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X - Blades [review]

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For the past year I've been covering SouthPeak's X-Blades, I noted that it looked like an action title with quite a bit of promise. Originally thought to be an Xbox 360 title, PSXE was the first to give our readers a hint that it's also coming to the PlayStation 3. To be honest, I was fairly excited about the release of the game, and even enjoyed my playtime with it at E3. Now, the game has arrived, and upon playing the final game, my excitement has turned into disappointment. The potential this game once had has been overlooked with redundant gameplay, wrapped around in a shinny wrapper.

X-Blades is a hack-n-slash action game with a few minor action-RPG elements, as well. As Ayumi, the game's heroine, you'll have the ability to use a variety of different weapons, in addition to being able to cast spells, and employ strategic tactics. For starters, your weapon is actually a gun-blade, so you can use it to fire shots during long-range combat by hitting R1, or slash away during close-range combat. Magic spells include healing, fireballs, lightning, ice attacks, earthquakes, and so forth, and they can be mapped to four buttons on your controller.

The story behind the game is sort of like a medley of Lara Croft meets spunky anime chick with an attitude that's all too reminiscent of Tila Tequila, the ever annoying troll whose face has been plastered on MTV and mags for far too long now. X-Blades follows Ayumi, an adventurer who is out on the quest for invaluable stones, after discovering a map that may potentially lead her to them. Forces lurk inside of Ayumi, and she must cope with them, believing that the stones she is in search of are the secret to ridding her of the curse that lies within her body. The presentation of the story is pulled off very stylistically, utilizing the game's unique art-style.

So where does X-Blades fall apart? Well, as I mentioned earlier on, redundancy kills it. From the moment you start the game to the hours that have passed, you never feel like your game has grown or evolved. Sure Ayumi's got a selection of new spells and attacks to use, but the game's combat still feels largely the same. Additionally, the constant barrage of enemies make for some extremely long and tedious battles against dozens of the same creatures, and the boss fights aren't any better. Worst of all, the level design is poor. While 40 levels may sound epic, once you see them, you'll realize they're pretty tiny with nothing worth exploring. Instead of utilizing a more connected world, like that of Uncharted, X-Blades boasts a plethora of tiny fragments that don't amount to much.

I also noticed something extremely unusual about X-Blades, and that's the fact that the game doesn't seem to support rumble. Shooting doesn't trigger a response from the controller, neither does attacking, or even getting attacked. Very poor design choice on the developer's part. And while we're on the topic of controls, I should mention that X-Blades could control a bit tighter, too. As far as value, despite the various game endings, there isn't much incentive to play through X-Blades. With a bit more time in development and better design choices, SouthPeak could've had a much better title on their hands.

Visually, there's no doubt that X-Blades looks stunning. The environments, in particular, look downright beautiful, with gorgeous lighting that fills up the entire image, and a color palette so vivid that it oozes eye-candy. If you think the screenshots are pretty, the game looks even better running on your TV. The back of the box indicates a 1080i and 1080p resolution, although I believe the 1080p is just upscaling. In any case, giving us 1080i with the option of 720p is still very nice. Perhaps, considering how small the levels are allowed Gaijin to utilize such sharp textures, seeing as how the engine is only rendering them on a limited scale. There are some problems, such as Ayumi's animation that could've been done better, in addition to sleeker character detail. I do like the contrast of art styles, and the overall artistry is very solid. Though, I don't quite like the embarrassingly skimpy outfit on Ayumi; that is to say I'd be embarrassed to be caught playing a game where a skinny little anime girl is running around with a G-string. Nevertheless, from a technical standpoint, X-Blades is a very good looking game.

But back to the bad, the audio fails too. If you read my Tila Tequila reference a few paragraphs up, then you should know the kind of voice acting you're in store for. The voice acting is like a shower of grated cheese. And then there's the soundtrack, which is made up of nothing but really cheesy metal/rock tunes, cheesier than what you'll find in Devil May Cry, thankfully you can shut if off. Getting off the topic of cheese, there's also a technical issue with the audio, and it's the sound effects. Pulling off these devastating specials, like an earthquake, may look fierce, but you'd never know it is, considering that the sound effect for it is totally mute, and that goes for a whole bunch of other attacks.

