controls are almost exactly identical to those in the original game.
In fact, that statement is the basis of all of the issues with the MechAssault 2 experience. If you've played through the first MechAssault title, you've basically experienced everything that MechAssault 2 has to offer.
The big difference comes in the form of the the compact "Elemental" style power armor. The tiny mech handles just like the larger constructs, and has some impressive armament for its size, but the big draw of the tiny suit is the ability to "Neurohack" your way into full-sized mechs. Not only is this a potent combat ability, completely disabling a successfully targeted mech, but it allows you to enter and control the hacked mech if you choose. The game mechanic itself is easy to use, requiring you to hit a series of buttons on the controller within a certain period of time. Besides the new power armor, you're also given several opportunities to use more traditional vehicles such as tanks and a VTOL. And, of course, you still have access to the giant robotic walking tanks that typify the Mech genre.
The single-player campaign provides a decent framework both to develop piloting skills and to do some urban renewal with your mech. There's nothing spectacular in the background or composition of the plot, though, and only a few levels after the tutorial ends the gameplay will get repetitive. The Word of Blake opponents, the primary bad guys to the Mechassault 2 tale, eventually all blend into each other and every tank you stamp out of existence begins to look like the last. As in the first game, the backdrop to your rampages is entirely destructible, and even a single stray shot with the high-powered weaponry you utilize near the end of the game can take out a city block or two. The game's musical background consists of licensed songs from bands like Korn. Maybe it's the pen-and-paper purist in me, but I had a hard time associating Korn with Battletech. The rock soundtrack does add to the atmosphere, but recognizable bands seemed to detract from rather than enhance the experience. The story is simply Mechassault 1 with a new coat of paint, and singularly familiar gameplay ensures there are few new experiences to be had for the veteran Mech gamer.
As with Halo, the real reason to play the first MechAssault was the multiplayer capability. MechAssault 2 upholds the original game's tradition of Xbox Live enabled multiplayer carnage. There are several different modes available, with all the types you'd expect, like capture the flag, deathmatch, etc. The designers gave the online game a new twist, though, by incorporating a "conquest" mode: In conquest mode you hook up with one of the houses, the clans of the Inner Sphere, and go on the warpath for your chosen allies, attempting to gain as much territory as possible with the aid of other house members and opposed by other house factions. Unfortunately, the number of players online is rarely sufficient for this kind of play. Satisfied that they'd already played this before, many gamers have long since chewed through this game and resold it to Gamestop for another title.
Mechassault 2 is a competent, but overall unnecessary sequel to the original title. The first game was a completely valid expression of the shoot-em-up mech genre. While the urge to create a sequel to a successful franchise is a logical one, it's hard to see the real need for this game. The action mech genre is a fairly well-developed one, and while the neurohacking gimmick provides some differentiation from other titles, this straightforward license vehicle could have been so much more. I recommend this game to fans of the original title who are looking for more maps to play on, or an action gaming fan who's looking for familiar territory, but unless you go to sleep at night wearing a Mech King crown made of cardboard you can afford to pass on this sequel.
Screenshots are from Microsoft's official MechAssault 2 site, (c)2005 Microsoft Game Studios.
Nexus: The Jupiter Incident is a dramatic name for a game that manages to be a thorough disappointment. That's a real shame, too, because Nexus has a lot of elements that make you want the game to succeed. Visuals and voicework ingratiate the world to you, but the lackluster gameplay makes you wish you hadn't uninstalled Homeworld.
- Title: Nexus: The Jupiter Incident
- Developer: Mithis/HD Interactive
- Publisher: HD Interactive
- System: PC
- Reviewer: Zonk
- Score: 4/10
The shooting at least, looks good. Majestic 3D expanses are your playgrounds, with really nice looking ship designs and a slick interface makes play ve. In particular, I appreciated the swept-back designs and utilitarian choices made by the ship designers. I'm getting pretty tired of Star Trek pretty and Star Wars uglytech. The problem comes when you consider the pace and method of the shooting. Nexus has you issuing orders to your forces, which can range from a single vessel to a large fleet. Like many RTS games, you don't control your units directly; You simply give them an instruction and let them go do their thing. Combat breaks down to two choices: Either you instruct your minions to attack the hull of an opposing ship, in the hopes that the crew will flee and the ship will eventually be destroyed, or you order them to attack specific subsystems of the ship. This provides an element of the strategy sometimes missing from so-called RTS titles. What I found most effective was to have ships target the weapon systems of opposing vessels, as they seemed to be some of the most vulnerable components.
At issue here is the pace of combat and the intelligence of your units. Despite ordering my flagship to target a subsystem of a specific enemy vessel, I would often return to my combat unit after handing out some additional orders to find it either hanging dead in space or chasing after another ship entirely. Reaffirming my target of choice seemed to be seemed to be the only way to ensure the battle would go how I intended. Additionally, combat in space, apparently, is deadly. Deadly dull. The weapon systems look nice, and seem to be firing at an acceptable rate, but the armor plating of even the most insignificant weapon system is apparently very tough. It will take over a minute of a concentrated barrage to take out even a single subsystem. Actually destroying a ship, causing its crew to abandon the vessel and the hull to crumple, can take upwards of three minutes. This turns what should be tense and quick encounters into adventures in frustration as you are forced to concentrate your fire on one ship as the only viable strategy. Despite combat appearing to be a situation with tactical possibilities, you are reduced to ganging up in order to have any chance of victory. Missions with large numbers of enemies are particularly annoying, as the AI and combat pace combine to ensure that -- unless you are very on top of things -- you'll do barely any damage to the opposing force. You can order your entire fleet to focus on one ship in a blizzard of twenty or more, but the wandering AI ensures that their focus will quickly be elsewhere. Fifteen minutes into a mission and you'll find yourself with a swarm of 10% damaged enemy ships crawling all over your very spread out fleet.
