Wednesday, April 28, 2010

Metro 2033



Beneath a frozen city ruined long ago by its own weapons of destruction, humankind clings to survival. In dirty overcrowded stations, women haggle for scraps at the market as old men mourn the world they lost and children run underfoot, knowing no life beyond their meager subterranean existence. The hardier souls stand at the gates, vigilant against the beastly offspring of Armageddon, while the bravest venture out into the tunnels to trade, scavenge, and scout the dark reaches of the man-made underground wilderness. This is the world of Metro 2033, where the oppressive atmosphere fills every corner and is so well cultivated that the relentless gloom can begin to wear you down. Yet your journey is a lengthy and intriguing one, full of dramatic moments and tense action. Particularly hectic encounters can stress the game's performance, but the richness of the environments more than makes up for any small hitches. The immersive world of Metro 2033 is not for the faint of heart, but those whose brave it will find a fresh and entertaining new adventure into the postapocalyptic future.

And make no mistake, this future is bleak. The aforementioned station-villages are dreary, but you'll come to regard them as welcome beacons of light in the pervasive darkness of the tunnels. As you venture away from the comforting firelight and busy soundscape of the crowded stations, you enter tunnels that echo with the howls of murderous beasts, where the only illumination is provided by glowing radioactive fungi or your own headlamp. Light, or lack thereof, plays a huge role in creating Metro 2033's engaging atmosphere. Passing through a dark, foggy tunnel can be harrowing, and entering the warm glow of an electric lamp can relieve the palpable tension, until you look down and see a freshly mutilated body at your feet. Grim scenes, inescapable shadows, and an omnipresent sense of desperation help create a powerful sense of gloom and doom. Though this world is not without hope, it is a dark one, and it can be overbearing at times. Soldiering on can be difficult, but sometimes all it takes is a worn out record player to lighten your spirits. Darkness can also be your ally, providing you have some night-vision goggles handy, allowing you to sneak past foes or position yourself for a silent kill. Lightscape is just as important as landscape in Metro 2033, because not only do they combine to create the rich subterranean atmosphere, but each is an important tactical consideration.

Though much of your adventure plays out in the subway, don't expect to see the same tunnels over and over again. Human outposts are cobbled together from scrap and salvage, but there's a big difference between a bandit settlement and an entrenched military outpost. Some areas you traverse belong to the beasts, as evidenced by chewed corpses and ominously narrow dirt tunnels. Still others belong to neither men nor mutants, and the eerie silence will make you wonder what has kept them away. And just when the endless tubes are becoming too oppressive, you strap on a gasmask and venture out onto the surface to pick your way through the frigid skeleton of Moscow. Thoughtful details make exploration tempting, as does the prospect of stumbling across a dead adventurer or ammo cache ripe for the looting. Metro 2033 rewards you for paying attention to the little things, not just with precious ammunition, but with thoughtful touches that make this dilapidated world truly come alive.

Most of the living things that you encounter on your journey are quite nasty. Winged fiends and quasi-yetis get very territorial, while loping, long-nosed beasts stage regular assaults on humans in most areas of the Metro. Theses hideous creatures are rendered in vibrant detail, and aiming down your sights into their livid, snarling faces will make you want to pull the trigger even sooner. As you travel the tunnels from station to station on your quest to deliver an important message, you have to fend off these fierce mutants who would like nothing more than to rip the flesh from your bones. Combat can be challenging, but you have a good array of weapons at your disposal. Powerful prewar weapons are rare and valuable, and clever postwar improvisations provide intriguing alternatives. Shooting mechanics are sharp and allow you to easily utilize your arsenal to slaughter your monstrous foes, and for every time that a creature keels over lamely from a killer revolver bullet, there will be two others that whip back from the impact of a headshot or tumble away from a satisfying shotgun blast.

