Thursday, November 20, 2008

Call of Duty: World at War Review

The Good

  • Gritty, exciting story
  • Same excellent multiplayer system
  • Four-player cooperative campaign
  • Bayonets and flamethrowers
  • Nazi Zombies.

The Bad

  • Familiar setting
  • Familiar game mechanics
  • Familiar guns.

Call of Duty: World at War is a lot like its predecessor, Call of Duty 4: Modern Warfare. In most respects, this is a good thing. The guns are tightly tuned, the tone is gritty and mature, and the action is exciting and fast-paced. It boasts the same addictive multiplayer system as Modern Warfare, and even expands the multiplayer possibilities by allowing four players to play through the campaign cooperatively. Like every game in the series before Modern Warfare, this Call of Duty takes place during World War II. World at War does an admirable job of spicing things up, but between the well-worn source material and déjà vu game mechanics, there is a pervasive familiarity to the game. Still, though World at War lacks the freshness that made Modern Warfare such a hit, it nevertheless provides a hearty, filling meal--one that shooter fans are sure to savor.

Bayonets are a brutal new addition to your arsenal.

The most salient difference between World at War and Modern Warfare is the WWII setting. In the campaign, you split time between two soldiers in two offensive theaters: the Russian push out of their homeland and into the heart of Germany, and the American struggle to wrest Pacific islands from the Japanese. Though you'll alternate between them every few levels, the campaign feels like one solid progression, thanks to the adept pacing.

Each soldier's journey begins at a low point. Weaponless and surrounded by the enemy, you get a taste of the despair many soldiers are never rescued from. Though the emotional tone eventually rises toward triumph, you never quite forget the fate you nearly met. The first few levels are a hard scrabble as you and your fellow soldiers try to gain a foothold for your country, while later levels are suffused with a sense of hard-won momentum as you fight bigger battles and push closer to your enemies' capitals. Throughout each level you are accompanied by a superior officer who sets the emotional tone through well-acted dialogue. The vengeful, spitfire Russian pumps up your adrenaline to intoxicating levels, while the grim, determined American provides a sobering influence. This grim sobriety is further enforced by the actual WWII videos, photos, and statistics presented in stylish interchapter cutscenes. The message is, by nature, a conflicted one: Though you may feel like an action hero, you are actually participating in the most horrid of human endeavors. How you ultimately feel about this message will depend on your personal disposition, but suffice to say that the elevated emotional timbre makes for an exciting campaign.

Also exciting? Bayonets and flamethrowers, the two standout new weapons in World at War. You wield both in the American campaign, using them to enthusiastically dispatch enemies in trenches and fend off the aggressive banzai raiders. These raiders snipe from the treetops, or pop out of holes and charge you with merciless determination; this aggression makes the American campaign feel uniquely tense. The Russian campaign is slightly more predictable, but it remains vigorous throughout and ends in a spectacularly satisfying way. Explosions and gunfire will cause enemies to lose limbs and copious amounts of blood, making World at War a sight more violent than Modern Warfare. Still, in between the burning, stabbing, and gibbing, there is a lot of crouching behind cover and picking off enemies with your trusty rifle. This kind of action, and most of the other weapons, will feel familiar to anyone who has played a World War II shooter before. It's a well-tuned and exciting familiarity, but it doesn't make any notable leaps.

World at War does make a leap for the Call of Duty series by offering two-player split-screen and four-player online cooperative campaign play. It's the same campaign as the single-player experience, though the number of enemies increases for every player that joins you. You can turn competitive scoring on and see who can earn the most points by killing enemies or reviving teammates, and this adds a bit of fun to the campaign and lightens to mood (it's hard to feel grim when there are point values popping up all the time). There are also special items called death cards in each level, and collecting these will allow you to enable a cheat for cooperative play (for instance, enemies die by headshots only or headshots cause enemies to explode). These add a little more spice to the pot, but the only tangible incentives are challenges. Completing these tasks (such as kill 100 enemies with pistols or take first 20 times in competitive co-op) will earn you experience points that go toward your multiplayer rank (co-op is not similarly ranked). Cooperative play is fun in its own right, but linking it to the addictive multiplayer ranking system makes it relevant in a whole different way.

Multiplayer battles are as fast and deadly as ever.