All of this is a real shame, because Nexus has some very charming aspects: There is a ship modification element to the game, mostly straightforward and nowhere near as well developed as a Pax Imperia or Galactic Civilizations, but there nonetheless. The voicework for the characters is fairly well done, despite some occasional poor dialogue and endless exposition. And did I mention the ship designs?
I spent most of my time playing Nexus: The Jupiter Incident leaning far back in my chair in a passive state. The style of the game seems to be aiming for a combat-rich deep-space adventure, but the pace is that of a more leisurely strategy simulation. This confusing mishmash turns what could have been a worthy addition to the genre that is almost defined by the Homeworld games into simply a poor substitute. I lament the game that's resulted from the ideas visible in this game, as there really seems to be something worthwhile here below the surface. As it stands, though, Nexus: The Jupiter Incident is a game that you can take a pass on unless you simply need an excuse to get back out into the big black.
Screenshots are from HD Interactive's official Nexus: The Jupiter Incident site, (c)2005 HD Interactive.
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The Microsoft Keynote In Depth
The Microsoft Keynote address today was a ra-ra session, trying to get people excited about the future of games (the Microsoft way). Which, of course, is not to say that it wasn't interesting. For the word straight from the mount, the sound and video is available on the Xbox site. Many sites have their impressions of the keynote, including Joystiq, GamesIndustry.biz, and Gamemethod. Read on if you'd like my thoughts on Microsoft's vision of the future. The thrust of Allard's talk was the future of gaming as seen through Microsoft's eyes, a vision he referred to as "The HD Living Room". In this future living room, High Def video and audio would combine with immersive connectivity and individualization to produce a new experience for gamers. This experience, he argued, would drawn in new gamers to the fold as the marketplace ages. Someday we would be looking at the first game to sell 20 million units.Microsoft, of course, is going to usher in this new age. Take what you will from that part of the message, but his overall vision was compelling. Micropayments in the 2.0 version of Xbox live will allow for content sellable to end-users for very small amounts, seamlessly executed from the users end and not even a consideration on the designer's end. Essentially, all the designer would have to do is decide what assets were available for sale and what price as the the Live 2.0 system handles the rest.
Microsoft's role as a developer's aid behind the scenes seemed to be his secondary talking point. XNA Studio was mentioned again, and Allard discussed a future point where design teams are much larger and completely integrated across the globe. The most barbed commentary came when he was discussing the Xbox Next system, and how the system's design was intended to be as easy to develop on as possible while still being powerful and balanced. He referred to a "Science Fair Approach" to console design where these were not the objectives, probably referring to Nintendo's Revolution system.
The crunchy parts of the talk included details about the next Live system, where players will have online "gamer cards", personalized baseball cards showing their stats and accomplishments while playing Live games. The ability to customize the music experience for every Xbox game was mentioned (ala Burnout 3 and some other titles), as was a ubiquitous and standardized user interface for all games that use the Live service. In many ways it sounds as if Live 2.0 will be taking many cues from Bungie's work on Halo 2. The extendable XML and RSS technology used in the game was mentioned during a video presentation in the talk.
The thinly veiled slam against Nintendo was the low point of the talk, which overall kept to an upbeat and high minded ideal. Ignoring the part where Microsoft is the backbone of game development for a moment, their ideas have definite merit. As a MMOG player in particular, the discussion of a need for commonality in UI choices seemed on target. His pithy statement "Bruce Lee, not Brute Force" seems a laudable goal for design choices, and a future where gaming is as ubiquitous and as popular as movies or television is certainly not one I would be sad to see.
While selling us on his vision, Allard managed to do a little bit of pure selling as well. But really, who can blame him? Microsoft Game Studios is in an excellent position right now, the next Xbox console is due out this year, and they have announced an intention as a company to specifically support game development from a developer's perspective. If there's anything that the folks in Redmond are talented at it's combining high minded ideas with marketing, and the Wednesday Keynote was very effective in combined both.
Update: 03/10 17:29 GMT by Z :Added back in the paragraph I managed to delete.
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Review: Halo 2 And The MagicBox XFPS
The original Halo was a seminal moment in console gaming. The intuitive controls and memorable gameplay of Halo's multiplayer component still makes it a gaming favorite when it comes to LAN gaming. The sequel builds on the successes of the original game with new features (such as dual weapons) and Xbox Live integration. Some minor graphical glitches and a somewhat weak plot keep this from being the best game evar, but Halo 2 is an extremely enjoyable console shooting experience. Read on for my impressions of Master Chief's return, and a look at an Xbox Peripheral that allows you to use your keyboard and mouse with Xbox shooters.- Title: Halo 2
- Developer: Bungie Studios
- Publisher: Microsoft Game Studios
- System: Xbox
- Reviewer: Zonk
- Score: 8/10
I have a confession to make. Two months ago, I was one of *those* guys. You know them. The hoity-toity PC people who swill champagne with one hand while manipulating their mouse with the other, saying "A First-Person Shooter without ze mouselook and WASD? I think not, my dear fellow. Fetch me zome more escargot." I'm a big man, though. I can admit when I'm wrong. And Halo 2 has not only proven to me that First-Person Shooters on a console can be fun, they can be handled by those of us who are used to mousing for teh win.
While I had no expectations when I first loaded Halo 2, that wasn't the case for a lot of people. The hype factor was enormous. The success of the first game and its role as a base of support for Xbox sales meant that there were a lot of frothing fans waiting for the second game's release day. A viral marketing campaign spearheaded by the Alternate Reality Game ILoveBees primed gamers for the release with tantalizing portions of the storyline. TechTV showed images of hundreds of screaming fans at the Halo 2 launch party held inside the Time Square Toys R' Us, and ran an entire day of programming based on the game. Was it all worth it? Kinda. If your expectations were centered around the multiplayer portion of the game you have a lot to celebrate, but some of the weaknesses of the first Halo's campaign are back again like a monkey on Bungie's back.
