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Sunday, 3 October 2010

Halo: Reach Review

The beginning of the end is nigh as you slip in that disk into your drive. At the first note of the introduction movie you know that this is going to be it. Halo as we know it is coming to an end, and what a way to end it.


OVERVIEW

Halo: Reach is Bungie’s swan song, and you would think making a prequel the last game in the series is a little odd, especially seeing how Halo 3 ended. But it works extremely well, we now get to see how Master Chief arrives to the Halo rings in Halo: Combat Evolved, as well as letting the gamer get a wider view of the vastness that is the Halo universe. In Reach, you fall into the boots of a Spartan III only known as Noble 6 on a mission to defend the planet Reach from the unstoppable forces of the alien collective known as The Covenant. You and your squads mission is to kick as much ass and chew as much bubblegum as you can, allowing the planet to evacuate of civvies and (hopefully) not let the planet get glassed, something The Covenant are very skilled in doing. It seems like a suicide mission, but that’s what you signed up for, right?

GAMEPLAY

There are various changes to game play in Reach in comparison to the previous games in the series. Seeing as you’re no longer Master Chief, you have lost the feeling of being a juggernaut, swatting aliens out of your way with relative ease. Alien scum is much more terrifying in this game. You’re smaller than some of the bigger creatures in The Covenant arsenal, and you are easily killed by a well-aimed roundhouse kick or pimp slap to the face. You can’t jump as high as the Chief could, which really does make a huge difference to how you play the game. Everything feels much more hostile on planet Reach, from the creepy sounding and looking Grunt to the agile but infinitely terrifying Elites. Your back is definitely against the wall in this game, and you really do feel like you are fighting for survival. Another great feature is the fact your character stays the same on both multiplayer and campaign modes. This makes you feel so much closer to Noble 6, as he/she is someone who you have crafted yourself. You have chosen their colour, their armour pieces, even their gender. Everything is up to you when it comes to what Noble 6 looks like, that it makes it feel as if you are Noble 6, much more so than being Master Chief in previous Halo games.
Game play changes include some new weapons, the removal of the ability to dual wield, “bloom” when you fire a weapon (you shoot, your crosshair gets bigger), but none are as important or are as innovative as Armour Abilities. These little lovelies give you special abilities to help you be that more dangerous. They vary from giving the ability to sprint, become invincible but unable to move or give you wings in the form of a jetpack. This simple idea is implemented in such a way that it allows you to combat situations in a variety of ways, giving the game a greater tactical feel. The real clincher though is that enemies in the Campaign and Firefight modes also have these abilities. This mixed with the new and incredibly clever enemy AI makes a dangerous concoction indeed.
It is great to see Bungie not settle down with just ground combat in Halo: Reach, they continue to push what they can to with a variety of missions that push the boundaries of First Person Shooter gameplay. From space battles which are complimentary to certain games in the past (*cough*StarWarsBattleFront2*cough*) to flying a helicopter through a burning city, skyscrapers crumbling down around you. These missions soon become set pieces that you remember long after playing them.

GRAPHICS

The Halo series has often had its graphics and general look criticised. People did not seem to be a fan of vibrant purple and blue the games possessed (something which, I personally loved). Especially during this current generation of consoles, players seem to favour games that have a more “realistic” taste. This, in laymen’s terms, means brown, grey, and maybe a bit of rust. Halo: Reach has responded to this by falling into the middle ground. This game has a much more dynamic and arty feel to it. Some levels have their colours leeched out of them by dominating thunderclouds rolling overhead; some seem to glow red from the burning earth surrounding them. The graphics definitely express the feeling the game wants to present. The planet is under siege from an unstoppable force. The future appears to be very bleak; however, there is still something there. A glimmer of hope in the form of Spartans and the human spirit to make it through impossible odds. All of this combines into making the entire world so vibrant and alive that you cant help but be drawn into it and care about what happens to you, your squad and the entire planet.

