Xbox Games


15.jpg14.jpg13.jpg

Blitz Games has never really been the epitome of groundbreaking game design, usually hiring its services out to publishers for low-profile licensed games like Cubix: Robots for Everyone. But this small British development house has been incredibly prolific recently, shipping no fewer than four games in the past six months. Granted, none of these titles have been real award-winners, but the latest from Blitz Games, Zapper, is probably the most noteworthy of the bunch. As the spiritual successor to Frogger 2: Swampy’s Revenge, Zapper delivers more challenging action puzzle gameplay in a colorful, upbeat setting.

The story of Zapper the cricket serves as very thin window dressing, motivating you to stop Maggie the Magpie and rescue your little brother, Zipper. Zapper is basically just Frogger without the license, and anyone who played either of the first two 3D Frogger games should be instantly familiar with the game’s controls, and players familiar with the platformer formula should have little trouble figuring this one out. You’ll guide Zapper across a series of 3D grids, hopping from space to space, dodging hazards, leaping across chasms, and doing a little bit of zapping, which can stun enemies and open up wooden crates. Your primary goal is to smash all six of the evil magpie eggs placed in each level by Maggie the Magpie, but there are also lots and lots of shiny baubles to collect, and collecting enough of these will give you a onetime superzap, which can be used to reveal secret areas of the map and open up special steel crates. Using the shoulder buttons, you can make Zapper change the direction he’s facing without hopping to another square, which makes for much tighter level design all around. At 18 levels, Zapper is longer than Frogger 2, but unfortunately the action generally doesn’t change much through the 18 levels, and you’ll probably have had your fill of Zapper by the end.

If you indeed tire of Zapper’s story mode, the game also offers an arcade mode and a multiplayer mode. The arcade mode isn’t much–it essentially just puts a timer on levels you’ve already played. Though every game in the multiplayer mode is a slight variation on the theme of catching Zipper on the map before the other players do, this mode is made more interesting because of the inclusion of custom rules, which let you tweak the match settings to your liking.

The visual style of Zapper is much the same as its predecessor, creating a bright, colorful environment that walks the line between 2D and 3D by mixing visual elements from both styles. While the game is quite proficient at what it does here, the game is displayed on such a small scale that the graphics are more charming than impressive. Zapper himself, however, lacks the polygonal definition or the character to be much of a recognizable personality and, like many platforming heroes, could have easily been swapped out for a completely different character altogether. The sound in Zapper is pretty much dominated by the soundtrack, which comes off like a fusion of Fatboy Slim-style party music and the old-school Big Band style of the old Merry Melodies tunes. This is a better combination than you might expect, and a couple of the tracks are actually downright infectious.

The changes that Blitz Games has made from Frogger 2 to Zapper are incremental, and the resulting product is basically the same. So it doesn’t get a lot of points for originality, but the style of gameplay found in Zapper is still fairly unique, and the graphical presentation is competent enough that it doesn’t distract you from the task at hand. In the end, Zapper fulfills its modest aspirations of capably creating an enjoyable action puzzle game.

12.jpg11.jpg10.jpg

Zathura is a third-person action adventure game based on the just-released movie of the same name. The movie is based on the children’s book from author Chris Van Allburg, who also brought us Jumanji. Like Jumanji, Zathura is about an enchanted board game that whisks players away on all sorts of fantastical adventures. The game is your basic platformer with plenty of shallow combat and not much else. Zathura is obviously intended for a younger audience, but the game is too short and frustrating to be recommendable to anyone, regardless of age.