In case you missed it last year, the multiplayer system introduced in Call of Duty 4: Modern Warfare is fantastic, and World at War has updated it to fit its WWII setting. The hook is experience points, which you gain by winning matches or completing one of the aforementioned challenges. As you earn these points, you'll rank up and earn access to new weapons, new accessories (like sights and suppressors), and new perks. Perks are special abilities that grant you a wide variety of bonuses, but you can only choose four (one of which is vehicle-specific). This introduces an engaging element of customization: Will you choose to toughen up by increasing your health and bullet damage, or will you go the stealth route and increase your sprint speed while becoming invisible to enemy recon planes? Perks are well balanced, and you have multiple save slots, which enable you to easily switch between your various pretweaked loadouts. This allows you to take full advantage of this deep, engaging system that is just as great this year as it was last year, albeit slightly less novel.

There are, of course, new maps, and the bonuses you earn for kill streaks have been updated (notably, the attack helicopter you earned after seven kills in Modern Warfare is now a pack of nasty attack dogs). There are also a few maps that support tanks, powerful additions that mix things up without being too dominant. Most of the modes remain the same, though some have received slight tweaks and Capture the Flag has returned after a hiatus from Modern Warfare. The most striking new mode is actually a cooperative game called Nazi Zombies, playable when you beat the campaign (or play with someone who has). This absurd game puts up to four players in a house that is being assaulted by the undead. Killing the fiends and repairing the barricades earns you points that you then spend to replenish ammunition, buy new guns, and unlock new areas of the house. Each subsequent wave brings tougher, faster, more numerous enemies, and the game inevitably ends in grisly death. Though the random weapon box, assorted power-ups, and skills of your teammates add some variation, each play-through is similar to the last. Still, it makes for some intense, frantic fun and provides a welcome, if slightly bizarre, change of pace.

By staying largely true to the formula that made Call of Duty 4: Modern Warfare so successful, Call of Duty: World at War has ensured a proven level of technical quality, particularly in the multiplayer arena. On the other hand, one of Modern Warfare's strengths was its fresh approach, and by embracing a familiar setting and familiar mechanics, World at War achieves greatness but falls short of excellence. This is only a bad thing if you are expecting this game to top its benchmark predecessor. If, however, you are hoping for an exciting campaign, fun cooperative play, and engaging multiplayer action, then you'll find a lot to be happy about in World at War.

Left 4 Dead Review

The Good

  • Dynamic enemy placement make each play-through different
  • Tight controls and well-tuned guns
  • Stiff challenge makes survival difficult and thrilling
  • Versus mode expertly turns the tables
  • Killing survivors is as fun as killing zombies (if not more so).

The Bad

  • Campaign is less fun when played alone
  • Only four campaign maps.

The zombie apocalypse. Be honest: You've thought about it. When most humans have been turned into shambling, flesh-hungry monsters, how will you fare? Whether you fancy yourself an intrepid survivor or an infected savage, Left 4 Dead is the game for you. Battling your way through the grim, desolate world is always tense and challenging, thanks to the unpredictable, relentless enemies. It's equally thrilling to play as one of the zombies (aka the infected), coordinating deadly ambushes as you try to kill the survivors. Nevertheless, Left 4 Dead's well-crafted gameplay simply must be experienced in multiplayer. Human teammates (or enemies) make each play-through dynamic, mitigating the game's two hang-ups: limited map selection and uninspired friendly AI. Despite these hitches, Left 4 Dead is a remarkably fun, excitingly tense game that will make you want to revisit the apocalypse again and again.

For the last time, zombie doctor, you can NOT take my temperature!

There are four campaigns in Left 4 Dead, each spanning five levels. The first four levels end in safe houses (places to heal and rearm free of the zombie menace), and the final level ends in a desperate stand as you wait for your rescue vehicle to arrive. You'll travel through urban, suburban, and rural areas, each one grim, desolate, and littered with evidence of the apocalyptic event. You never learn exactly what happened, but the rich environments and thoughtful graffiti set the stage expertly. One campaign on normal difficulty (the second of four tiers) takes about an hour to complete, so you'll soon become familiar with each set of maps. Although the limited selection and grim, overcast color palette can sometimes feel a bit repetitious, the dynamic enemies, varying weapon and ammo spawns, and ever-changing human factor combine to make each play-through feel surprisingly unique.