Campaign good news first, though. Bungie has taken everything enjoyable about Halo 2 and polished it until it shone. The speed and pace of the game is very enjoyable, with new game elements and locations being thrown at you as quickly as you can handle them. The AI in the game is a cut above, with enemy troops making intelligent decisions that keep you from getting lulled into a rut. Your companions, just meat filled shields in so many games, are just as on the ball as the enemy. They use tactics and firepower to overcome enemy positions, the distractions and destruction you cause allowing them to get in some good shots of their own. The storytelling is improved over the first game as well, with the campaign splitting off to allow you the opportunity to play as a disgraced Covenant warrior. The new gameplay elements and control scheme are explained in enough detail so that someone who went through the first game, as well as a new player, will have little problem getting into the action. Voice acting during the cinematics is very good, with the characters throughout the game being brought to life by a cast that obviously cared. The cinematics in general did a good job of moving the story of the game forward.
That said, there are some frustrating moments in the campaign as well. Much like Halo 2's contemporary Half-Life 2, the story of this second game feels very much like a waypoint in a larger journey. Unlike Half-Life 2, which gives you at least a modicum of closure, the story of Halo 2 ends very abruptly. Additionally while I applaud the move beyond the human frame of reference in the overall plot, the change in venue muddies the waters somewhat as regards overall cohesive storytelling. On a technical level I witnessed a lot of textures popping into view during cinematics, jarring me from enjoying them as much as I might have otherwise. The AI, which could almost convince you of a human-like mind in a ground battle, has a lot of problems when piloting a vehicle. I found myself crushed to death more than once when trusting the driver's seat to a team-mate. The most frustrating single-player experience for me, however, happened when I accidentally wandered outside of the gamespace as envisioned by the Bungie developers. Some missions were obviously meant to be traversed by a vehicle and were tedious to walk through. Annoyance with NPC drivers led me to ditch a Warthog during one of these levels, only to turn back when I realized I could be walking for quite a while. Unlike the Half-Life 2 vehicle sequences, these mid-mission vehicle changes could have been better tuned.
These frustrations didn't stop me from enjoying the relatively quick single player campaign, though. They also whet my appetite for Halo's true calling: multiplayer. The Xbox Live enabled multiplayer experience in Halo 2 is nothing short of brilliant. After logging in via your Live ID, all you need to do is pick a game type. The game's matching software hooks you into a game with other appropriately skilled players based on your previous multiplayer accomplishments. The actual gameplay has a very different tenor than traditional PC FPS gaming. Where PC gaming can allow for dead-eye marksmanship and long-range dogfighting, console FPS games are down and dirty affairs. The levels are more closed in by necessity and design. Bungie's care to the placement and composition of weapons and level components leads to a frenetic pace. The game kindly provides you with several metrics and your average lifespan is one of them. It's usually very low.
Beyond straight up deathmatch there are a multitude of gameplay options available. Capture the Flag and Team Deathmatch allow for collaborative battles, while a type of "football" (using a skull) allows for more traditional team play. You can also create your own games, for local play or online action. There are several specific settings that can be tweaked, allowing for specific weapon choices and available maps. On top of the quality of the gameplay experience, thanks to Bungie's extra consideration your exploits are not transitory. By signing up for a Passport ID and linking it with your Xbox Live ID, you can view your statistics from your multiplayer battles. These stats are made available via a personalized RSS feed, as well, allowing you bragging rights via your web site or aggregator of choice.
Halo 2 may not be the best game made in 2004, but there is no question that Bungie's skill and attention to detail has crafted a worthy successor to the original game, and via the Live service introduced a fantastic substitute for more traditional LAN gaming. If you enjoy action gaming and you own an Xbox, there is simply no excuse for you not to own Halo 2.
- Product Name: MagicBox XFPS
- Developer: Farmer Entertainment
- Score: 6/10
A peripheral for the Xbox console, the XFPS fulfills the "why didn't I think of that" niche for console-based shooters. The small box allows you to plug a PS2 mouse and keyboard in, and then use them in place of a controller.
The device is simple to use, and setup involves taking off the packaging and plugging the peripheral into the controller port. The mouse and keyboard slot into standard PS2 ports on the front of the box. All other controls for the device are via the keyboard. The device directly maps the buttons on the Xbox controller to keyboard buttons and mouse movements. Which buttons on the keyboard the controller buttons map to are chosen by selecting F9, F10, or F11 on the keyboard. Which interface is currently in use is indicated by a light on the Magicbox itself. The "Blue Light" (F9) interface, for example, matches the controller. The X controller button maps to the X keyboard button. The "Red Light" (F11) interface seems more designed to take advantage of the keyboard layout, with the buttons grouped around the WASD keys.
The mapped keys work quite well. The mouse (at least for me) improved my control and accuracy while shooting. I made several shots in multiplayer games that I know I couldn't normally make with the controller. The autoaim that Halo 2 allows combines with the precise cone of movement that a mouse has to give you enhanced accuracy. The "cone of movement" part of that is the most important consideration to make when using the XFPS.
Unfortunately, while the mouse allows for increased accuracy it only allows you that accuracy as long as you don't have to turn. The problem is that mouse sensitivity is quite low, likely because of how the XFPS is mapping the thumbstick movements. In order to turn I found myself whipping the mouse across the mousepad repeatedly. The other players, able to turn with the simple angling of a thumbstick, schooled me. Halo 2 and other console based FPS titles are simply too spastic for the XFPS to be all that useful. PC titles may allow for distant fights, but the up close and personal fighting style required in console FPS games don't allow an XFPS user to move with enough agility to be a skilled player.