Zathura the game sticks fairly close to the movie, so you won’t find any surprises if you’ve seen the movie already. The game starts off with two young brothers being left at home alone one afternoon. Danny, the whiny younger brother, pleads with Walter, his bullying older brother, to make him some lunch. Eventually the two end up fighting, and Danny ends up all alone in the basement, where he finds a strange board game called Zathura. Danny hits a button on the game, and a card pops out. When he has Walter read the card for him, a meteor shower suddenly starts smashing the house to splinters. When it’s over, the remainder of the house is floating through space with the two young boys stranded inside. To get back to earth, the boys have to finish playing the game, but each time they take a turn, something crazy happens. The adventure will take you to a couple of typical sci-fi worlds where you’ll fight rampaging robots, lizard-men known as Zorgons, and, well, that’s about it actually. There isn’t much to this game, and you can easily beat it in two or three hours. When you finish the game, you’re rewarded with two trailers for Zathura and one for Jumanji–great.

There are a few fun moments to be found in Zathura, but for the most part it’s as generic as they come. You’ll jump from platform to platform, fight some enemies, and occasionally go up against a boss. The boss fights are the highlight of the game, but there are only a couple of bosses, and they don’t put up much of a fight. There are three playable characters: Danny, Walter, and a large robot that is programmed to protect the boys. You don’t get to choose which character to play as, since the character transitions are built into the game at specific moments.

You might play as Danny for one section of a level, then switch off to play as Walter for another section. Each of the characters has different abilities. Danny is a weakling, so he can’t do much but run around and shoot enemies with a slingshot. He can do a couple of kicks, but they aren’t very effective since his legs are so short that you have to get right up on an enemy to make contact. Danny can collect different kinds of ammo for his slingshot by breaking objects like crates and boxes. He has infinite moon rocks, but he can collect only limited supplies of electric shots, freezing shots, and explosive crystal bombs. Walter is similar to Danny except he’s a bit stronger, so he can do things like swing on bars and hang on ropes. Walter is also much better at hand-to-hand combat. His main weapon is a metal robot arm collected early in the game. He can swing it like a bat to beat down enemies or deflect ranged attacks. Walter can throw things like radioactive waste containers and sand-crab eggs to damage enemies from afar. The robot has two melee attacks and a built-in cannon that can fire pulse ammo, bombs, missiles, and homing charges. The robot can also jump higher than the boys, and it can perform a boost charge.

The controls are pretty simple regardless of which character you use. You can lock on to enemies by holding a button, which is about the only way to effectively use ranged attacks. You can also crouch, strafe, and side-dodge. Usually, you can adjust the camera with the right analog stick, but sometimes the camera will become fixed at a terrible angle that makes it tough to see what’s going on. There are also some platforming sections where the screwy perspective makes it difficult to judge your jumps, so you’ll end up missing a lot of platforms and falling to your death. It doesn’t help that the characters never seem to make contact with the ground, and sometimes they float around as if they’re on ice.

Zathura is very forgiving when it comes to dying. You have unlimited lives, and when you do die you usually respawn almost right where you left off. It really takes away any sense of danger or risk this game might have had. On one level we found that when we fell off a platform it was easier to commit suicide and respawn at the top of the level rather than to climb all the way back up. Even without the infinite lives and frequent health pickups, this game is supereasy except for a few poorly designed platforming sections.

In addition to the generic gameplay, the graphics are pretty unremarkable. Some of the enemies–like the zorgons–look detailed and animate well. For the most part, though, the characters aren’t the least bit interesting. The three playable characters have only a few animations that quickly get old. The environments are standard fare for a sci-fi game of this type. There’s the industrial stage with lots of metal crates and laser beams, the lava stage with, well, lots of lava everywhere, and one level that has you hopping around on the surface of an asteroid. None of the levels look particularly interesting, and the few themes you’ll see here don’t feel very distinct. The Xbox version of Zathura suffers from the occasional bout of slowdown, but it’s head and shoulders above the PlayStation 2 version of the game, which is constantly plagued by a choppy frame rate.