Left 4 Dead stars four charismatic survivors whose appearances and personalities add an immersive element to the game. They each banter in appropriate, often amusing ways when healthy, and they become more subdued and anxious when injured. The character models are top-notch, and there's nothing quite like looking at the macho biker when he is injured and seeing fear creep across his face as he begins to doubt that he'll survive. Seeing the relief on his face when you heal him is almost as satisfying as the relief you'll feel when your AI allies heal you. Their team spirit doesn't stop there: they'll shout out when the find ammo or health, and, crucially, will pick you up when you've been incapacitated by an enemy.

For all of their good qualities, you'll definitely appreciate your fellow survivors more when there's human controlling them. AI teammates are definitely competent when it comes to killing the infected, rescuing you from the enemy's clutches, and reviving you when you're down. However, they aren't particularly keen on using explosives or defending strategically, so while you choose to camp out on an elevated platform to better defend against the horde, they generally won't be inclined to join you. Though you can certainly end up with equally uncooperative human teammates, you can at least communicate your strategy to them or, in a pinch, call an on-the-fly vote to boot them from the game.

They've got Francis!!

When you play with one or more competent teammates, Left 4 Dead is an absolute blast. Even if you've played every level many times, you'll still find the infected are distributed in different, unpredictable patterns. They may be milling around in a parking lot, half-oblivious to your passing, or they may come screaming at you from around a corner or over a building. They look nasty, run fast, scream hideously, claw viciously, and, best of all, they die in a wide variety of superbly animated ways (often with explosive decapitations or flying limbs). You might get jumped in a hallway, stairwell, both, or neither. Each area of the level becomes a potential battleground, so you have to be constantly vigilant, ready to make a defensive stand or rescue a teammate at a moment's notice.

The difficulty changes as you play. The game throws tougher, more numerous foes at dominant survivors and offers periods of respite or more frequent resupply to beleaguered teams. You carry one primary weapon, like a shotgun or assault rifle, as well as one (or two) pistols with unlimited ammunition. You can also pick up pipe bombs and molotov cocktails, which are each fantastically deadly in their own unique ways. These powerful explosives, along with primary weapon ammo and health boosts, are vital to your survival. However, supplies are often hidden in rooms that are slightly off the beaten path, and slowing down to explore more areas will put you at higher risk for a zombie attack. This risk-reward element adds another strategic consideration, which further ramps up the tension. There are so many ways that your journey could go awry, from human error to strategic miscalculation to flat-out zombie inundation, that you'll have to be constantly on your toes to adapt if you hope to survive. It is this tension that keeps each campaign uniquely challenging and makes survival so fantastically rewarding.

Of course, your goal isn't always survival. When you play Versus mode, it is often the exact opposite. Two teams of up to four players each compete for points in this mode. Survivors earn points by progressing through the campaigns, though only two of the four are playable in this mode. The infected earn points by damaging and killing survivors, and the teams switch sides at the end of each level. Furthermore, the infected players spawn as zombies with special powers. Boomers vomit on survivors, marking them as targets for the ravenous horde of normal zombies; smokers lasso survivors with a long, froglike tongue; hunters pounce and viciously tear survivors apart; and the rare tank just smashes everyone with his massive bulk. It's frightening enough to encounter these uniquely deadly enemies in the campaign mode, dealing with their disgusting sounds and vicious attacks that seem to come at the worst times. It's a whole different level of horror when you know it's your friend who has pinned you down and is clawing out your guts.

Aaaaaand... pounce!

For survivors, Versus mode is a faster-paced game because the longer you take, the more opportunities the infected have to ambush you. For the infected, it's a whole different Left 4 Dead experience. Instead of fighting your way through an endless, nebulous enemy force as you drive toward your objective, you have to plan and execute targeted strikes on a small, mobile group. The areas you once plotted to defend now become grounds for ambush. There are even certain walls that the infected can climb or break through, creating entirely new routes for moving through each level. Zombie players have to be careful because they are much weaker than survivors and can easily fall victim to bullets from any of the game's well-tuned weapons. However, they will continue to spawn until the survivors die or reach safety, so they have multiple opportunities to spring attacks throughout the level. It's very satisfying to vomit on your survivor friends, summoning the horde to devour them. It's a whole different level of awesomeness to drag them out of the resulting chaos and slowly choke them to death as they desperately call for help.