In addition to agility issues, actually using the XFPS can be something of a chore. The keyboard/mouse setup essentially demands a wide and flat surface along with an upright seat, not a setup you normally have in front of a television. One of the joys of console FPS gaming is the spontaneity with which you can indulge in quick fragging, and having to drag out a chair and rig specifically for the XFPS seems frustrating. There's also the issue that the XFPS is simply not a peripheral you can use for any other type of game, meaning if you want to switch games relatively often you'll be plugging and unplugging the thing just as frequently.
While the XFPS is a good idea, the lack of mouse sensitivity and necessity of setting up a rig specifically to use the peripheral makes it a device whose potential outstrips its usefulness.
Halo 2 screenshots are from Halo2.com and Bungie.net ©2004 Microsoft Games Studio and Bungie. Magicbox XFPS image is from Magicxfps.com, ©2005 Farmer Entertainment.
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Halo 2 Used to Sniff Out Mods
TexasDex writes "C-Net tech news is reporting that users of Halo 2 who have installed mod chips are being banned from the X-box Live forums. It is unknown specifically how the Halo 2 game finds out the console is modded, Microsoft will only say in the X-box live Terms of Use that "Xbox Live may only be accessed with an unmodified [...] Xbox video game console.'" In related news, the New York Times (registration required) has a quickie interview with the folks behind Red Vs. Blue about changes Halo 2 bring to the series. -
Halo 2 Released
mjxg writes "Halo 2 has finally hit the shelves for hardcore fans. VNUnet speaks about the long lines and the 12:01am release that many stores participated in. Many people obtained the Limited Collector's Edition. Eventually we'll get word of the final first day sales to see if Halo 2 can top the sales charts for the year, or possibly become the most popular console game in history. It is already estimated to top the all-time opening day entertainment sales charts." -
Halo 2 Goes Gold
schmiddy writes "This just in -- Halo 2 has officially gone gold as of today. Bungie has confirmed the story with an announcement on their front page. Trailers and such available here ." -
Fable Forum Goers Fall For Huge Hoax
CheeseMonkey writes "If you've played Fable, you have probably seen the Bards in the game, and may have had them tell you to find a "better bard". That better bard was found on the Fable forums (reg. required). Or, so it seemed. He led on the gaming public for two solid days with a series of incredibly well crafted poems. Finally, he fessed up. I extensively blogged the whole ordeal, so you don't have to sift through all the rubbish." -
EA vs. Xbox Live
bigman2003 writes "In a big move earlier this year, EA started to offer games with Xbox Live support. One of the big concessions Microsoft made was to let outside companies run their own servers on Xbox Live. Today EA is having problems, partially brought on by their new title, Burnout 3." Tycho has commentary on the issue as well. -
Molyneux's Fabled Fable Finally Close To Release
Rainier Wolfecastle writes "A couple weeks ago, we had the opportunity to visit Peter Molyneux and Simon and Dene Carter in Guildford, UK, for some hands-on time with Fable, their highly anticipated, finally ready for release Xbox action-RPG." Kikizo admits "Fable has been a long time coming, and for better or worse the media has elevated expectations considerably", but likes what it sees, calling the September 14th-due title "huge, gorgeous and a joy to play." Eurogamer also weighs in with impressions, expressing some reservations despite "feeling relatively upbeat" about the title, explaining: "As much as we enjoyed our time with it, it's the sort of game - typical of Peter Molyneux really - that we can't really assess piecemeal." -
Blinx Creator Talks Independent Development In Japan
Thanks to 1UP for its interview with Japanese game developer Naoto Ohshima, who "gained notoriety at Sega's Sonic Team for creating characters and playing integral roles in the development of games like Phantasy Star, Nights, and Sonic Adventure", and now "heads up developer Artoon." Ohshima discusses topics such as being a Japanese developer making Xbox titles (the Blinx series) for Microsoft ("I basically like challenges. If there's something hard or difficult to do, it's something that gets me excited"), how the Blinx sequel will differentiate itself from other Xbox games ("In Blinx 2, that's what I'm trying to do, to get the full range [from kids to adults], whereas when I look at Conker I think it's targeted at an adult -- a more hardcore audience"), and licensed games ("I look at that as almost a new genre of games -- these licensed games or movie games or whatever. When I see that they're selling well or that they are hits, it's really hard to evaluate whether or not it means it's a good game.") -
Full Report On Holiday Game Crunch Released
Thanks to GameSpy for its article analyzing Banc Of America's in-depth report on videogame prospects for Christmas 2004. The report, previously referenced on Slashdot earlier this month, is now available for download [PDF link], and GameSpy explains the report "[isn't] trying to predict what the best games of the holiday are going to be. They're predicting what the best selling games are going to be, and which ones will meet expectations set by company leaders." The Banc analysts predict that Halo 2 "will be the second-best seller of the holiday season, just behind GTA: San Andreas", and suggest that certain titles, specifically "Bloodrayne 2, Terminator 3: The Redemption, The Red Star, 100 Bullets, Crash n' Burn, Predator: Concrete Jungle, and Shadow Hearts 2", should be moved beyond the holiday season entirely, to "avoid big-name products coming out on the same time-frame." -
Red vs. Blue Season 2 Hits DVD on August 2nd
