Jason Dobson

The Legend of Zelda: Twilight Princess is an iconic adventure that spans two console generations, serving as both the GameCube’s swan song and the single best reason to invest in Nintendo’s unconventional Wii console at launch. The number of titles to generate the kind of hype and anticipation associated with Twilight Princess are few, but lasting in their meaning to the hobby. Since the game’s initial unveiling for the GameCube in 2004, not even delays and an eventual shift from one console platform to another could shake the unwavering devotion of the Nintendo faithful for what was sure to be a terrific video game experience. Now finally a reality, the game offers very much what Zelda enthusiasts have come to expect, while at the same time raises the bar for all similarly minded titles to follow. Much like other Zelda titles, Twilight Princess weaves a heartwarming, if somewhat predictable tale of a hero named Link and his journey to save a kingdom known as Hyrule. All of the rest of the familiar elements are accounted for as well, including a menacing darkness and a threatened princess named Zelda. As the game begins, Link is less the hero, and more an unassuming farm hand. A hick, if you will. Living in the sticks, he lives life blissfully unaware of the dark happenings in the world outside of his quaint village. However, as a mysterious twilight that threatens the land finally reaches his home, it isn’t long before Link is forced to step into the unfamiliar role of an adventurer to help save his friends, home, and as it turns out, the larger kingdom.

As twilight drapes across the land, it creates a kind of alternate, darker reality that twists the world beneath it and reduces the population to spirits that exist unaware of their maligned predicament. As the hero, Link’s form is also altered by the twilight, though instead he finds himself transformed into a wolf. As a wolf, Link is afforded the benefit of heightened senses, which offer visual cues as to the location of hidden items as well as the aforementioned spirits. He can also dig in typical canine fashion, allowing him to access certain areas that would be unreachable in his human form. In addition, early in the game, Link encounters a representative of this shadow realm in a diminutive imp named Midna, who toys with the hero while helping to guide him through what the land has become by providing occasional hints. Midna also assists Link in reaching otherwise unreachable areas by floating up to certain locations, and permitting the hero to leap from one point to the next. Each of these commands, sensing, digging, and working with Midna, are all assigned to a direction on the Wii remote’s d-pad, and pressing that direction activities the assigned action. Similarly, the d-pad is also used to assign the use of specific inventory items while in human form as well.

While moving about in wolf form could not be easier, the same cannot be said for Link’s adventures on horseback, which can feel a bit like driving a tank. Granted, it could be argued that riding and handling a horse should feel decidedly different than moving about as an animal yourself, but there are times, especially when fighting while atop Link’s steed, that the fluidity afforded by moving and fighting simultaneously as wolf is sorely missed. The horseplay is not broken by any means, but it can be frustrating to misalign your gallop, only be stopped dead by a protruding rock, and have to fight with the controls to get your steed back on the course. In a fight, especially in tight quarters, this can be more aggravating than fun.

A key element of the Zelda franchise has always been found in its ingenious, sometimes dastardly puzzles. Twilight Princess continues this tradition with its handful of dungeons each offering a distinct collection of conundrums and stumbling blocks. While few of the puzzles reach the equivocations found in Ocarina’s Water Temple, the game will undoubtedly tip up even the most astute adventurers from time to time. Even so, the majority of the game is fairly logical, and if you find yourself looking too hard for an answer, chances are you’ve missed a fairly obvious detail and should just take a step back and examine the situation. More than anything, fun is the order of business with regards to Twilight Princess, and not frustration. Even in the most dire situations, you’ll likely find yourself grinning from ear to ear.

While the game has the heart and soul of a GameCube title, in making the leap to the Wii, Twilight Princess has been given an interface befitting the new console, with various remote and nunchuck movements and button combinations working in tandem to execute the game’s various techniques. The promise of more immersion through these controls is realized in part, though play is never as dramatic as the Wii’s press materializes would have consumers believe. In actuality controlling Link on his quest is oftentimes much more relaxing that playing with a traditional gamepad. In addition, Twilight Princess offers a number of secret sword techniques that are learned over the course of the adventure, and these add to the game’s robust combat-oriented gameplay by affording a number of new and exciting ways with which to dispatch adversaries.

However, while these controls work very well most of the time, there are occasions when you can’t help but wish you had a more conventional controller in your hands. This is especially evident when fighting several enemies at once or when time is of the essence, as it is here when the Wii tends to pick the most inopportune time to have trouble detecting the motions of the remote or nunchuck. Because of this, the game’s difficulty can at times feel artificially inflated, though thankfully for the lion’s share of time spent with the game this is a non-issue. There is an old saying, however, about one bad apple spoiling the bunch. Thankfully here spoiling is perhaps too strong a word, but aggravation with the controls over the course of the adventure is not unheard of.

While Twilight Princess was originally pitched as a seventy-plus hour adventure, a claim that painted the quest as epic by any standards, the reality is that most players will see the game to conclusion before crossing the fifty hour threshold. The game does hold a number of secrets that could inspire a prolonged stay in Hyrule, or even a return visit, but without question the original claims of game length were a bit misleading. However, that said, Zelda is entirely fulfilling, and any claims of ire towards the game’s length more than likely stem from simply not wanting it to end.