Between the tense campaign and the frenetic Versus mode, Left 4 Dead offers two distinct flavors of multiplayer action that are equally delicious when enjoyed with friends. The single-player experience (and the marginally better but somewhat sluggish split-screen mode) isn't as tasty, simply because the friendly AI can't compare to a human teammate. Between play sessions, you may find yourself craving more maps, but once you're in the game, you'll be so consumed by your quest to survive that you'll likely be grateful for your knowledge of the terrain. It's a tricky proposition for a game to serve up such seemingly meager variety, but Left 4 Dead does so with panache, and gamers will likely be enjoying this recipe for a long time.

Need for Speed Undercover Review

The Good

  • Plenty of cop chases
  • Instantly join races with press of a button
  • Isn't long before you're driving a cool car.

The Bad

  • Lots of quirks and nagging gameplay issues
  • Emulates Most Wanted, but doesn't necessarily improve upon it
  • Story isn't much to get excited about
  • Frame rate isn't great.

For the most part, the reaction to the last few Need for Speed games was the same: "Why aren't they more like Need for Speed Most Wanted?" "Where are the cheesy cutscenes and the over-the-top cop chases?" It seems as if EA heard those cries, because for better or for worse, Need for Speed Undercover feels like Most Wanted.

In Undercover you play the role of...wait for it...an undercover officer. Along with agent Chase Linh, played by the attractive Maggie Q, your job is to take down a group of street racers that have somehow become involved in an international smuggling ring. The story is told via campy cutscenes that fail to capture the charm of Most Wanted thanks to uninteresting characters and a predictable plot. Having a story provides incentive to make it through race after race, but the whole "this is cheesy so it's cool" thing feels kind of forced this time around.

It won't be easy--we'll have to use our powers of acting to take down the street racers.

Like many other Need for Speed games, all of your racing will take place on the streets of a fictitious open-world city--here it's the Tri-City Bay area. You'll start with a lousy vehicle, but it won't be long before you're able to snag a pink slip to a nicer ride. As you progress you'll earn cash, which can be used to unlock (50+) new vehicles from manufacturers such as Nissan, Dodge, Cadillac, Ford, Porsche, Lamborghini, BMW, Aston Martin, Mitsubishi, and more. If you're into tuning individual aspects of your ride or purchasing individual parts you can do that, but if you're not into tinkering you can purchase an upgrade package and be on your way.

Not only will you earn money for winning an event, you'll earn driving points for dominating it--basically beating it really, really bad. You can power up a number of your driving attributes, but they don't have a noticeable effect on how your car handles. As long as you drive fast you'll probably dominate, but there are occasional races where you'll totally obliterate the time needed to dominate an event, but you'll still lose to the CPU. The game also encourages you to drive with style and drift, draft, and drive really close to other cars, but other than increasing your nitrous there's little to gain from doing so. That said, the new J-Turn mechanic, which lets you bust quick 180s, is invaluable when chasing down rivals or evading the cops. You'll use it because it's useful, though, not because it gets you heroic driving points.

The cops are back in full effect in Undercover, and for the most part, their return is welcome. The challenges in which you must ram and take out a certain number of police cars are great fun, as are the challenges where you must cause a certain monetary sum of damage. Of course, you don't always have to ram cars to take them down; you can also run into log trucks, electrical towers, billboards, and more to leave a little surprise for your pursuers. It's too bad that some odd quirks hamper the cop chases. The environmental hazards that you can unleash certainly look cool and are effective, but quite often you won't see any police cars get hit by the objects, yet when the cutscene ends the cars are trashed. Sometimes you won't have to do anything at all to evade police--the game says "go" and you stay still and nobody finds you. Cops are capable of laying down spikes, but you can go the entire game without them ever doing so. The biggest problem, however, is that the cops don't do much other than bang on the side of your car and yell at you, so if you last long enough they sort of fade away on their own. This makes the chases less challenging than they could have been and also makes them feel artificial, like you're just fulfilling some sort of time requirement until the game decides you've done well enough to escape.

Undercover isn't just about messing with the Man. There are events where you need to maintain a lead for a specific amount of time or get a certain distance ahead of your opponent. Sometimes you'll have to shake the cops while trying to keep a stolen ride in pristine condition, and there are checkpoint races and circuit races as well. There's not a whole lot that's original here and the races are generally extremely easy--you might not see another car for an entire race once you've cleared the starting line. They're difficult on occasion, but this is usually because of the choppy frame rate, which is often dreadful on the PlayStation 3. It's not as if Xbox 360 owners are getting a smooth, fast frame rate, but it's significantly better than the PS3's slide show, which is often so bad that it makes the otherwise great-handling vehicles a chore to drive. What's odd is that there's really no obvious reason for the game's poor frame rate; the city doesn't look much different than those in Carbon and Most Wanted, and the car models have aliasing issues.