In addition to the always enjoyable shotgun (which comes in two varieties), there are a few fun guns (like the pneumatic crossbow/revolver), and the action is usually solid enough to make combat enjoyable. Some of your fiercest enemies are your fellow men who are spurred to violence by ideology or desperation. Using stealth is a great way to get the drop on or just sneak by human enemies, and the quiet approach allows you to overhear some fascinating conversations that add interesting layers to the world. Movement mechanics are also solid, though even if you are careful to avoid making noise, shining light, and triggering traps, your movements may still alert the enemies for reasons unknown. Startled foes launch scrambled attacks that can showcase some pretty wonky AI, but for the most part you are dealing with competent foes that will vigorously try to put bullets in you. Hectic firefights can cause some slowdown, especially when a whole squad of enemies has just realized you are infiltrating their camp. How bad this is obviously depends on your system and what settings you are running, but even the worst lurches dissipate quickly, leaving you to continue fighting for your life.

The reason for all your under- and aboveground adventuring is established early on, but the vague urgency doesn't coalesce into a clear mission until much later. Though the narrative can be patchy, Metro 2033 fills in the blanks by slowly unveiling its rich, multifaceted world. Everywhere you go, from bustling stations to lonely tunnels, you will find clues that broaden and enrich your understanding. Eavesdropping on an enemy conversation will shed light on Metro mythology, while bioluminescent flora raises questions about postnuclear biology. You glean a lot of information from just paying attention, and through this observation you create a kind of patchwork, discovery-fueled narrative that eventually comes to an intriguing conclusion.

Metro 2033 is a well-paced shooter that will likely take you more than 10 hours to complete. It is punctuated by emotional and dramatic moments (a surprising encounter with a child, a few intense railcar sequences), though these aren't without their own idiosyncrasies (the immersion-busting "quickly tap E" prompt). The Metro and surface worlds are superbly detailed, and though how much of this detail you see depends on your system, rest assured that the game scales well and offers impressive visuals across different settings. The pervasive atmosphere fuels your whole experience, creating a grim, enthralling world that you feel compelled to explore. Metro 2033 is a very worthwhile game for anyone craving a uniquely rewarding journey into man's dark future

Assassin's Creed II



Assassin's Creed II is a gorgeous and impressive piece of work, unfortunately undercut by a few notable issues that intrude on the fun. Developer Ubisoft Montreal has addressed many of the original's flaws by filling its follow-up with fresh and enjoyable mission types while still retaining the joy of movement and atmospheric wonder that characterized the original. The game's vision of Renaissance Italy is astounding, delivering a world that you will love exploring and a sense of wonder that few games can so joyously deliver. The cohesive story and a terrific new character will draw you in, and traditional platforming sequences and other new additions pile on the fun.

Assassin's Creed II's most unusual attribute, however, is displayed in big letters on the front of the box: "A permanent Internet connection is required to play the game." This requirement wouldn't be so peculiar if it were an online-only multiplayer game, but Assassin's Creed II is a single-player, story-driven adventure. Whenever you play the game, you must sign into an online portal; if you aren't connected to the Internet, you cannot start the game, and if you lose your connection, the game will pause. Even your saved games are stored online, which is a boon if you plan on playing on multiple computers, but seems like an otherwise unreasonable mandate. This is a bold approach to digital rights management--and one that could unnecessarily hinder your enjoyment. If a storm knocks out your Internet connection, you're out of luck; if you want to play games on your laptop during an upcoming airplane journey, cross Assassin's Creed II off the list of possibilities. And even if you maintain a solid connection, you might run into a few problems. Twice we had the game shut down while it was saving, and we ran into short but noticeable delays multiple times while the game attempted to load our profile and download our progress. Other times, our attempted login timed out, or the launcher incorrectly informed us that we had used the wrong username or password. These issues hindered our playtime for hours, and sporadically affected European players for days.