What I once pegged as a sleeper hit has left me disappointed. X-Blades is riddled with potential, but thanks to a series of poor design choices, the game lacks the core fundamentals that made games like Devil May Cry and Heavenly Sword so great. The tiny environments, the tedious and boring combat, poor audio, and lackluster control feel really bring down what could've been a solid game. Despite a nice and polished visual package, X-Blades is not worth the coin.
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Command & Conquer : Tiberian Sun

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In Command & Conquer: Tiberian Sun, players fight on dynamic 3D battlefields where nature itself provides tactical opportunities: ion storms, destructible terrain, forest fires, treacherous ice fields, and many more surprises that can help or hinder your strategies. Choose from two very different ways to play. Command the Global Defense Initiative (GDI) or join the secretive Brotherhood of Nod. Then prepare your troops for combat in Tiberium-filled temperate zones, arctic tundras, and full cityscapes. Invent new strategies and tactics. Employ a deadly mix of advanced technologies, high-energy weapons, guerilla warfare, and high-tech sabotage (see screen shots).

Units can become smarter, faster, and stronger with "veterancy." As units gain experience they learn new abilities and receive special bonuses of hit points, armor, and weapons power. The Hover MRLS will gain speed and armor strength; Nod Stealth Tanks will automatically employ tricky tactics; and GDI infantry can learn to scatter.

Dynamic, colored lighting makes the mood and attitude of the battlefield more lifelike than ever before. Covert night missions, new defenses, searchlights, and sirens intensify the thrill and excitement. Experience a kinetic, living battlefield created with new technology that delivers things like flying shrapnel, shock waves, and crashing debris for an in-game experience like never before.

Find free multiplayer support at Westwood Online. Play on the definitive Internet battleground for Command & Conquer gamers, with a new, quick, and easy connection application and worldwide ranking and ladder systems



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23.40

World of Warcraft: Ashbringer

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The epic end to the Ashbringer Saga arrives and ties directly into Wrath of the Lich King, the second expansion of the wildly popular World of Warcraft online role-playing game! In the end, all roads lead to Light's Hope Chapel, where the seemingly unstoppable Scourge army will mount a relentless offensive to destroy the Argent Dawn.

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23.09

Counter Strike : Source

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If asked, Valve will tell you that Counter-Strike: Source originally began life as an experiment, designed to demonstrate how easy it is to port Half-Life modifications to the Source Engine. But it's easy to see how it's since established itself as Half-Life 2's chief multiplayer component; given that the majority of people who own the original Half-Life and still go online with it choose to play Counter-Strike, why waste time and resources trying to reinvent the multiplayer wheel when you can just polish an unbroken concept and re-release it as a pre-order bonus?
Go, go, go!


In the end, the idea turned out to be so good that Valve also decided to remake Day of Defeat, Team Fortress Classic, the original Half-Life single-player and more besides in its new Source Engine, not only attracting nostalgic fans back to retread fondly remembered paths, and gathering new blood to the shiny old flag, but saving the Seattle-based developer the trouble of designing an original multiplayer component to tack on the end of Half-Life 2 at the same time.

Having given ATI coupon holders, Condition Zero owners and LAN cafés the chance to try out a one-map beta version last month, Valve has now finally launched its Steam pre-purchase offers for Half-Life 2, and given fans who pre-order the game full access to a 'release version' of Counter-Strike: Source, featuring nine maps. Some argue that it's familiarity that fuels the success of unambitious sequels; in Valve's case, familiarity is just the kindling, and it's ignited pre-orders direct from the developer in a manner that's sure to have rival firms - including publishers - nursing furrowed brows of jealousy.