You might not want to crash into a cop car in real life, but here, it's all good.

That said, the game does do a few things very well. The online cops and robbers mode, where the robber tries to pick up money and take it to a drop-off point while another person plays the cop and tries to ram them, is quite a bit of fun. But mostly what the game gets right is its pacing. The races are short--sometimes as short as 20 seconds, and almost never longer than five minutes. Another cool thing the game does is it lets you instantly jump to the closest race by pressing down on the D pad. If you want to find a specific event you can press up and you're taken to a GPS map, where you can instantly go to the race of your choice. It'll save you a lot of needless backtracking, and combined with the short races, makes sure that Undercover never gets boring.

If you're one of the many people who loved Need for Speed Most Wanted, flaws and all, you'll find a lot to like in Undercover. It's not very original and the slow frame rate is a downer, but there's no denying that it's just good fun to run from the cops and wreak havoc on a city in the process.

Mortal Kombat - Latest Realese

Midway stops by to take the final wraps off its upcoming fighter

We've been keeping tabs on Mortal Kombat vs. DC Universe since the game was announced earlier this year amid a healthy dose of skepticism from MK and comics fans alike. The ensuing months have seen those fans won over as more information on the roster and fighting mechanics have trickled out. With just a few weeks left before release, Midway is finally taking the wraps off the final piece of the game's puzzle: the story. Ed Boon and crew stopped by our offices earlier today to let us check out a near-final version of the game, which featured the entire roster. Most importantly, we got to see how the game's narrative is going to sell anyone surviving a punch to the face from Superman.

Our first order of business was to scope out the story mode, so skip down a ways if you're concerned about spoilers. Aside from offering up the basic premise--the MK and DC universes are being mashed together due to some cataclysmic magical event--until now Midway has been dead silent on what's going on. The game will offer two story experiences: the MK side and the DC side. We started with the DC story, which caught up to Superman in Metropolis as he was in the process of mopping the floor with Darkseid. The game's introductory cinematic is narrated by the Man of Steel as he brings you up to speed on what's been going on. Following Darkseid's beatdown, Lex Luthor popped up and bantered with the Son of Krypton. In true comic fashion, the stone-faced and ill-tempered ruler of Apokolips began to escape via one of his boom tubes when Superman zapped him with some heat vision, creating a mysterious disruption to the portal and causing Darkseid to awkwardly warp away.

With the power of Shazam, I just blasted your face into meat stew.

With that sorted out, Supes grabbed Luthor and carted him off to prison, leaving the action to focus on Flash, who was called out as the star of this first chapter of the story. The action followed the Scarlet Speedster as he set out to battle Deathstroke, which segued into the mode's first battle. Once Deathstroke was vanquished, Flash was sent to Gotham by Wonder Woman, where he battled Catwoman and Kano. During the short story cinematics between fights, it was clear something was wrong, because energy began to overwhelm the speedy hero. Things came to a head when, after beating Kano, Flash was about to kill the cybernetically enhanced mercenary. Thankfully, since they were in Gotham, Batman popped out of the shadows and tried to stop him.

Once the Dark Knight took Flash out, the game shifted to chapter two, which follows Batman into his first fight with the Joker. The storytelling on both the MK and DC sides will break down into chapters that follow specific characters. Once we started up the Mortal Kombat plotline, we found Shao Kahn and Quan Chi being confronted by Raiden for their poor behavior. (Note for MK continuity geeks: Boon pointed out that the game takes place in the early part of the series around MKII and III.) During the battle, Raiden disrupted the mystic portal Shao Kahn was trying to use to escape, resulting in a weird teleportation that looked a lot like Flash's. The scene then shifted to the MK story's first chapter, Liu Kang. The skilled fighter was hanging out with Kitana at first but set out to do some investigating, which led him into conflict with Sub-Zero.

After we clocked in some time with the story modes for each side, we checked out the offline multiplayer mode and the Kombo Challenge mode. Multiplayer versus mode is a standard punchfest that offers just what you'd expect, while the Kombo Challenge mode tests your skills by challenging you to follow increasingly complicated combo strings that appear across the top of the screen. There looks to be at least 10 per character, which will earn you achievement points if you pull them off.