The sound in Zathura fares a bit better, but it’s still nothing special. Most of the music sounds like it was taken straight from the movie. The soundtrack is about the only thing that makes this feel like an epic adventure. The actors from the movie lend their voices to the characters in the game, and while it isn’t Oscar material, it’s competent enough. Walter and Danny’s father and sister both have roles in the movie, but they have been cut entirely from the game. That doesn’t matter much since the game focuses on the two boys anyway. The sound effects are rather shallow in Zathura. You’ll hear the same metallic creak every time your robot swings his arms, the same laser sound whenever an enemy turret fires, and the same hollow clatter when you destroy a box or piece of machinery.

Zathura is ultimately just another perfunctory action game based on a movie license. For the price of this game you could go see the movie twice and then go pick up the recently released Jumanji (Deluxe Edition) DVD and still have money left over. In doing so, you’d be getting about three times as much entertainment as you’ll find in this game. If you’ve seen the movie, though, and just can’t get enough, you might find something to enjoy here, but Zathura is way too short and uninteresting to be worth the $40 selling price.

7.jpg9.jpg8.jpg

Carl Johnson’s back on the set after five years in Liberty City, returning to his old haunts in San Andreas to mourn for his mother, dead after an act of senseless violence. An already unpleasant homecoming gets worse, though, as crooked cops set him up for the murder of a policeman, he discovers that his neighborhood is falling apart under an influx of drugs, and that his old gang is barely capable of holding their territory. Needless to say, the solution to all of these problems involves a whole lot of violence, as befits the latest and greatest entry in the extraordinarily popular GTA series of games.

Given that Rockstar created a massive game world in Grand Theft Auto: Vice City, with only a year’s worth of development time between that game and Grand Theft Auto III, it should come as no surprise that the world of GTA: San Andreas, with two years of development soaked into it, is one of the biggest worlds ever modeled in an action game. Instead of focus on a mere state, Rockstar has enlarged their focus, this time choosing to model an entire state, with three separate cities and a huge amount of countryside to explore. Everything is bigger and better in San Andreas, so get exploring!

In this guide, we’ll provide you with a rundown of the game’s weapons, a complete walk-through of the game’s many missions, locations for all of the hidden oysters, photo ops, graffiti tags, a listing of weapons, and the proverbial much, much more. Big thanks to the guys from gta-junkies.com for supplying the location maps for this guide.

SAMURAI SHODOWN 5SAMURAI SHODOWN 5 Screenshot 2

Samurai Showdown has always been a sort of …different fighter. It’s always the one forgotten when people list their favorite fighting games, and some gamers have never even heard of the series. I personally enjoyed the series, even if it wasn’t as much as Street Fighter or Tekken. It had a very unique feel compared to other 2D fighting games.

With that being said, I was very disappointed with Samurai Showdown V. I was expecting a slightly updated look and sound with the classic controls I knew and loved. After some time with the game it seemed to have taken a step back - every aspect of the game is far below average. It doesn’t have much to offer, either, aside from the typical Arcade Mode and multiplayer modes.

 

Arcade Mode is what you would expect from any fighter: fight one enemy after another with some short story sequences until you finish the game. There is also a Practice mode with a good amount of options to tweak so you can practice just the way you want. This way you can practice your moves on an opponent that won’t fight back, allowing you to perfect your strategy for when you head online.

Samurai Showdown V features an online mode where you can hop on Xbox Live and test your skill against other samurai around the world. Since fighting games are based on competing, adding the online function was a great idea. For gamers like me that can’t find someone to fight locally, the ability to challenge other players online really saves the replay value of a game for me, as well as other gamers in my position.

One thing you notice from the very beginning is how low the quality is on things like text, backgrounds, and sprites. Everything seems to have a really rough edge, like it belongs on an older game system. At the end of the Xbox’s lifespan one would expect a 2D game to look pretty crisp I would think. The backgrounds are appropriate, but still could be improved. We were seeing beautifully animated 3D backgrounds back on the Dreamcast, why can’t we have them on our Xbox?

 

The sound is a mixed bag, featuring some very moody and appropriate music as well as tunes that don’t fit at all. Some characters have great sound effects for their attacks, while others have an annoying sidekick that emits unbearable squeals during the entire fight. So at times I loved it, and other times I couldn’t stand it.