MULTIPLAYER

Now we come to the main lifeblood of the Halo series, multiplayer. Bungie has gone the whole hog with the multiplayer in this game. The level of customisation you are able to have is truly astounding. Your Spartan looks exactly how you want them to, everything from your kneepads to the colour of your visor, to having lightning coming out of your head. This amount of combinations you can have is vast and varied, and this definitely gives you something to aim for. To unlock all these fantastic goodies, you have to gain credits. You gain credits by playing games, doing well in games, reaching milestones (called Commendations) and getting lucky in the slot machine (random number of credits is given to you at an end of a Matchmaking game). Everything in Reach feels tuned to perfection, nothing is overpowered, the maps respond very well to the new range of game-changers (sorry, no Jet packing out of maps for you).
New game modes such as the Attack-Defend style Invasion make a welcome appearance. In this, players take turns playing as either Spartans or Elites and have to, well, attack or defend. The real draw for this though is that people who play as Elites have a built in advantage. Elites are stronger, jump higher, run faster and are just plain scary. However Spartans have access to better weapons and armour abilities sooner in the matches. It works really well, and the maps used in Invasion are tuned to the game type perfectly.
Firefight makes a return from Halo 3:ODST and is improved greatly.
There is a huge increase in customisable options in it that you can make it entirely how you want it. Want to go sniping Grunt’s heads, with confetti flying out of it, their deaths made joyous by the sounds of children cheering? Go ahead. Want to fire your Assault Rifle endlessly without the need to reload into the backs of wave after wave of hunters? Sure. Want to fly forever and shoot rockets from above? Be my guest. So much customisation means a near infinite amount of playtime to be had.
          Now we come to Forge, the map editor. Forge has been given a huge reboot since Halo 3, with most of the gripes of Forge now gone. You are now able to “Phase” objects, meaning you can put blocks floating in the air or halfway through a wall. You can lock objects to certain degrees, which means you no longer have to spend hours making sure every wall is at a 90-degree angle. The main part of Forge in this game, however, is Forge World. A giant map dedicated for you to splurge your greatest creations on. With a giant budget, a crazy amount of items to Forge, and a giant and varied map to play on, Forge will give the community of Reach hours of fun to build, customise and play.

The only downside I can think of to put in this review is that, sometimes, the game is too grand for the console to handle. There are times where there are too many vehicles, too many explosions (otherwise known as too much awesome) for the Xbox to handle. I don’t know whether that should be a con of the game, or a con of the console.

I now believe that Halo: Reach has set a new standard for First Person Shooters. From now on I will go to a new shooter and think “Its alright and all, but you know what would improve this game? A jetpack.”

343 Studios do what you like. Halo, in my mind, is complete.

VERDICTA “Halo:Reach is the perfect culmination of every Halo game before it, crafted brilliantly to make it a beautiful end to a beautiful saga.”

+Gameplay is fabulous
+Graphics are gorgeous
+Multiplayer is going to last forever

-It could be said to be too awesome for the console to handle.

Jareth Turner

Crafted with 100% love and care from us here at LudiCrumb.

Monday, 27 September 2010

Well this is embarrassing..


So... You're still here?


Like forgetting that you have a date and leaving her standing there without gaming news or reviews for a couple of months, oh wait no that's pretty much what we did.. Anyway we have forgiven ourselves and hope that you can too, and before we start crying we shall resume business as usual.

So since we last posted, everything has gone all motion gaming! PlayStation Move has come out to critical acclaim while Kinnect has been announced with a critical price tag.. Halo: Reach was announced AND released (Wow.. when you put it like that...) and is currently still on the top 10 best selling game in the UK as well as the US. In fact there's been too many announcements to name them all, so we wont, go find them yourself!

And just in case your thinking we wont hold to our promise, there is a review in the pipeline so its all go from here.

See you on the flip side!

LudiCrumb - MButterworth.

Sunday, 13 June 2010

Review: Blur (PS3)

Written by - Michael Butterworth


     The concept behind Blur is one that to me seemed pretty damned good; Mario kart for grown ups. This was literally the way the game was advertised. Developed by 'Bizzare Creations', the creators of the Project Gotham series, means that Blurs racing is very different to the 'kart racers' it has clearly copied from. The opening trailer truly sets the scene and as it should have done, got me very exited for the game. It was pretty much just a cinematic race showing off the various power ups whilst using a lot of slo-motion, something I personally can't get enough of. That opening movie set the tone for the whole game.


     Power up racing is the name of the game here, and it works really well. There is a sort of rock paper scissors-ness about it all. Most of the attacking weapons are based around hitting the leader (shunt - the red homing missle that flips your car into the air when hit) while the rest are just for protecting yourself (shield - obviously, and barge - sends out a shockwave around you car which.. 'barges' other cars). This helps keep the race happening in one area rather than the leader being miles out in front out of range of any weapons. Unlike most other kart racers, and unlike Mario Kart itself you personally chose what weapons you want to pick up. It's not long before you know the colours off by heart and are telling yourself "pick up green, yellow blue or white!". This adds a tactical side to the game rather than the random chaos of other kart racers - although there is still a fair bit of random chaos in Blur as well. 

     Blur certainly isn't the best looking racing game out there, however it still is a very nice game to look at. The game avoids being grey and dull because of the vibrantly coloured power ups and power up explosions that are constantly going on around you. The cars them selves are pretty good while the tracks are very nice indeed. There are some nice touches such as the water splashing on the screen while going through puddles and the way the camera goes fuzzy if you are hit or crash - like its a video camera. 