The game's fighting system, both the proper melee and special moves, along with the various klose kombat and freefall kombat mehanics, felt good. The simple attack layout made combat manageable and allowed for some impressive combo chains, while the different in-close and free-falling modes didn't seem as obtrusive as we expected. In addition, the game's finishing move system, which mixes traditional fatalities with new brutalities for the heroic DC characters, seems to work fine and didn't bog down the pacing.

The freefall combat moves are just as slick as we'd hoped.

The visuals have come together really well. The character models are very sharp and feature a smart array of impressive details. We're fans of little touches like Baraka's flecks of spit as he fights, which, while gross, are what you'd expect from someone with chompers that big. The environments are equally well done and feature some unique touches courtesy of the magical influences at play. There are a number of creepy-looking Outworld stages that touch on some of the iconic locales from MK. The DC stages feature some notable landmarks, such as the Daily Planet's globe and the Justice League's watchtower satellite. In addition, there are some neat mixes, such as the hybrid Themiscrya/Outworld stage, which is a nice juxtaposition of the different worlds. The stages and characters are further enhanced by the various lighting and special effects used during battle. Character animation is solid but retains the deliberate movement we've seen before, which should keep the action from being totally fluid. Overall, though, the visuals left a good impression.

Based on what we played, MK vs. DC Universe is shaping up to be one of the strongest entries in the MK series in a good while. The revamped fighting system feels familiar but freshened up. Although we'll reserve proper judgment until we've spent some time with the final game, we're definitely pleased by where it's going. As far as story goes, the game has got a solid, interesting premise. The arcade, two-player, and Kombo Challenge modes are looking like nice complements to the story mode. Our big question now hovers around how the game will play online and what the downloadable content plans are, since we can think of a good dozen DC and MK characters we'd like to see in the game. Stay tuned for those answers and our final word on the game after its release on November 16.

Halo -3 Review (2)

The weird thing about this last concept is that, with the addition of the Forge, you'll actually be able to build some sort of crude baseball variant if you want. Forge mode is a map editor, but not in the 3D modeling sense that you're used to seeing in PC shooters. You can't edit level geometry with Forge, but you can spawn, remove, and move objects and items around the level. All of the editing is done in real time, and you can pop in and out of edit mode by pushing up on the D pad. You can also play this mode with other players, letting everyone run around in edit mode to spawn Warthogs, rocket launchers, and whatever else is already on the map. On the surface, that doesn't sound so exciting. But in practice, it's a weird and potential-rich addition to the game because there are a ton of little secrets and tricks you can use to manipulate the objects in ways the developers may not have intended.

The Forge might not sound like much at first, but when you figure out how to play with it, it becomes one of the game's most impressive features.

For example, take the fusion core. It's Halo's version of the exploding barrel, and by default, it blows up when you shoot it or drop it from a significant height. It also takes 30 seconds to respawn. You can modify it to respawn every 10 seconds and, with help from another player's rifle fire, you can coax it into respawning in midair, where it tumbles to the ground and explodes every 10 seconds. Naturally, if you surround that spot with more stuff that explodes, you'll have a fun little physics-based bomb that respawns and explodes every 10 seconds. If you've ever messed around with Garry's Mod, a similar physics-based toolbox for Half-Life 2, then you'll recognize this as a simplified take on that idea when you start using it for more than simply adding a few weapons to a map or moving spawn points around. Though many players probably won't get hooked on Forge tinkering, it's an extremely powerful addition that may just take over your life.

You'll be able to easily share your Forge creations with other players via a handy file-sharing system that lets you quickly send map configurations and gameplay types to your friends. You can also set a certain number of items as publicly shared, and users can go to Bungie's Web site to browse and rate the shared items. Additionally, you can flag items for download on that Web page, and the next time you fire up Halo 3, it'll download the items you've marked. It's a very slick interface that makes moving stuff around very easy.

You can also use the file-sharing options to send screenshots and saved films. Saved films are replays of action from any of the modes in the game, from campaign to multiplayer to Forge sessions. The game automatically stores the last 25 or so sessions, and you can choose to save them more permanently from there. Once you've got them, you can edit them down to key kills, weird single-player behavior, or the strangest Forge stuff you can come up with, and then save them for sharing, just as you would with a map or game mode. Much like Forge, the saved-films feature doesn't really sound like much, but Halo 3 is a very replay-worthy game, and you'll probably run into plenty of little moments that you'll want to save for posterity. Another nice touch is that the films aren't locked to one perspective. You can detach the camera from your player and fly anywhere on the map, or change it to any other player's view, as well. The only real issue is that rewinding and fast-forwarding are a little clunky. So if you've got something you want to save that's at the end of a 45-minute session, you'll have to hold down the fast-forward button for a long time to get to that moment, and if you miss it, rewinding can be a real pain, too. Once you've figured out the little idiosyncrasies of footage manipulation, it's not so bad.