There are plenty of fighters to choose from in Samurai Showdown V, each with their own unique feel, weapons, and attacks. Samurai Showdown does a great job of providing diversity in their characters. Each character has a different speed, jump distance, dodge speed, and size – not many fighting games feature this kind of variety in their playable characters. There are 26 characters in all, and each one has 4 different costumes.

The gameplay in Samurai Showdown V is very deep, and beginners are going to have a hard time at first. If you’re familiar with the learning curve in Guilty Gear, Samurai Showdown is similar. There are not only moves to learn for each character, but other strategies that all characters share. Once you get a good feel for the game the fights become very entertaining, but at first they may feel slow and frustrating.

Samurai Showdown V is a fun game, but not fun enough to overcome its flaws. I would have a hard time recommending this game to anyone that isn’t already a fan of Samurai Showdown, but if you enjoy 2D fighters and have patience I believe that you could enjoy this game. I consider myself a fighting game fan with patience, and I still had a hard time seeing through the bad graphics and annoying sound. Maybe if there were more gameplay options, unlockables, or any other objective to work toward the good would outweigh the bad, but I’m afraid in this situation it just doesn’t. 

Review Scoring Details for SAMURAI SHODOWN 5
 

Gameplay: 6.5
Samurai Showdown is a series with a steep learning curve, and the gameplay mechanics are very different from most fighting games, so it doesn’t always give off a good first impression. If you take the time to learn a character the game can be a lot of fun, but not a lot of gamers will do that if they don’t like the gameplay to begin with.

Graphics: 4.0
I never like to say this about any game, but Samurai Showdown V doesn’t look good at all. The character sprites are extremely rough around the edges, the animations are a bit choppy, the backgrounds are plain, and it just isn’t appealing to look at. It doesn’t look horrible, but bad enough to distract from the actual gameplay.

Sound: 6.0
As I mentioned above, this was a hard shot to call. Some of the music is perfect, while other songs seem way too out of place. And while some fighters sound great, others will drive you bonkers.

Difficulty: Hard
Even on the easiest setting new players can have trouble with this game. The learning curve is what makes the game difficult, and it may take the player some time to get used to the controls.

Concept: 8.0
Bringing online to a Samurai Showdown game was something the series needed. It can be hard to find a fellow SS player, so having a place where they can all get together and play is a great thing.

Multiplayer: 6.8
Multiplayer saves the day! Having a competitive buddy to play with can make any game bearable, as long as you’re both into it. Plus, with Xbox Live being the main focus of SSV, multiplayer is what steals the show here. 

Overall: 6.0
Unless you’re a big fan of Samurai Showdown, be careful with this one. Even if you love 2D fighting games, this one is not like Street Fighter or Guilty Gear. Samurai Showdown has its own distinct flavor, and it can sometimes be too sour if you aren’t expecting it.

Doom 3 xbox Screenshot 3Doom 3 xbox Screenshot 2Doom 3 xbox Screenshot

Extremely impressive from a technical standpoint yet behind the times from a first-person-shooter design standpoint: This is the dichotomy that is Doom 3, the long-awaited sequel from well-known Texas-based developer id Software. Less than a year after it exploded onto the PC in the dead of summer, the game is now available for the Xbox, boasting a new two-player cooperative mode that really helps round out the experience, and which probably should have been in the PC version to begin with. Perhaps more importantly, those amazing good looks survived the translation to the Xbox well intact–along with pretty much everything else. And what that means is when you look past the spectacular appearance, you’ll still find a conventional, derivative shooter. Some might interpret this straightforwardness as being deliberately “old-school,” especially since Doom 3 is packed with direct references to its classic predecessors. However, Doom 3’s old-fashioned gameplay mechanics and level design are very much at odds with its cutting-edge, ultrarealistic looks. Yet the quality of the presentation truly is remarkable–enough so that it overwhelms Doom 3’s occasional problems.