As long time veterans of the original Counter-Strike, we were some of the first in line. And having spent the past few days getting to grips with CS: Source, and reacquainting ourselves with hot headed bellowing - and, in particular, screams of "Stop running with the effing gun!" and "Defuse kit? DEFUSE KIT!" - we thought we'd let you know what you're up against; whether CS: Source is worth the trouble for fans of the original; whether it's good value as the multiplayer component of a £40 first-person shooter; and whether Valve's finally managed to give newcomers a way into the seemingly impenetrable world of Counter-Strike.
Enemy spotted


If we answered each of the last three questions in sequence, we could plot the resulting graph with a backslash. Yes, Counter-Strike: Source is "worth the trouble" for fans of the original - it's the game you remember and love, where a few minor shortfalls are offset by a resounding improvement in visual quality and a number of smaller, sensible alterations that subtly improve the experience. Secondly, maybe it's good value as the multiplayer component of a £40 FPS, but we'll deal with that in more detail later. And lastly, no, Valve's not managed to give newcomers a clearer way in.

For the completely uninitiated, CS: Source's problem is that it's too exclusive. It may be simple enough to get your head round quickly - Terrorists versus Counter-Terrorists with real-life weapons, one primary and one sidearm per player per round, bought along with grenades and suchlike before the round commences, you sit out the rest of the round when you're dead, and you can win by planting/defusing the bomb, protecting/rescuing the hostages, or killing off the other team - but it's a bitch to master.

Valve had planned to include AI-controlled bots to help players practice their way into CS - an approach that almost worked with the much-maligned Condition Zero - but they're not in this build (something that's attracted particular criticism given that an illegal hacked version of the CS: Source beta has been circulating with the bots enabled). So, in the meantime, players are expected to pick up and learn the maps in hostile online environments, full of people (like this reviewer) who know how to kill them before they've worked out which gun to buy, or which way to turn to get from point A to point B, or even what they'll see when they do get to point B. Let alone the best map strategies, the right radio commands, the best way to handle each weapon, the best vantage points, and everything else that everybody else already knows.

Frankly, anybody coming to CS: Source afresh, hoping to pick up the multiplayer game all their friends rave about, is going to have their work just as cut out as ever, and may prefer to wait for Valve to activate the bots so they can practice and grasp the fundamentals - how the game works, which weapons to go for and why, the map layouts, and the best team strategies - offline, before heading online to start nailing down the subtleties, like the way crouching improves firing accuracy, how you move quicker with the knife drawn than a primary weapon, and what to expect from individual chokepoints in a live game.
Need backup


For existing fans though, CS: Source ought to provide ideal fodder on those increasingly cold winter nights. In gameplay terms it's almost indistinguishable from its Half-Life-based predecessor. Two teams race towards chokepoints and try to achieve their objectives against the clock, taking advantage of the wide variety of weapons and tactics at their disposal, and the departed troops get to sit around and spectate as they do so, chatting about the action and sharing in the pervading mood of the encounter. It makes you laugh (particularly when it's one v. one and someone accidentally kills himself with a grenade or falling damage), and it makes you cry (particularly when people run with their bloody guns), but, given time to prove itself, it's also one of the most arresting FPS disciplines in existence.

Or, to make that a bit clearer, in gameplay terms the only practical differences can be run through in a couple of paragraphs. You can smash crates, computers and plenty of other destructible items littering each level. Glass, when hit by a bullet or knife, only falls away in a small radius around the point of impact, so it now takes another bullet or somebody jumping through the frosted effect of the cracked remnants to make it through completely. You can no longer penetrate two-foot walls with bullets, and a grenade going off on the other side of a wall will no longer hurt you anywhere near as much, but you can still send bullets through boxes, cupboard doors and the like. Water now splashes visually as well as audibly, giving the defending side on maps like Aztec a bit of an advantage in locating intrepid aggressors. And hostages are now capable of following you without getting stuck every five seconds, even if they still do so every once in a while.

And, of course, CS: Source adopts Half-Life 2's Havok-based physics code, meaning that barrels and limp bodies are now thrown around semi-convincingly by explosions (although they do seem to bounce a bit too much at the moment), adding to the spectacle. The gameplay benefits of this are, in practice, almost negligible (you'll be lucky to benefit from any extra cover as a result of it, in any case), but it certainly contributes to the increased believability of the whole thing.
Fire in the hole!