pretzelsofwar writes "The popular Red vs. Blue: The Blood Gulch Chronicles from redvsblue.com, releases its Season 2 DVD shipping August 2nd. The DVD is available for pre-order if you haven't already contributed to the website for Season 2, which is freely downloadable in lower-quality formats. It is not yet known when and if Season 3 will begin, but many await the arrival of this machinima series based off of Microsoft and Bungie's Halo: Combat Evolved." -
Halo 2 Website Puzzle Confounds
redune45 writes "The Halo 2 Theatrical trailer ends with the normal Xbox logo, but it also briefly replaces xbox.com with ilovebees.com. Going to ilovebees.com it appears that the site has been 'hacked', adding to the mystery. The 'owner' of the site set up a separate blog with a post talking about the error. There is a huge thread on the Bungie.net forums on the same issue. The WHOIS information for this site shows that it was first registered on June 14, 2004. But no obvious clues other than that are available. What is going on here?" There's at least one Wiki set up to gather clues. We also mentioned this in an earlier Halo story. -
Halo 2 Trailer Gets Subliminal, Halo Done Quick
An anonymous reader writes "The Halo 2 movie trailer hit theaters last week and rabid fans have been passing around 'cam' versions since then. A lower quality streaming version went up on MSN and Xbox.com yesterday, but today GamePro.com premiered a high definition 1920x1080 5.1 surround sound version of the trailer for the home theater purists. More interestingly, a Halo.bungie.org newspost reports on subliminal messages within the ad, when 'the Xbox logo changes, for a frame or two, from www.xbox.com to www.ilovebees.com', an apparently legit website where 'some very, very strange stuff is going on' - there's already speculation and a little evidence this could be from the same Microsoft group who stealthily made the AI web game?" Elsewhere, an anonymous reader writes "Remember Quake Done Quick, the effort to complete Quake as fast as possible? Well, halo.bungie.org recently wrapped up its Going Nowhere Fast contest, which was an effort to do much the same thing for Halo. You can view the results and download the videos, though some are still being posted, at the Going Nowhere Fast contest page." -
Xbox Live Gamertag Switch Causes Nickname Anguish
Thanks to TeamXbox for its story discussing issues requiring some Xbox Live players to switch their GamerTag name IDs, since, according to Microsoft: "There are many names on the Xbox Live service that are extremely similar to other Gamertags (in most cases differentiated by only a single space.)" Some gamers who have had the same nickname for almost 2 years are understandably upset, though Microsoft is offering "a free game... [and] 1 year subscription to Xbox Live" by way of compensation. An official Microsoft spokesperson on the Xbox.com messageboards indicated: "This problem has nothing to do with the way we code...it's what we need to do to normalize data as we connect to other partners that need to work w/ [Xbox] Live... We are very upset that we had to do this" - some commenters claim (though it's not been specifically stated) that EA's upcoming Xbox Live debut has helped precipitate the name switch. -
Analysts Predict Tough Christmas For Game Publishers
Thanks to Gamesindustry.biz for its article regarding predictions of a tough 2004 holiday season for all videogame publishers, as an analyst report from Banc of America Securities claims "competition in the games market will be much more intense than last year", and argues that "some games will just not receive any shelf space from retailers, and initial shipments of titles will be very low, even by historical standards." The report goes on to highlight some non-specific specifics: "We have very low expectations for games of other developers with less-known brands... including Acclaim, Midway (except Mortal Kombat), Atari, Eidos, Vivendi (apart from Half-Life 2, if it is released) and even Microsoft (apart from Halo 2)... Expect many disasters this holiday." Is there really a reason for game creators to worry about what sales Santa will bring them? -
Xbox Video Chat Includes Camera, Remote Vibration
Thanks to Game Science for its post discussing the Japanese announcement of the Xbox Video Chat hardware/software bundle, which includes "camera, 12 months of Xbox Live service, chat disc and Live Starter Kit." Although the product is "being developed mainly in Japan", a release date in the West is likely, if currently unknown. However, with features including "up to 5 people video conferencing simultaneously... participation can be restricted to invite only... send vibrations to participants' controllers", the staid Brits at Eurogamer are naturally horrified: "Given the remote-rumble function and the fact the Xbox audience is 'adult'; well, our minds are boggling, frankly." -
Halo, Doom Sequels Rated - By Psychic
Friedenfelds writes "Xbox Nation magazine asked a psychic to predict reviews of Doom 3, Halo 2, and a bunch of other big Xbox games - the results are pretty funny." Among the games rated by "a bona fide soothsayer" are Halo 2 ("I see a lot of partnerships in the cards... there's a third in the works, but no one knows this yet. You'll enjoy it, but it's not great for any relationships you're in") and Doom 3 ("The review of the game, by the people... it's not going to play out as well as people expected. Maybe there was too much expectation.") -
Microsoft Discusses Xbox E3 No-Shows
Thanks to GameSpy for its 'Sole Food' column discussing why certain Xbox games were missing from Microsoft's line-up at last month's E3 show in Los Angeles. Titles mentioned, with included late-breaking Microsoft response, include "part action, part collectible-card game" Phantom Dust ("Microsoft Game Studios has decided to not publish Phantom Dust for North America"), action title and "everyone's favorite goggle-wearing, vacuum-wielding, time-shifting cat" Blinx 2 (We plan to make an official announcement after E3"), and "console massively multiplayer online RPG" True Fantasy Live Online ("The Level 5 team is focusing on developing and polishing the game for the Japanese release this winter, and as a result the timing of the U.S. release of the game is still undetermined.") -
Tough Love - Can A Game Be Too Hard?