In Doom 3, you play as a nameless, voiceless 22nd-century space marine called by the Union Aerospace Corporation to its Mars research facility, which is beset with mysterious problems. These “problems” are the forces of hell, to be exact. All alone or with an ally in the new co-op mode, you’ll end up fighting back legions of hellspawn using weapons like shotguns, machine guns, and rocket launchers. Beware of one thing about co-op mode, though: You can choose to start a co-op session on any of the campaign levels. So if you haven’t already played through the campaign solo, you could very easily give in to temptation and spoil it for yourself in co-op.

In terms of content, the co-op campaign is basically similar to the solo campaign, though there are additional enemies and power-ups to give two players their fills. And, in a decidedly caring touch, some of the dialogue is changed to reflect there being two marines trying to thwart evil, instead of just one. You’ll notice a few other twists, such as doors that can only be opened when both players are present, and how a lot of the peripheral story stuff is stripped out to keep the game moving along. The gameplay is more fun in co-op than it is in solo (particularly if you toggle on friendly fire), even though it’s functionally identical and easy as hell. Whenever you get killed, you just pop right back into the level and can run over to wherever you died and grab a backpack with all your weapons in it. Yet having a friend (or even a stranger) along for the ride will naturally make the journey more interesting, and having to pick off targets in narrow corridors while staying out of your buddy’s way–and not mistaking him for a threat in all those dark shadows–adds a much-needed bit of depth to the action, not to mention an appreciable chunk of value to the entire package. Fans of the PC version might not be able to justify paying full price just to play Doom 3 again in co-op, but yes, it would be well worth their while to check this out.

While we’re talking money, for an extra $10, the collector’s edition of Doom 3 offers faithful ports of 1995’s The Ultimate Doom and 1994’s Doom II, classic first-person shooters each featuring support for split-screen co-op and deathmatch modes for up to four players. These collectively contain dozens and dozens of hours of old-but-good gameplay…plus better weapon sounds and tougher enemies than the wimpy Doom 3 equivalents, as far as we’re concerned. Most collector’s editions of games yield minimal benefits, but you won’t regret springing for this one.

As in the classic Doom games, your foes in Doom 3 are liable to strike at any time, often just as you round a corner, grab a much-needed power-up, or set foot in a new area. So, while your enemies will materialize without notice and may occasionally startle you as they leap from the darkness, Doom 3 cannot easily be described as scary or suspenseful. On the contrary, it’s quite predictable, and it more or less just goes through the same types of paces that you’ve probably gone through before in any number of other similar games. Of course, the quality of this game’s presentation makes the experience unique in its own right. Like some blockbuster big-budget popcorn flick, what the game lacks in substance or originality, it more than makes up for with sheer “wow” factor.

Over the course of the game, you’ll fight your way through a series of linear levels filled with locked doors, and you’ll gradually find new weapons and occasionally meet new types of monsters. Early on, your apparent goal is to meet up with your squad, but as you might expect, you’ll never actually get to fight alongside any human forces (unless you’re playing in co-op). Despite the game’s cinematic trappings, it follows a formula that generally lacks drama and tension. Occasionally, the game presents to you a shocking or surprising scene, such as a hallucination or some hellish, otherworldly image. These moments are effective but are too few and far between in the context of a shooter that’s of above-average length, clocking in somewhere between 15 and 20 hours. Fortunately, the campaign definitely picks up during the last several hours, once you finally reach (and keep going past) the point where you confront the enemy on its own turf. Getting to that point may be your primary motivation for trudging through some of the repetitive middle portions of the game, though.