Regardless of your view of this unusual copy protection scheme and the inconveniences it might visit upon you, Assassin's Creed II is still a hugely entertaining and occasionally transcendent experience. Like the first game, it occurs across two timelines: a modern-day chronology starring bartender Desmond Miles, and another featuring one of Desmond's ancestors. When you start the game, you'll catch up with Desmond right where the original left him, though as fans of the original can guess, the Abstergo labs are no longer a safe haven. You'll spend a bit of time with Desmond during the course of the game, though the shoes you most frequently fill are those of Ezio Auditore da Firenze, the charmingly impetuous son of a 15th-century Italian banker. Ezio is an instantly likable firebrand, as passionate about family and honor as he is about wine and women. When you first meet him, Ezio is living a carefree life and has not yet donned his assassin's robe, nor is he familiar with the creed. However, Ezio's devil-may-care freedom is soon cut short by murder and betrayal instigated by the assassins' greatest threat: the Templars.

Assassin's Creed's Altair was an interesting character, but only for the stealthy order he represented, not because you ever got to know the man under the white hood. Ezio is far more appealing, for he's not just quick with a secret blade, but he's a fully realized protagonist. He isn't at the mercy of the plot, but rather, the narrative evolves from his need to uncover the truth behind his sorrows. It's the personal nature of the narrative that makes Assassin's Creed II's story more compelling than its predecessor's. The few modern-day segments featuring Desmond pack a lot more punch this time around as well, and the conspiracies driving that story arc become a lot clearer and, as a result, more provocative. The two missions that occur just before the finale, and which were released as downloadable add-ons for the console versions, hinder some of the story's dramatic momentum. However, the ending itself is shocking and memorable, a nice improvement over the original's flaccid conclusion.

Ezio isn't Assassin's Creed II's only headliner. The Italy he inhabits is a character in and of itself, filled with visual and sonic details that infuse the world with life and elegance. The cities you explore--Florence, Venice, and more--are larger and more detailed than the environs of the first game. Citizens go about their daily lives, and they look authentic doing so. Merchants sweep the street in front of their shops; small groups stroll along, making conversation with each other; and courtesans smirk and cajole as you pass by. These folks aren't cookie-cutter character models. They are dressed differently enough from each other and are animated so expressively that it's as if the population would go about its business with or without your presence. More impressive are the cityscapes themselves as they unfold in front of you, inviting you to take in their splendor. This is an incredibly good-looking game: the lighting is sumptuous, the draw distance is vast, and textures are crisp. If you don't have a widescreen monitor, however, take note that the game is letterboxed--that is, black bars will appear at the top and bottom of your display.

Assassin's Creed II's sense of place and time isn't due just to its visuals, however. Its high-quality sound design is equally responsible, delivering a busy-sounding Florence while still allowing the little quips of citizens commenting on your acrobatics to shine through. There's a good variety of such dialogue now, so you won't tire of repeated lines, and because the citizen rescues of the original Assassin's Creed have been excised, you won't hear the monotonous whines of complaining peasants. There are a few scattered audio glitches, particularly during the Bonfire of the Vanities mission toward the end of the game. However, these are small flaws given the overall excellence of the audio presentation. Two aspects of the sound design are particularly noteworthy: the music and the voice acting. The game's splendid orchestral score is subtle and soothing when it needs to be, never intruding on the exploration and never manipulating your emotions with inappropriate musical melodrama. As for the voice acting, it is uniformly excellent. Not only is Ezio voiced with charm and energy, but the surrounding cast is mostly superb--though one particular line delivered by Ezio's uncle Mario might make you cringe.

The greatest beauty of Assassin's Creed II's exquisitely detailed environments is that you can run and jump across the rooftops with ease and climb the tallest towers to get a bird's-eye view of the game's glorious vistas. You control Ezio much as you did Altair, though movement feels a bit tighter and even more fluid than before. The game strikes an excellent middle ground between responding to player input and automating actions like leaping from one surface to the next, so it's simple to leap about the city smoothly without worrying that you're going to plummet to your death on the next hop. You'll still encounter a few awkward moments here and there: simply walking off a ledge onto a rooftop a few feet below can still be bit clumsy, for example. But these moments are few, and in fact, you'll pull off some awesome-looking moves without even trying. If you want to get the most out of your impossible leaps and dives, you'll want to plug in an Xbox 360 controller, which offers a somewhat more fluid experience. However, the keyboard and mouse scheme is a fine alternative, so if you don't have a gamepad lying around, don't worry: You'll have no trouble soaring across the roofs or slinking about hidden tombs.