Thanks to Slate for its article discussing the excessive difficulty inherent in some videogames. The writer argues: "Some [games] are so freakishly, spoon-bendingly difficult that they take 10 hours of solid play before you've even begun to master the basics... I usually discard them in frustration after a couple of hours and wonder: What's the point? What adult has the time to master this stuff? Could it ever be worth it?" He continues: "The latest test of this thesis is Tecmo's new Ninja Gaiden, a game so punishing that even some hard-core players fear picking it up." Although the piece concludes: "Just because a game is hard doesn't mean it'll have a payoff", what games have you played that are insanely tricky to master? -
Xbox-Exclusive Games a Growing Trend
securitas writes "The New York Times Technology's Michel Marriott reports (free reg. req.) on the growing trend of developers making Xbox-exclusive games, bypassing the Sony PS2 and Nintendo GameCube. Microsoft is 'playing catch-up on the console' with some notable examples of Xbox-exclusive (or Xbox-first) console games that include Doom 3, Unreal Championship 2, Advent Rising and Full Spectrum Warrior. Marriott interviews Todd Hollenshead (id), Mark Rein (Epic), J. Allard (Microsoft), and Donald Mustard (Majesco) among others that include Sony and THQ. The question is, will gamers follow the developers' preferences? Sony's dominance in the next game console wars could be toppled if they do. 'If Microsoft can woo more developers to Xbox, the balance of power in the next round could change.'" -
Online Gaming for Couples?
psuedo_samurai asks: "My longtime girlfriend recently had to move to complete her studies at a University, which is nowhere near where I live. Talking on the phone is quickly becoming old, as I'm a typical guy and hate being on the phone longer than 3 minutes, but I try. So I was thinking - I like games, she likes to talk, why not combine the two? So are there any online games suggested for couples using a headset? I can't see Counter-Strike or Rainbow Six working, but I was thinking maybe DDR Ultramix on Xbox Live? How about PC titles with headset support? Any suggestions?" -
Online Gaming for Couples?
psuedo_samurai asks: "My longtime girlfriend recently had to move to complete her studies at a University, which is nowhere near where I live. Talking on the phone is quickly becoming old, as I'm a typical guy and hate being on the phone longer than 3 minutes, but I try. So I was thinking - I like games, she likes to talk, why not combine the two? So are there any online games suggested for couples using a headset? I can't see Counter-Strike or Rainbow Six working, but I was thinking maybe DDR Ultramix on Xbox Live? How about PC titles with headset support? Any suggestions?" -
Online Gaming for Couples?
psuedo_samurai asks: "My longtime girlfriend recently had to move to complete her studies at a University, which is nowhere near where I live. Talking on the phone is quickly becoming old, as I'm a typical guy and hate being on the phone longer than 3 minutes, but I try. So I was thinking - I like games, she likes to talk, why not combine the two? So are there any online games suggested for couples using a headset? I can't see Counter-Strike or Rainbow Six working, but I was thinking maybe DDR Ultramix on Xbox Live? How about PC titles with headset support? Any suggestions?" -
Japan Gets NES Conversions For GBA, Limited Xboxes
Thanks to Planet GameCube for its news that Nintendo has announced a series of 10 re-releases of classic NES games for the GameBoy Advance in Japan. The titles include Super Mario Bros, Donkey Kong, The Legend of Zelda, and Pacman, and will be released alongside a Famicom Edition GBA SP, previously only available in a slightly modified, limited edition. Elswhere, orthancstone writes "Gamespot is reporting that Microsoft is releasing two new limited-edition Xboxes in Japan, an Anniversary Edition in 'pure white', and another in 'Kasumi blue'. The blue Xbox will be limited to 5000 consoles, and will come bundled with Dead Or Alive Online, while the white Xbox will be limited to 1000 consoles, and will only be available online." -
Japan Gets NES Conversions For GBA, Limited Xboxes
Thanks to Planet GameCube for its news that Nintendo has announced a series of 10 re-releases of classic NES games for the GameBoy Advance in Japan. The titles include Super Mario Bros, Donkey Kong, The Legend of Zelda, and Pacman, and will be released alongside a Famicom Edition GBA SP, previously only available in a slightly modified, limited edition. Elswhere, orthancstone writes "Gamespot is reporting that Microsoft is releasing two new limited-edition Xboxes in Japan, an Anniversary Edition in 'pure white', and another in 'Kasumi blue'. The blue Xbox will be limited to 5000 consoles, and will come bundled with Dead Or Alive Online, while the white Xbox will be limited to 1000 consoles, and will only be available online." -
Halo 2 Release Date Slips?
George Bailey writes "Forbes.com/Reuters has posted an interview with Microsoft's Chief Xbox Officer Robbie Bach, who provided some vague hints in regards to the launch of flagship Xbox FPS sequel, Halo 2. In his own words: 'We're going to ship it when it's ready...That might be the first half of 2004, it might not. You have to be careful with franchises like this.' The current projected release date is, or was, April 1st 2004, according to game retailers." Update: 01/11 07:46 GMT by S : Several commenters point out that 'slipped' is in the eye of the beholder: "What I get from Mr. Bach is that they don't have a firm release date at all - hell, they've probably never had one at all - and they're avoiding a firm commitment to consumers on the issue." -
Discussing The Most Awaited Games Of 2004?
Thanks to 1UP for its end-of-year summary feature, in which the site editors discuss the most intriguing and perkiest gaming events of the year, but also "look ahead at the newborn trends of 2004." Next year's particularly lusted-after games include Psychonauts ("Double Fine's Xbox platformer has been delayed a lot now, which can sometimes spell trouble, but I have faith in them to deliver something amazing when they do get around to it"), Metal Gear Solid 3 ("After the talking-heads nightmare of Metal Gear Solid 2, I can't wait to just trot off into the jungle and start killing people"), and Halo 2 ("With a gun in each hand and the ability to hijack vehicles, this one has the potential to be as popular as the first one continues to be.") Which games are you particularly looking forward to in 2004? -
Discussing The Most Awaited Games Of 2004?