Part of the issue is that Doom 3’s storyline and narrative technique are ineffectual. Since the main character has no identity whatsoever (for whatever reason), the game tries to get you interested in everyone else on the base. In the solo campaign, you’ll frequently find voice recordings and e-mail from various characters. Not only is a lot of this stuff pretty dry, but also, having to take a few moments to switch to your bulky PDA to read text messages or to listen to a rambling monologue jarringly disrupts the flow of the action. Unfortunately, if you choose to focus on the action by ignoring the seemingly extraneous story elements, you’ll find that some of them aren’t optional. You’ll need to sift through those e-mails and listen to some of those voice recordings to get passcodes for locked doors and storage chests. For what it’s worth, the game does a fine job of drawing you in at first, as you explore the UAC base, eavesdropping on various conversations and observing great, little details here and there. But, all hell quickly breaks loose, and from that point onward, you’ll encounter scarce few creatures that you won’t want to instantly shoot.
Doom 3 Review of Doom 3 (Xbox)
Since Doom 3 purports to have a plausible premise, suddenly, aspects of the game that you might not normally question will start to stick out as being annoyingly inconsistent. You’ll more than likely find time to wonder about these logic gaps as you fight throughout the UAC base, especially if you’ve played other recent first-person shooters that do a better job of justifying their plots. Why wouldn’t any of a 22nd-century space marine’s weapons have light-amplification modules built into them when even today’s weapons frequently do? Why, instead, is he stuck carrying around a very weak flashlight with unlimited battery life? Why is he unable to hold a gun and a flashlight at the same time? Why are the UAC’s small, spiderlike sentry drones so incredibly powerful? You’ll see these helpful little guys rip through droves of hellspawn even faster than you can. If the base’s defenses are so tough, then why is everyone so worried, and why is everyone getting killed? Doom 3’s central gameplay conceit simply doesn’t fit in with the premise of the game, and this is a problem only because Doom 3 chooses to try to make you feel like you’re in a believable, fully realized world. But, on the other hand, so what? Once the imps start spawning and the zombies start moaning, it’s time to shoot first and ask questions later.

As mentioned, Doom 3 is pervasively dark. There’s rarely a moment when your entire field of vision isn’t predominantly shrouded in thick black shadow. This contributes heavily to Doom 3’s creepy, claustrophobic feel, and it does indeed give the gameplay a distinctive quality. However, the constant extremely dark settings conspire with the frequently repetitive level design to contribute to gameplay that can often feel monotonous, especially since the action itself is simple and straightforward. What’s more, the game’s levels will occasionally require you to backtrack through dark hallways without clear markings. So rather than constantly blasting monsters, you may end up spending an undue amount of time just trying to get your bearings. There’s a sizable arsenal of weapons to be found here, but none of the weapons are completely satisfying to use. Pretty much all the guns are direct-fire point-and-shoot weapons with no alternate firing modes and no close-range melee attacks. They do look impressive onscreen, but they all sound surprisingly tinny and subdued, rather than loud and powerful.

Meanwhile, the few melee weapons are mostly useless (though the chain saw is at least fun to use). The grenades and the rocket launcher are liable to damage you just as much as they will damage your foes, since most of the game’s battles occur at close range. Most modern shooters now seek to balance their weapons such that different tactical circumstances call for different measures, but Doom 3 takes the old “bigger is better” approach, for the most part. The main consideration in deciding which weapon to use at any given moment will be how much ammunition you have remaining, and to its credit, Doom 3 forces you to be pretty conservative with your ammo. So you’ll often feel the need to make every shot count. Furthermore, your marine has no special abilities to speak of. He can move about fairly quickly, he can jump about two feet high, he can crouch, and he can carry every weapon at once. But that’s it. Don’t expect dual wielding or recharging energy shields or anything like that. This isn’t that kind of game.

This also isn’t the kind of game in which you should expect to be fighting against ruthlessly intelligent foes. Some of the former human marines you’ll face will use rudimentary tactics against you, and other foes at least do a fairly good job of giving chase if you try to flee from them. But, in general, your enemies follow the same sorts of predictable patterns that you may remember from previous Doom games. By the halfway point of the game, you’ll have little trouble avoiding your enemies’ attacks when directly confronting them, so you’ll instead be concentrating on predicting the expected ambushes around every corner. Also, one of the drawbacks of Doom 3’s richly detailed graphics is that you’ll rarely face more than a few foes at a time. And as you kill them, their bodies instantly disintegrate into ash, which is a nice effect but is also the same effect used for just about every foe you kill. It’s disappointing that the colorful death animations and seas of monster corpses from past Doom games are nowhere to be found here (though, in exchange, you’ll pass through countless corridors chock-full of smeared blood and human remains).

