Showing posts with label thq. Show all posts
Showing posts with label thq. Show all posts

Thursday, December 17, 2009

12 Games For Christmas - Game #6

6. Warhammer 40,000: Dawn of War II (PC)



The original Dawn of War was such a huge revolution to me in terms of just how RTS’s could work. Introducing elements of cover and a more unique method of getting resources, it allowed many a person to get into the Warhammer 40K universe, and enjoy just how crazy it was. That being said, it took a long time to get a sequel, but when Dawn  of War II rolled around, the wait proved to be worth it.

For starters, Dawn of War II differs mainly due to its complete and utter lack of base building or resource management. The game is strictly focused on unit management, and this is more evident in the single player campaign than anything else. Here, the game has more of an RPG element, which involves you leveling up your characters, finding randomly dropped items and much more. It’s much less of a standard RTS in this regard, but the strategy element is still something  that’s deeply rooted within the game, forcing you to think how to best maximize what little you have. Also helps that many of the additions and improvements present in Relic’s other RTS, the excellent Company of Heroes, are present here.

The single player campaign has also seen some major changes. Instead of being a series of missions (like in the original game) or a Risk-style game (present in the Dark Crusade expansion), the campaign has opened up and become far less linear. Here, you choose you all the missions you undertake, travelling between three planets in order to accomplish them. These could be as complex as completing one of the many story missions, or just a simple defense missions against wave after wave of enemy.

The only thing that does really quite suck is the limited number of races. It goes back to the original four, with the Chaos marines replaced by fan favourite Tyranids; with the Imperial Guard, T’au, Necrons, Chaos and more left open for possible expansions. It’s unfortunate, but when you figure just how different the game is compared to the original DOW, it would take some time to rebalance the races to work with the new engine.

Besides that, Dawn of War 2 is great. The lack of resource management and base building is a refreshing change, and the focus on infantry management and near RPG-like level of gameplay is excellent. A must buy for anyone wanting to play a different RTS.

Tuesday, December 8, 2009

12 Games For Christmas - Game #3

Game #3 - Red Faction Guerrilla (PS3/360/PC) 

June 2009 might as well be known as the month where Sandbox games reigned supreme. Why? Because three somewhat remarkably sandbox games were released onto the market. You’ve got Sony’s infamous, which was a good, though flawed attempt. You then have Activision’s Prototype, which wasn’t very good at all. And then you come to THQ’s Red Faction Guerilla, which is probably the more interesting of the trio, for several reasons.  For starters, there’s no need for superpowers – though the sledgehammer you get for the duration of the game is pretty damned super.

The first part is that it’s an interesting reboot of the Red Faction series.  While the first two were somewhat decent first person shooters that never really did take too much advantage of the Geo-Mod  feature that made it a big deal back in the day, here the Geo-Mod engine actually works to the games advantage. Destroying buildings and objects has an extremely large part to do in the game, and it never gets old. Never. And it’s not the stock standard video game destruction here – tearing down buildings in specific places does affect how the building will fall over, so if you hit the supports just right, you’ll have a much easier time taking the building than just randomly attempting to destroy the building. Or you could just drive a car into the building and use that to destroy it.

The second part is just the way the game feels. As an open world game, it compares very similarly to developer Volition’s own Saints Row series, but improved in some regards. For starters, the ‘respect’ system where you needed to consistently fill up a respect bar (by doing activities) in order to attempt any missions? Not present. As long as there are missions available to you, you need nothing more to actually do them, with the last missions appearing as you drain control away from the evil EDF. You can do the activities still, and some of them you can do repeatedly to earn more salvage (the games currency) and get closer to achieving some trophies or achievements.

That being said, there are some elements of the game that don’t quite work well in its favor. The first comes in the mission triggers – there’s an alert system in the game where green means you’re alright, yellow means that the EDF are onto you, and red meaning that the EDF are going to kill you. All well and good, but if you’re driving out to go do missions, you need to have a green alert to do them. It’s a pain, especially when it’s tricky to shake off the EDF at times. Furthermore, the difficulty becomes absolutely punishing at times, which really does hurt the game some.

Overall, Red Faction Guerilla is a fantastic return to form for the Red Faction series (RF2 wasn’t quite good), with the reboot working to create one of the most fun experiences you’ll have in a video game. Sure, it’s quite derivivative of Saints Row 2, but then again, is that really a bad thing? And also, it does get quite difficult at times, but that’s put aside when you watch as you take down a massive building with nothing more than a sledgehammer and remote charges. Quite something.