Thanks to 1UP for its end-of-year summary feature, in which the site editors discuss the most intriguing and perkiest gaming events of the year, but also "look ahead at the newborn trends of 2004." Next year's particularly lusted-after games include Psychonauts ("Double Fine's Xbox platformer has been delayed a lot now, which can sometimes spell trouble, but I have faith in them to deliver something amazing when they do get around to it"), Metal Gear Solid 3 ("After the talking-heads nightmare of Metal Gear Solid 2, I can't wait to just trot off into the jungle and start killing people"), and Halo 2 ("With a gun in each hand and the ability to hijack vehicles, this one has the potential to be as popular as the first one continues to be.") Which games are you particularly looking forward to in 2004? -
Australian Road Safety Authority Criticizes Racing Game
Thanks to the Sydney Morning Herald for their story revealing Australian road safety authorities are trying to pull the plug on Project Gotham Racing 2 for Xbox, claiming the real-life Sydney course in the game is "undoing a lot of the effort authorities are putting into road safety." According to State Labor MP Paul Gibson, chairman of the Staysafe Committee: "This game sends the wrong message to young people. It is actually glorifying speed and power. It is clearly an inappropriate depiction of speed behavior. If I had my way I would ban it." A spokesman for Microsoft responded: "It is not about driving on the streets, it is purely a racing game. The streets are blocked from other traffic and there are no pedestrians. All we are doing is taking the geography of Sydney and turning it into a race track." -
Counter-Strike For Xbox - Gold, Previewed, Cheat-Free?
Thanks to GamerFeed for reprinting the press release revealing that Valve's Xbox conversion of team-based tactical FPS Counter-Strike has now gone gold, and will be available in stores on November 18th. The console version boasts "seven never-before-seen multiplayer maps, one new counter-terrorist team, one new terrorist team and downloadable maps via Xbox Live", and GameSpot have a hands-on preview that rates the conversion as "a tight incarnation of the PC shooter", and mentions "subtle tweaks to [level] layout that will force veteran players to learn some new tricks." The Microsoft press release also claims: "The secure environment of Xbox Live ensures that gamers will experience nothing but cheat-free play." -
Xbox Gets Japanese Dress-Up, Rumored Price Cut, Giveaway
Thanks to 1UP for their article showing off special new case artwork for the Xbox in Japan, as "a few lucky winners will be able to snag these art pieces by signing up on Microsoft's Japanese webpage" - hip artists enlisted include T-shirt designer Nigo and Moshino Katsura. Elsewhere, GI.biz recently relayed unconfirmed rumors of an Xbox price drop in Japan, claiming "a new Xbox bundle for Project Gotham Racing 2 which will feature a console, a DVD playback kit, two months free on Xbox Live and copies of PGR2 and Halo for 19,800 Yen [$181]." Finally, GamePro have noted that Microsoft are giving away their Xbox Music Mixer karaoke/mixing software, "most likely... as a cover-mounted CD", in the January 2004 issue of popular Japanese magazine, Famitsu, further showing the company is "aggressively vying for a solid foothold against the PS2, which has been dominating the console market in Japan." -
EA On Tough Holiday Season, Xbox Live Rift
Thanks to Reuters for their article discussing the Electronic Arts CFO's comments at a recent financial conference. He discussed gaming prospects for the holiday season, since "...last December, a number of publishers were forced to warn on their prospects... after games they expected would be major hits failed to meet their targets, and retailers tightened the shelf-space devoted to also-ran games", and he suggested game company bankruptcies could be on the way: "There's going to be some road kill. There are going to be people who aren't going to make it." He also made some pointed comments about Xbox Live, which EA still haven't signed up for, saying: "We're not about to support a model where the content provider does not get paid for the content provided." -
Microsoft's XSN Sports Exposed
Thanks to IGN Sports for their interview with the manager of Microsoft's new XSN Sports online games series for Xbox. He talks about this Xbox Live-enabled set of titles, including NFL Fever 2004, NBA Inside Drive 2004, NHL Rivals 2004, Top Spin, Links 2004, and even Amped 2, discussing the prize-based online tournaments that'll be featured ("We have a competition structure like that already planned. That starts this year"), and the planned rise of the pro sports gamer: ("We believe very strongly in cooperative play... You have to display great teamwork, and you're going to have to practice with your teammates to win... The cyber fame you'll experience is the compelling offer we will make to you.") Can team-based online sports gaming take off in a similar way to pro FPS gaming? -
Xbox Wireless Adapter Details, Live Bundle Confirmed
Thanks to Reuters for their story confirming the official Xbox Wireless Adapter, now locked in for an October 5th release for $139. Details of this 802.11b/g device were inadvertently leaked by the FCC a couple of weeks back, and TeamXbox has a first look at the adapter, but this announcement also reveals the new Xbox Live bundle deal, as Microsoft "...will offer a $40 rebate to people who buy both the adapter and the $69 Xbox Live Starter Kit, which offers a one-year subscription to the company's online gaming service, a headset for voice communications and a copy of the game 'MechAssault.'" -
Extended Xbox Live Capabilities To Debut
Thanks to an anonymous reader for pointing to Microsoft's page detailing new Xbox Live features debuting on August 25th, including the ability to "...see who's online and what game they're playing [directly from the Dashboard]. If you want to invite them to join you in a new game, you can send the invite from the Dash." As well as this, you'll be able to "...set up a [stand-alone] Voice Chat session from your Dashboard." Also detailed as coming this fall are Xbox Live Aware titles, which aren't necessarily online-playable or even multiplayer, but "give you the ability to keep track of what's happening on Xbox Live" at all times, even allowing friends to invite you online while you're in the middle of a single-player offline game. -
Extended Xbox Live Capabilities To Debut