Halo has always had a very strong artistic vision, and the graphics have always been just good enough to convey the necessary imagery without becoming huge technical powerhouses. That's not to say that the game isn't technically impressive, because it maintains a smooth frame rate throughout, and looks very sharp overall with plenty of great lighting and other nice effects. But the visual design overpowers its technical side and really stands out. Given that the game takes place in a wider range of locales than the previous two games, you'll see a lot of different, colorful environments, including deserts, snow, jungle settings, great-looking building interiors, and more. The enemies, many of which are returning from past games, also look great.

The audiovisual portion of Halo 3 is definitely impressive, with great art, sharp effects, and terrific music.

The sound in Halo 3 is a good mix of old and new, much like the rest of the game. You'll hear the familiar Halo theme music and variants thereof. You'll also hear plenty of great new music, including one suspenseful track with a heartbeat-like sound that manages to get your heart pounding as well. Most of the voice cast from Halo 2 returns to voice their respective characters, and they again turn in terrific and believable performances. You'll also hear a ton of combat dialogue, both from the marines that fight by your side as well as the enemies you're fighting, who don't seem to appreciate it when you kill one of their comrades. Our favorite line from the Covenant was probably "You've killed my brother for the last time," which is pretty hilarious.

As games start to consider user-generated content, it's becoming clear that more and more games will be ready to give you back just as much as you're willing to put into them. On the surface, Halo 3 is every bit the sequel you would expect it to be, in that it delivers meaningful upgrades to both the story-driven and competitive sides of the package. However, it's the addition of the Forge level editor and the saved films that give the game an even longer set of legs, legs that will probably keep you running at full speed until Bungie figures out where, exactly, to go from here.

Halo -3 Review

The Good

  • Satisfying storyline that simultaneously provides closure while making you wonder what will happen next
  • Four-player online co-op is a lot of fun
  • Forge mode map editor lets you do some extremely crazy and unexpected things
  • Web integration makes sharing new maps and custom modes easy.

The Bad

  • Rewinding saved films doesn't work quite like you'd expect it to
  • AI-controlled Marines can't drive to save their lives (or yours)
  • Inevitable flood of prepubescent online players sure to hamper your enjoyment of the online modes.

Regardless of how you felt about its cliffhanger ending, there's no denying that Halo 2 was a gigantic success that raised the bar for what we, as a game-playing society, expect out of a good console-based first-person shooter. In the years that followed, plenty of games attempted to duplicate the Halo formula, with varying degrees of success. But there's still nothing quite like the genuine item. Luckily for all involved, Halo 3 is a positively amazing package that offers extreme satisfaction across all of its different parts. Maybe now you can finally retire your Halo 2 disc and really move into the next generation of games.

Halo 3 manages to feel familiar while also packing in a good amount of new material.

Halo 3 is an interesting mix of established protocol and intriguing new stuff. For example, the gameplay doesn't stray too far from Halo 2, which, in turn, didn't exactly reinvent the original Halo. Don't take that as a negative, because it means that Halo 3 plays extremely well, with the same types of light tactical considerations that have made the series stand apart from other, faster-paced shooters. The balance between your guns, your grenades, and your melee attack has always given Halo a unique feel in the genre, and those same considerations apply today, both in the campaign mode and in multiplayer. You'll also have new weapons and items to consider, such as a host of Brute weapons. One example is the spiker, which is an exciting automatic pistol that fires quickly and decimates opponents, especially if you're holding a pair of them. Another is the mauler, which is a one-handed shotgun that can level enemies up close. You'll even find weapons so huge that your movement speed slows when you carry them. When you use these weapons, the camera pulls out to a third-person perspective so you can see your missile pod, plasma cannon, or flamethrower as it fires. And then there's the gravity hammer. Originally shown in Halo 2 (where it wasn't usable by the player), the gravity hammer is a large melee weapon that will wipe out most regular enemies in one swipe. Needless to say, it can be especially fun in multiplayer settings. The end result is gameplay that feels wholly familiar without retreading the same ground too heavily.