As a result of all the above–the predictable level design and enemies and the simple-but-effective weapons arsenal–Doom 3 does not turn out to be particularly challenging, at least at the normal difficulty setting. Actually, one of the main reasons for this is because you can quicksave your progress at any time–a feature that’s common to PC shooters and one that’s been lovingly translated to the Xbox, where the “back” button on the controller can be used to record your progress at any time. The creepy atmosphere and frequent ambushes will likely cause you to use this option more often than you need it, and as a result, the suspense and tension is further mitigated. Limited save systems in shooters often meet with great resistance from certain players, but Doom 3 probably would have benefited from one. As it stands, shooter veterans shouldn’t have any problem blasting their ways through the game at the middle difficulty setting (at least up until near the end, anyway), so they should therefore consider the hardest available setting for their first attempts.

So what makes Doom 3 special if it’s just a basic corridor crawl in which you shoot anything that moves? For one thing, the foes you’ll face, while not terribly smart, are a decidedly impressive and wonderfully animated lot. Doom diehards will recognize most all their old nightmarish favorites and will spot a number of vicious-looking new ones. Sometimes your only tip-off to the presence of enemies will be their gleaming orange eyes peering at you through the darkness, which is another great touch. Most enemies have both ranged and melee attacks, and when they hit you, your perspective will often shake violently as blood fills your field of vision, disorienting you and making you feel like, well, some demon from hell just hit you in the face. Interestingly, this effect is more pronounced the less health you have, which makes for some nerve-racking firefights.

Also, the stifling darkness of the game does work to good effect during most of the battles. As you explore with your flashlight in hand, you’ll suddenly hear the chilling groans and growls of nearby foes. So you’ll switch to your weapon of choice and whirl about trying to find signs of movement. The action unfolds quickly and violently. Enemies will often lurch right at you, giving you a clear shot of (and a clear shot at) their ghastly physiques. That is to say, what Doom 3’s battles lack in complexity, they make up for in visceral thrills. Even after you’ve fought countless imps and other demons, you’ll still be impressed by some of your close encounters with them.
Doom 3 Review of Doom 3 (Xbox)
Doom 3 has some other great details. You’ll frequently be able to manipulate computers and other terminals, and you’ll do so just by walking right up to them and using the fire button to click on them. It’s a subtle yet impressive touch. The text on these terminals is clearly legible when you’re standing near them, whereas other games in the past have required you to switch to a separate screen (and thus get taken from the main experience of the game) to read these types of messages. Doom 3 also sports some realistic physics, though many other action games have already done this in the past year or so. Even so, Doom 3’s physics are handled well, resulting in some excellent moments when enemies get sent flying from the blasts of your weapons, simultaneously bursting into ashes. You’ll also happen upon some grisly or creepy scenes that are certain to stick in your mind long after you’ve fought your way past them.

In the end, Doom 3’s single-player portion is well worth the exertion necessary to get through it from start to finish. There’s no clear-cut reason to revisit the single-player campaign, since the action itself will have practically outlived its welcome by the bitter end of your first time through. This leaves you with either the co-op mode or Doom 3’s threadbare competitive multiplayer features to consider, which are playable over system link or Xbox Live. As mentioned, co-op mode is definitely a treat, though the competitive modes aren’t as special. The game supports only up to four players on a handful of maps and in a small number of different deathmatch-style variants. Doom’s biggest fans could probably make a case for how this is a throwback to the good old days, but it’s simply not a particularly strong multiplayer offering by current standards. The action at least moves a lot quicker than in the campaign, making for a slight change of pace, if nothing else.