But CS: Source makes no secret of its intentions - it was not envisaged as "Counter-Strike 2", and as a result it doesn't attempt to overhaul the dynamic, or even augment it in more than a few subtle ways. What it does aim to do though is make the game look like a first-person shooter ought to do in this day and age, and not like the five year-old game it really is. So far Valve's revisited, overhauled and released nine of the original game's maps - Aztec, Dust, Dust 2, Chateau, Havana, Italy, Office, Piranesi, and Cobble - and it's a good mixture, from which most CS fans are bound to be able to pluck a couple of favourites.

Changes in terms of layout are harder to pick out. Dust has a couple of new routes and camping spots, but they're not mission-critical, and other changes are mainly superficial. All the maps benefit from a lot more incidental - and generally destructible - detail. Italy's market stall section now features all sorts of fruit displays, which react with great fervour to a grenade impact. Office, meanwhile, is a far more believable, um, office, complete with innumerable PC set-ups, signs encouraging employees and a well-stocked (albeit blown apart) underground car park.

Each of the nine maps has been given a lot of love and attention, although some plainly benefit more than others. Aztec, for example, takes best advantage of the new 3D skyboxes, which create the illusion of much more depth (temples rise into the sky, and banks of hills are lined with military supplies and vehicles), all harness bump-mapping techniques to make the most of their re-chiselled textures, and many make use of the engine's various showpieces - specular lighting effects on shiny floors, particles of sand dancing in the air, realistic splash effects and water behaviour, and increased detail in death animations. Then there's the blinding effect of the flashbang - the whole screen goes white, and the image gradually distorts back into focus as you twist and turn. It's a delightful agony, now, not being able to see.
Affirmative


Ultimately, then, as a package for the fans it's hard to criticise. We'll always have time for Counter-Strike which, despite having played it so long that we've past death and been reborn almost in synchronicity with the game itself, we still find does something enthralling and new every once in a while. And it's still our favourite multiplayer first-person shooter of all time, marginally ahead of various flavours of Quake.

And yet the game is still far from faultless. Counter-Strike has always been a modification that evolves periodically as the developer tackles pertinent issues, and as a freebie we were always prepared to endure that. But in using it as bait to encourage pre-orders of Half-Life 2 - in other words, charging for it - we're forced to ask tougher questions of it, and in some cases it doesn't have the right answers. Why, in what is presumably considered the final release version of the game (and the one that will ship on Half-Life 2 CDs and DVDs), are so many classic maps left off the roster? Why haven't the bots been enabled, or presumably even finished? Why is there only one character model per team, compared to the four options in the original? Why are we seeing widespread reports of crashes and missing sound files? We appreciate things like the Report A Bug option in the main menu - minor bugs are a given, and it's better to tackle them head on like this than not, polished retail code or no - but this version of CS: Source is not the finished article many expected.

Which leaves us to return to the issue of whether it's good value as Half-Life 2's multiplayer component and, in the meantime, a pre-order incentive. And it's here that Valve's attempt to avoid piling resources into a fresh multiplayer set-up arguably slips up; despite borrowing an existing game and sprucing it up, we're still forced to conclude that Counter-Strike: Source will be brilliant once it's finished, which is what we used to end up saying about most multiplayer FPS games anyway. For now at least, it needs more. Popular maps like Assault, Nuke, Militia, Back Alley, Inferno, Prodigy and Train are absent, it lacks some of the features we'd been more or less told to expect, and it's still far too intimidating for the average PC gamer to pick up anew without enduring hours of frustration and a Herculean feat of perseverance.
Storm the front

Still, none of that should detract from the reality that Counter-Strike: Source is, once you've gained a knack for it, the most consistently rewarding and surprising team-based shoot-'em-up available on the PC today. It's been dressed up nicely for its relaunch in 2004, but it wasn't broken, and Valve hasn't fixed it. But then the developer hasn't finished it either. And that does take some of the shine off a project fuelled more or less entirely by the desire to polish.


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23.07