     The cars themselves are split into 4 main categories; Grippy, Difty, Balanced or Off Road. It's pretty self explanatory - Grippy stick in through the corners, Drifty means you drift round them and balanced means you get a bit of both. However it must be noted that apart from the obvious advantages that come from their size, Off Road feels a bit pointless at times. You would never pick one on a normal track because that advantage does not balance the lack of speed and handling, yet there are only a few off-road tracks, and even on these normal cars can often win. Maybe instead of Off Road there should have been a "Behemoth" class or something to that effect where they can just take more of a beating - without the faffing about with everyone picking the Land Rover on one or two tracks. 

     As the IGN reviewer infamously put it - "Blur is hard". And yes it's true is pretty hard. On the second level, I came third. The third race I had to retry as I couldn't make it into the top 3 at all. However this learning curve may have been steep, very steep at first, it soon levels out. Helping this is the incredibly well done tutorials. For the first race you are told literally nothing apart form the control scheme in a loading screen. But the more races you do, the more you are told. Blur works on a sort of 'need to know basis'. It wasn't until I had beaten the first 'Boss' that I found out how to fire backward! But once you master barging a shunt while boosting into the car ahead and shocking the leader constantly on the lookout for a repair to help you bolt a mine, you feel pretty good about yourself. 

     One thing I NEED to mention before I go onto multiplayer, its another feature that shows off how polished Blur really is. When you load up the game, for the second time onwards, "Previously on Blur" comes up. It then proceeds to remind you what race you just completed - be it online of off - , what cars you have unlocked and more. When I saw it for the first time I just said "Wow thats awesome". Its a small thing, and certainly didn't impress my brother when I showed him, but I still love it.  

     Blur online is where its at. There is a levelling system which keeps you racing against people of an equal level to you which is nice, and there are rooms specifically for 'noobs' and 'pros'. There a good number of racing modes as well so it stays fresh for quite a while. After each round there is a vote to what map is next which is nice, and before the race you get to chose your car, power up boosters and paint colour. One thing that is missing form the game is any kind of car customisation, which often ends in racing against several cars which look exactly the same as yours. I solved this by racing in bright pink every time of course. But Blur multiplayer is difanately the best experience, singleplayer gets stale quickly as the AI are so viscous and predictable and quite frankly its much more fun to ruin a real persons race several times in a row, rather than just a computer. 

VERDICT - B+ "A fresh, fun and exiting new take on the old, stale kart racer games."

+ The varied power ups and the tactical gameplay they bring.
+ The general polish Blur has which makes it a much more enjoyable experience - the menus, the online, and tutorials, the whole package.
Split screen multipalyer!

- Vehicle customisation is minuscule.
- Over time races do tend to become more similar.


Friday, 11 June 2010

Blog revamp & Whats to come


Whats up LudiCrumbs.
So there hasn't been a post in a while - been very busy I'm afraid! However this is just a quick review of what's going on, what's coming up, and a look a what's been done so far. The RDR review went down very well so expect plenty more in the future - look out for guest editors and PS3 vs. 360 exclusive showdowns! Butters vs. Jareth! Please remember to bookmark us and pass us on to your fellow gamers!

Blogger have very kindly updated the customising options. This allows me to COMPLETELY change the way the site looks and even make it look semi-professional. (maybe) We want your feedback and how it looks and what changes you would like. Comment below ↓↓↓

On another note.

The Blur review will be up either by this evening or tomorrow morning (Thank you for voting) and thus the sidebar vote will be updated with new games.

And finally. So I may have been a teeny weeny bit wrong about BackBreaker... Looks like it's one for the bargain bin.

See you on the flip side!

LudiCrumb - M.B


Wednesday, 2 June 2010

Call of Duty:Black Ops - News

Call of Duty is finally hitting the Cold War era. 

Yes that does include Vietnam.

Black Ops, if you have no heard about it already, will be set in the late 60's and mid 70's according to Treyarch and will be running on a yet again, much enhanced CoD4 engine. Black Ops initially took a lot of flak for being released so soon after MW2, with the announcement of Black Ops merely months afterwards. However Treyarch insist that the game has not been rushed as they have been working on it for well over a year. It's also rumoured to have a new 'Nazi Zombie' game mode, - Commie Zombies?! - as well as confirmed 2 player split screen and 4 player online Co-Op. 

I'm not going to lie, after MW2 seeming like a bit of a let down and upon hearing how soon Black Ops was coming out, I had nothing but "meh" towards it. I would still think it unlikely that I will buy it... But I'm certainly willing to 'watch this space'.


LudiCrumb - M.B