Thanks to an anonymous reader for pointing to Microsoft's page detailing new Xbox Live features debuting on August 25th, including the ability to "...see who's online and what game they're playing [directly from the Dashboard]. If you want to invite them to join you in a new game, you can send the invite from the Dash." As well as this, you'll be able to "...set up a [stand-alone] Voice Chat session from your Dashboard." Also detailed as coming this fall are Xbox Live Aware titles, which aren't necessarily online-playable or even multiplayer, but "give you the ability to keep track of what's happening on Xbox Live" at all times, even allowing friends to invite you online while you're in the middle of a single-player offline game. -
Halo Sells 3 Million, Gets New Machinima
Thanks to an anonymous reader for pointing to the Xbox.com press release announcing "that Halo: Combat Evolved has sold more than three million copies worldwide" , by far the largest-selling software title on Microsoft's console. The press release also plugs the forthcoming PC version of Halo, which, according to Avault, will have a $30,000 team tournament devoted to it at the CPL's Winter 2003 Tournament in Dallas this December. Finally, Bungie.org has news of a great-looking new Halo trick video, called 'Winning Isn't Everything' - thanks to GameTab for providing a BitTorrent mirror for this super-skilful, stunt and exploit-filled romp. -
Star Trek - Elite Force II Goes Gold, Team Laid Off
Warrior-GS writes "GameSpy has confirmed that developer Ritual was forced to lay off most of the team that created the PC FPS Star Trek: Elite Force II, only two days after the game went gold. Apparently, a couple of other projects fell through. Ritual's other in-development games, Counter-Strike for Xbox and Counter-Strike: Condition Zero for PC are unaffected." Fansite Ritualistic has plenty of extra information on Elite Force II, which is looking promising despite this unexpected news. -
X Factor Documentary Explores Xbox
Thanks to an anonymous reader for pointing to a press release and downloadable trailer (BitTorrent link courtesy Gametab) for the forthcoming Discovery Channel documentary, The X Factor - Inside Microsoft's Xbox. The program premieres on June 20th at 8pm ET/PT in the US, and "reveals never-before-seen footage of Microsoft and three game studios all racing to complete the next big Xbox blockbuster game. Will the next Xbox superstar be Microsoftâ(TM)s Crimson Skies: High Road to Revenge, Oddworld Inhabitantsâ(TM) tightly held secret (the fourth game in their ongoing series), or Bungieâ(TM)s Halo 2?" Some healthy scepticism is also shown, since the doc "..also explores whether the software giant has the mettle to make it in the exploding video game business." This doc could be particularly interesting because of interviews/footage from the next in the Oddworld series. -
Play PSX Games On Your Xbox
falzbro writes "Now Xbox owners (well, modded Xbox owners) can do what the Playstation people have been able to do for years; play PSX games on your console! PCSX has been ported to the Xbox. It's unfortunate that the homebrew Xbox development scene is stuck in a world of pseudo-legality, due to the lack of a usable Legal XDK. A compatibility list is currently being hammered out, and it's limited to only playing games stored on your Xbox HDD." -
New Xbox Controller S colors
Xs writes "Remember that survey Microsoft had a while back about cool colors for the Xbox controller? Well, the results are in! Green and blue are the two winning colors. They look pretty cool. They will sell for $29.99 each and hit the shelves in October." They do look better than I'd imagined. Makes me glad I waited on buying enough controllers for 4 player games. -
Wallace and Gromit Game Preview
MBCook writes "Gamers.com has a preview of the game based on the upcoming movie (due in 2005). The preview includes 10 screenshots and some descriptions of game play. The game is expected to be released by the end of the year for the PS2 and the X-Box. The player controls Gromit in an attempt to stop Feathers McGraw from using the inhabitants of the local zoo in his jewel smuggling operations. With levels, like in Sly Cooper, that are designed to be more than a 2D platformer on rails, this looks like a game to look forward to." I've got patent pending on that! -
EA, Eidos Have No Plans for Xbox Live
News for nerds writes "Eidos, maker of Tomb Raider, said it doesn't plan to make games for Xbox Live because Microsoft controls the system and manages subscriptions itself, leaving no incentive for a publisher to collaborate. Sony's approach is to sell just the equipment needed to connect to other's services, such as those run by game makers. Electronics Arts, which makes titles such as 2002 FIFA World Cup and NHL 2003 for the Xbox console, is also reluctant to join Microsoft's system, while supporting GameCube." -
Xbox Live Goes Online
abhikhurana writes " Internetnews is reporting that Microsoft has launched Xbox Live broadband gaming service. To access Microsoft's service, Xbox gamers have to buy a $49.99 starter kit, which includes 12 month's worth of access to the Xbox Live service and a headset kit for voice communications. Microsoft said that about 16 games with online play capabilities will be available by the end of the year. So has anyone already tried it? If so, what do you think about it?" -
Nintendo Game Cube Crashing?
flipper28 asks: "I recently purchased a Nintendo Gamecube with Luigi's Mansion for my wife's birthday. I thought with all the hype around the XBox crashing that I would be safe with the competition. As it turn's out, my system keeps crashing, and yes, I have exchanged the games (which IMHO only made Nintendo happy). I am interested if others have experienced the same problem. Is their a manufacturing problem, or did I just get a bad one." I've experienced crashing in the two days I've owned my GameCube, however this centers around replacing the disc with the power on and hitting reset...or something, but I've only had the cube crash at the power-on screen, so it's not been that big of an issue for me. Anyone else experiencing weird behavior on the GameCube? -
What Ever Happened to Microsoft's Solo2 Chip?
flipper28 asks: "I remember reading about Microsoft's forthcoming Solo2 chip over a year ago. Does anyone know what happened to it? Did it end up in UltimateTV, Xbox, or did it take the route of Microsoft Bob?" I've honestly never heard of such a thing. Anyone have a clue as to whether the Solo2 has become the latest in Microsoft's line of vapourware? -
Microsoft Research Turns 10
Alec Muzzy writes: "Did you know that Microsoft Research, the first research laboratory started by a software company, just turned 10 years old? Their website is currently featuring some highlights of their research in the past 10 years and how it is applying to the new products Microsoft is making today - for instance their work in Real-Time Fur will be used in some XBox games, and Speech Recognition may be in future Pocket PC's. Reading these pages gives you a real insight into what new technologies Microsoft is working on."