Tombs are more intricate levels in which you must retrieve an important artifact (and if you collect all of them, you are in for a special treat). Some of them are platforming puzzles of the best kind, in which you must figure out how to get from your starting point to the destination, in the manner of Prince of Persia: The Sands of Time. Ezio can't run on walls like the Persian prince, but he's incredibly agile nonetheless, and swinging and hopping about rafters and chandeliers within the tombs is great fun. A few tombs throw some additional challenges at you, such as a time limit in which to reach your goal. The best tombs, however, are those in which you pursue an enemy but run into obstacles that force you to give chase using an alternate route. The chases are excellent, and they require quick reactions, but not so quick as to be unreasonable. Flawlessly keeping up with your target without breaking your momentum is one of Assassin's Creed II's greatest thrills, and as long as you are paying close attention, you can pull it off on the first attempt.

Of course, Ezio is more than just a talented gymnast without a fear of heights. He's not afraid to shed blood when the time is right, and he's got a number of ways to exact revenge. The dual hidden blades are his best deadly toy in this regard. You can still stealthily pull off a low-profile assassination (sneak up behind a guard and stab him in the neck) or conduct a high-profile kill (pounce on your target and plunge your blade into him in a single, dramatic move). But the best addition to hidden blade kills are double assassinations: Walk between two unsuspecting guards, sink a blade into each of them, watch them crumple to the ground, and keep walking as if you were none the wiser. If you get really enamored with the dual blades, you can hang from a ledge and wait for an enemy to walk above you, stab him, and toss him to the ground below. It's particularly satisfying to do so above the Venetian canals, because the body will splash into the water and then float to the top. Or if you'd rather conduct your bloody business from above rather than below, you can wait for your target to walk below and then assassinate him in one spectacular move.

If you want to take the direct approach instead, you've got more to unsheathe than a basic sword. One of your brand-new combat moves is the ability to disarm an opponent and take his weapon. For a treat, try taking a giant axe from one of the heavily armored guards and planting it in his head, or skewering another with a stolen spear. If you like, however, you can stick with what you've got and simply pick up your fallen foe's weapon off the ground once the skirmish is done. As before, you can toss throwing knives at pesky archers, but Assassin's Creed II also gifts you with a special ranged powerhouse late in the game. Or perhaps you like to play with your victim before it's time to recite the requiem. If so, stab him with your poison blade and watch him stumble about as he tries to gain his bearings before you slice his throat. If that weren't enough, you can purchase improved weapons and armor pieces from blacksmiths scattered around the cities. By the time you are finished, Ezio may be decked out in some impressive-looking gear--and sporting some highly effective weaponry. The essentials of combat remain the same throughout, however: When battle is initiated, you lock onto targets, dance about each other looking for an opening, and time counter moves to pull off a bloody and satisfying kill. Combat isn't difficult, but the addition of larger-scale battles makes it more exciting in this outing. Nevertheless, it's disappointing that enemies still dutifully wait their turn to attack.

Blacksmiths aren't the only vendors willing to take your cash. Assassin's Creed II sports an entire economy. You earn florins by completing missions, looting treasure chests, pickpocketing strangers, or stealing from dead bodies and covered Venetian gondolas. Your main source of income, however, will likely be your uncle's villa, which serves as your base of operations and is a tourist destination. The adage "You have to spend money to make money" is true. You can spend florins on villa upgrades, such as purchasing a brothel or a church, and in turn, the villa will earn more florins from tourists, and you can take the profits from a chest inside the living quarters. You can then use your florins to dye your garb, purchase treasure maps to point out the locations of all those glowing chests, or buy a new pouch to hold more throwing knives. Most importantly, you'll want to visit a doctor, who not only will inform you that a weekly bleeding is part of a healthy lifestyle (yuck), but will keep you stocked in health packs. That's right: Your health does not replenish on its own any longer, so you'll need to make occasional visits to the doctor to replenish your inventory.