The campaign is structured in much the same way as past Halo games, with multiple chapters and effective streaming that ensures you'll see load times only between chapters. There are also lengthy vehicle sequences to break up the on-foot action. You'll pilot the classic Halo vehicles, such as the Ghost, a hovering one-person craft that's fast and deadly, and the Warthog, a dune buggy with a turret mounted in the back. You'll also see new vehicles, such as the Brute Prowler, which is a two-person vehicle with turrets. Like in previous games, the vehicles are fun to use. Also similar to previous games, the artificial intelligence can't drive very well, so if you're playing alone, you'll usually want to grab the steering wheel rather than the weapons.

The concept of "equipment" is new to the series. These deployable special items have a variety of effects. The most obvious example is the bubble shield: You (and your enemies) can walk through it, but bullets and explosions bounce right off. It's especially entertaining when your enemies use it, given that you can just walk through and bash them with the butt of your gun. You'll also find items that make your shields regenerate more quickly, and others that drain enemy shields and stop their vehicles dead in their tracks. These items also show up in multiplayer, where they're a little more interesting.

Halo 2's ending was widely criticized for being too much of a cliffhanger and leaving you with no sense of progress or resolution whatsoever. It's good news, then, that Halo 3's story doesn't suffer from that problem at all. It opens immediately following the events of Halo 2: The Covenant is on its way to Earth, continuing its religious zealotry and attempting to activate the floating space weapons known as Halos, which could destroy civilization as we know it. The Master Chief and the other Earth forces of the UNSC are in hot pursuit to stop them, with newfound allies such as the Arbiter coming along for the ride. We'll spare you the specifics because they're quite compelling and should be seen firsthand. All you really need to know if you're on the fence about Halo 3's campaign is that it's a delicate balancing act that manages to provide satisfying closure for the trilogy, make perfect sense of all the cryptic events in Halo 2, and leave you filled with anticipation for more adventures set in the Halo universe. Not bad for a game that will take most players between 10 and 15 hours to finish on one of four difficulty settings.

But you'll probably go through the campaign more than once, thanks to the inclusion of a strong co-op mode. Previous Halo games have let two players go through the campaign; Halo 3 ups that number to four players and lets you do the whole thing over Xbox Live, if you so choose. This is a really fun way to experience the campaign's nine chapters, and you can choose to go through them in any order, provided you've already played through it alone. Furthermore, this method of play (which you can also do alone) lets you turn on scoring in campaign mode, in which you earn points for kills and lose them for dying. This adds a sense of competition to the co-op, and there are also achievements associated with finishing chapters with high point totals. You can also customize the experience a bit by turning on a series of unlockable modifiers that open up as you collect hidden skulls. The skulls are stashed around the game, and some of them do things such as increase the amount of damage you'll need to deal to take an enemy down, remove the heads-up display and make your weapon invisible, and so on. This gives the story-driven section of the game some more replay value, although it doesn't get significantly more difficult as you scale up the number of players. Consequently, finishing the game on legendary difficulty is a breeze if you're rolling through with three experienced fellow triggermen.

You can earn the campaign achievements in co-op mode, which makes the legendary difficulty a lot easier to manage.

In addition to the four-player co-op action, you can also play competitive solo and team-based multiplayer matches with up to 16 players on 11 different maps. There's a lot of depth to the multiplayer modes, ranging from simple stuff such as deathmatch and team deathmatch (still referred to as slayer and team slayer here), to more objective-based gameplay such as capture the flag. Another similar mode is called territories, in which the two teams fight to defend or attack various control points around the map. You'll also find a mode called infection, where a percentage of the players start as sword-wielding zombies and must convert the members of the other team by killing them, until only one non-zombie remains. Each of the maps can handle any of these game modes.

Like in Halo 2, you can customize these game types, and there's more to customize this time around. You can change things like starting weapons, the weapons that appear on the map, whether the motion sensor is active, the force of gravity, the game speed, whether the players all have active camouflage or not, and much, much more. The multiplayer is as strong as it has ever been thanks to the addition of new weapons and tweaks to old ones. Swords have been made much more interesting this time around: If two players run at one another with energy swords and attack at the same time, the swords clash and the players bounce off one another. This makes all-swords matches totally wild. The gravity hammer is also big fun in multiplayer matches, both because it crushes enemies that are foolish enough to get too close, and because you can smack incoming rockets to bat them away, which makes for an interesting game of baseball.