In a word, the deathmatching is OK. You run around and shoot other players that are running around with the same basic weapons you’ll find in the single-player game, all while trying to keep your health, armor, and ammo levels optimal by nabbing power-ups. The multiplayer maps themselves are dimly lit, much like the rest of the game, but the lack of lighting isn’t really conducive to the relatively faster-paced deathmatch modes. The maps are interesting enough otherwise and are basically well suited to four-player close-quarters bloodbaths. Nevertheless, the multiplayer action generally lacks much of the visceral and even the visual thrills of the single-player mode, since players are limited to choosing from four colors of just one generic marine player model.

Again, though, in spite of its shortcomings, Doom 3 certainly is a beautiful-looking game, so much so that simply running around in the environments becomes a pleasurable experience in and of itself. The environments offer little interactivity. You can knock over certain boxes and use certain computers, but you can’t damage most objects you see, and you can’t manipulate them in any way. But it’s all really, really pretty, and the whole game is textured in such a way that it feels like you could reach out and touch anything you see. The character models look about as outstanding as everything else, though the awesome-looking monsters really outdo the human characters. Doom 3 for the Xbox also features support for progressive-scan displays, and while it doesn’t look quite as sharp or as colorful as the original version running on a high-end PC, it’s pretty darn close. Damn, even. There actually isn’t much genuine creativity to be found in Doom 3’s visual design, which resembles any number of other sci-fi-horror-themed games or movies. But the execution of the visuals here is virtually unmatched, and it truly needs to be seen in action to be fully appreciated. Also of note, the loading times are thankfully rather brief.

As for Doom 3’s audio, it’s also quite impressive overall, but not nearly like the graphics. For one thing, Doom 3 has no soundtrack, apart from a heavy metal tune that plays at the title screen and a few rhythmic ambient tracks. This questionable design choice certainly does amplify the game’s effective, believable, and often truly creepy ambient sounds, but it also contributes to the game’s dearth of true drama and suspense. You can probably think of many games whose musical compositions and actual musical cues contributed heavily to the atmosphere of the experience; but Doom 3 balked at this opportunity. Some of the actual sound effects also aren’t that great. Your marine’s footsteps sound bland and rather loud, and as mentioned, most of the weapons sound disappointingly underpowered. On the other hand, most of the monsters’ shrieks and roars are just as menacing as their looks, and the voice acting that can be heard throughout the game is of generally high quality. For good measure, if you happen to have a 5.1 surround sound speaker system, you’ll enjoy the audio that much more while gaining a tactical advantage against all those imps spawning behind you.

Some game players will tell you that graphics aren’t everything. And others will tell you that, on the contrary, graphics are truly important for a game. Doom 3 makes a compelling case for both sides of the argument. On one hand, its gameplay has noticeable shortcomings, and its competitive multiplayer mode–which is a focal point of most of today’s shooters, thanks in large part to id Software’s own contributions in the past–seems like an afterthought. On the other hand, Doom 3 is a spectacular game in the truest sense, and it’s therefore by all means worth experiencing by those with an interest in witnessing just how far the technology of gaming has come along. Fortunately, the actual game itself, while not as remarkable as the technology that fuels it, is put together well enough to make Doom 3 legitimately great, all things considered.


MegarolPromoción webBlog de juegosCanciones GratispensionesJuegosLetras canciones
JuegosComunidad XboxJota de JuegosPlayStation IIJuegos OnlineTodogsm.netContactos Gratis
Juegos flashJuego de PokemonFlash flashLetrasaGoGo.comalberguesJuegosApuntar Web

Copyright © 2006 Consoles-Emulators.com All Rights Reserved. This site doesn't contain game roms. Only news and information about old and new generation consoles and pc emulators.

Information | Legal Advice | Contact

Sedo - Buy and Sell Domain Names and Websites project info: consoles-emulators.com Statistics for project consoles-emulators.com etracker® web controlling instead of log file analysis