If you'd rather just avoid physical damage altogether, you can still keep a low profile, and there are many improvements in this regard as well. You've still got a few old tricks to rely on: benches to sit on and haystacks to hide in, for example. But contrivances of the original (remember Assassin's Creed's scholars, and walking at a snail's pace in prayer?) have been replaced by more natural and sensible mechanics. If you want to blend with the crowds, you can walk into a group of citizens and be automatically hidden. It's fun to move smoothly from one roving group to another and avoid the watchful eye of nearby guards, though there are sadly few occasions when doing so is essential. Or you can slink past guards by hiring a group of courtesans to distract them with their feminine wiles, or by hiring a group of thieves to engage them. You can even throw smoke bombs and use the resulting cover to sneak past. You can still fight your way through most situations, but there's something uniquely satisfying about taking the stealthy approach.

Yet even if you don't often need to be sneaky if you don't wish to be, you'll still need to stay out of the public eye if you can by keeping your notoriety levels low. Notoriety works much as it does in the Hitman games: The more bad deeds you're caught doing, the higher your notoriety levels rise, and the more likely it is that guards will recognize you. If you want to roam the city without worrying about being chased by every group of guards you pass, you can reduce or eliminate your level of notoriety by bribing town criers or by assassinating key guards. The easiest way to reduce your notoriety, however, is to remove the "Wanted" posters that appear whenever your notoriety meter begins to fill. This is one of Assassin's Creed II's more artificial elements, simply because "Wanted" posters appear in places that no guard would ever see. Nevertheless, "Wanted" posters give you another reason to clamber to the rooftops, which is never a bad thing.

The story missions tying all of this exploration and combat together are vastly improved over those of the original, often stringing multiple objectives together and usually making good use of Ezio's skills. Eavesdropping missions are gone completely, and beat-'em-up tasks are mostly optional. Instead, you will be rescuing prisoners, tailing important targets from the rooftops, assassinating wrongdoers, and plenty more. Some of the best missions act as set pieces and often involve Ezio's ever-positive friend, the resourceful Leonardo da Vinci, who will not only upgrade your synchronization (health) bar, but provide you with a few amusing gadgets, like your poison blade and smoke bombs. In one exciting scene featuring your talented comrade, you drive a horse-drawn carriage at a breakneck pace. In another, you take to the skies in one of da Vinci's flying contraptions, using the heat rising from the city's chimneys to stay aloft while kicking archers out of the way. If you thought Assassin's Creed lacked variety, you'll find plenty in the sequel.

Optional tasks are compelling as well. You can still climb to the tops of towers and make a leap of faith into a bale of hay or autumn leaves beneath, and doing so is just as unrealistic and awesome as it ever was. The flags of the original have been replaced by feathers, which tie in to story events early in the game. New missions include assassination assignments retrieved from messenger pigeons and timed rooftop races, which are always enjoyable in a game that makes the simple act of moving from one location to the next such a pleasure. You also run the risk of being pickpocketed, in which case you can chase after the perpetrator and tackle him, taking not just your stolen funds, but the florins of other victims as well. Another intriguing addition is the hidden glyphs you locate on certain buildings by activating your eagle vision. These glyphs tie the story's dual timelines together in an intriguing way and initiate puzzle sequences that in turn unlock short video snippets. The puzzles aren't that great, but the snippets are so weirdly fascinating that you'll want to collect all of them so that you can watch them in sequence. There are enough historical and religious conspiracy tidbits in here to keep you interested, and they're just outrageous enough to delight Dan Brown devotees.

Assassin's Creed II is a fun and beautiful game that gives you the freedom to explore while still offering a focused adventure steeped in atmosphere. It's also an expensive one, retailing at $60, a full $10 more than most PC games sell for at launch. The two additional missions offered as downloads to console owners don't seem reason enough to justify the extra cost--not for a single-player game that has value only if you can connect to the Internet, and only if Ubisoft's servers are working. Yet if these factors don't affect you (and that's a big "if"), you'll probably fall in love with Ezio's escapades. Assassin's Creed II is a picturesque and jubilant romp that will keep you glued to your monitor, marveling at the details that make its historical world such a delight to inhabit.

Battlefield: Bad Company 2



But the most exciting thing Battlefield: Bad Company 2 has to offer is online multiplayer competition. Up to 32 players compete in squads in a few different match types. In Rush, the attacking team assaults an enemy position in an effort to destroy two targets of opportunity. If the attackers succeed, two more targets open up, as well as an entire new section of battlefield. These progressive contests are fierce and engaging, and each new area offers new challenges to which both teams must adapt. (There is also shorter, equally intense version of this mode called Squad Rush.) In Conquest, two teams strive to hold three control points while fending each other off. The natural ebb and flow of combat is unpredictable here, as points can be captured by a lone soldier or by a heavy armored assault. These battlefields are more fluid, and because the action doesn't move on like it does in Rush, they tend to be more thoroughly ravaged by destruction by the end of the match. The last mode, Squad Deathmatch, pits four squads of four against each other in a more traditional, yet still very fun competition. Jumping into a random game doesn't always work properly, and you won't always find a good match, or any match at all for that matter. Fortunately, you can easily call up a list of active servers and consistently hop into whatever game type you like. Each mode offers a different take on the core combat, providing a great variety of ways to do battle.

Bad Company 2's technical excellence is on full display here as well, and the spacious, well-designed maps make superb stages for combat. There are dense snowy forests, debris-laden deserts, coastal industrial complexes, swampy jungle villages, and riverside settlements that play host to the intense action. These maps are impressively varied, offering diverse terrain and more buildings than you would ever need to go in. Each weathers the destructive forces of battle differently each time, making the combat incredibly dynamic and demanding constant adaptability. These maps are excellent, as is the spot-on sound design, which is perhaps even more crucial in multiplayer than in the campaign. A distant crack indicates that an enemy sniper has a bead on you, footsteps inside a building can clue you in on where to aim your grenade, and friendly soldiers shout calls for ammunition or warnings that a building is about to collapse. In addition to the rich audio clues, you can use the unique spotting mechanic to increase your team's battlefield awareness. By getting an enemy in your sights and tapping a key, you put a temporary marker over his head that your whole team can see. It's a simple yet potent move that is immensely helpful to your team, and if it leads to his death, you'll get a nice little point bonus for your troubles.

Earning points enables you to unlock new weapons, gadgets, and attribute-boosting specializations. Some of these are class-specific, while others can be applied to any soldier and create some flexibility between classes. The four classes in Bad Company 2 fall into familiar archetypes: soldiers who wield assault rifles, grenade launchers, and ammo kits; engineers who stealthily kill enemies while sabotaging or repairing vehicles; medics who lay down machine-gun fire and revive downed allies; and snipers who sneak around making long-range kills and setting up close-range demolitions. You get points for killing enemies, supporting teammates, and earning medals for your battlefield prowess. Unlocking new gear not only makes you more powerful, but it gives you more ways to be effective in combat. Enemies won't expect the ghillie-suited sniper to be packing a shotgun, for example, and increasing the radius and healing speed of your health kits can extend your teammates' life spans significantly.

There are plenty of tactical decisions to be made beyond the loadout screen, including where you spawn, which buildings you destroy, and which vehicles you pilot. ATVs, gunboats, Humvees, tanks, and helicopters all spawn on the battlefield full of deadly potential. Exactly who dies depends on your driving skills and the enemy's demolition prowess, but there's no question that vehicles can change the flow of battle very quickly. A quick flanking run with a Jet Ski can catch the enemy off guard, while an unmanned UAV can end a helicopter's reign of terror before it has a chance to begin. With all the different classes, vehicles, and stationary weapons (like heavy machine guns and mounted rocket launchers) at play, there is a dazzling array of ways to wage war. These tools, coupled with the threat and promise of destructibility, make Bad Company 2's battlefields uniquely chaotic and electrifyingly fun. The action is top-notch in both campaign and multiplayer alike. Whether or not you're looking for a new shooter in your life, you owe it to yourself to play Battlefield: Bad Company 2.