Graphically, this latest incarnation of The Legend of Zelda is gorgeous, but not for any measurable technical achievement. In fact, when compared to other recent releases for the Xbox 360 or even the recently released PlayStation 3, Twilight Princess looks decidedly low key. However, the gaming industry in general is perhaps a bit too hung up on seeing its games aligned with a very finite range of visual styles, and a title such as this is difficult to pigeonhole. Twilight Princess has a definitive style that plays to the strengths of the GameCube and Wii, and comes off looking like a piece of art with its lush landscapes, imaginative creatures, and epic confrontations. There are jaggies, and some low resolution textures, but picking apart the game’s granular shortcomings only serves to rob Zelda of its majesty.

Likewise, the game’s musical arrangement is grandiose as it parallels Link’s heroic quest with an equally valiant score. Twilight Princess features tracks that mirror other classic Zelda melodies, and also intertwines them with wholly new and equally remarkable pieces. Some maybe taken aback by the game’s lack of voice overs, especially in an age where it seems as if even the most mundane games come to market with a fully vocalized cast. That is not the case here, and to be honest, Twilight Princess doesn’t miss the absence of actors mucking up their lines for a paycheck one iota. It is entirely possibly to enjoy a game that lacks the miracle of speech, and this adventure is living proof.

While this is still the same old Zelda that many have come to love, the plain and simple truth is that is its greatest strength. It’s comfortable, like an old friend gone far too long now returning for an extended visit. From its characters and epic, if somewhat predictable story, to the gameplay itself, Twilight Princess is a terrific extension to one of the most timeless and important franchises in video game history. Occasional issues with the title persist, some of which are the result of the game’s transition to such a new and unproven platform. However, this is still one of the most compelling titles to be released this year, and is a stellar way to kick off the launch of the Wii.

Score: 98%

Resistance: Fall of Man

November 17, 2006

Being a launch title for a new console is a risky proposition. Having little time to learn the nuances of the new hardware, a company promising a launch title faces two outcomes. If you ship a poor launch title, it can taint your reputation and strain your relations with the console manufacturer for the remainder of the console’s life, because you’ve effectively tarnished the reputation of the entire launch. Conversely, a stellar launch title can boost system sales and ensure a steady stream of business for years to come. This gambit must ring especially true for Insomniac Games, whose Resistance: Fall of Man has emerged as the premiere launch title in the North American lineup. Many comparisons have been made to Halo, which served as the FPS beachhead in the launch of Microsoft’s Xbox, and while the comparison is reasonable, it’s not precisely apt. Resistance, more than any other game I’ve ever played, has most swiftly and definitively demonstrated the “next-generation” capabilities of the PlayStation 3. To begin with, the game is stunningly gorgeous. Anyone concerned with Insomniac’s pedigree of cartoonish, stylized design (they haven’t done gritty, “realistic” sci-fi since 1994’s Disruptor) can quit holding their breath- Insomniac’s reproduction of 1950’s-era alien-infested England is stunning in its scope and detail. Whole city blocks are loaded with NPC’s and other effects, producing the kinds of widespread chaos you’d only expect to see in an FMV. The soldiers and the Chimera fight it out across open fields and city streets in jaw-dropping detail, environments crumbling and exploding all around you, every section comparable to the best set piece firefights of any FPS you could name. And the difference, one of the things that really screamed “next-gen” to me, is the permanence of it all. Shoot out a window, and not only will the shards break according to their own (beautifully) modeled physics, but they will stay on the ground for the duration of the level. Corpses stack atop one another, bullet holes remain as lasting reminders of a firefight, everything you do lasts to a degree heretofore unseen in a video game, and it really helps bring the visual immersion to a whole new level. Only once was I ever pulled out of the action by something I saw, a minor texturing error that allowed me to see through a small bit of the floor, and for the staggering amount of graphical detail the game had, a single misplaced triangle in a nine-hour play-session is beyond negligible.

As for the gameplay, it resembles somewhat the mutated Chimera that make up the game’s antagonists: recognizably familiar, but unmistakably different. While it’s true that in the most general terms, not much of Resistance will seem terribly new, there’s enough put into the mix to give it an altogether fresh taste. For instance, the game’s cinematics are all rendered through the in-game engine- a common feat even as far back as the PS1 days with Metal Gear Solid, but with the kind of graphical fidelity the PS3 offers it’s an entirely new and better proposition. And while the typically narrow corridors of a FPS will elicit a familiar claustrophobia from fans of the genre, placing them in the ruins of old English architecture is unlike any sewer pipe or space station they’ve crawled through before. As for weapons, most every gamer is used to familiar regiment of shotgun, machine gun, sniper rifle, and so on, but given Insomniac’s flair for inventive weaponry, players will eventually find themselves shooting (and being shot at) with a variety of inventive and exciting weapons, making every firefight a treat and a challenge.

Without revealing too much of the story here, it should be said that the sci-fi story played out through Resistance’s single-player campaign is pretty imaginative and engaging- the pseudo-historic re-telling of the 1950’s, complete with Isolationist America, unified Europe, and many other interesting tidbits (found mainly through intel folders scattered throughout the levels) to create an engaging plotline that will have you anxious to get to the next level well into the night. Granted, it’s not an epic RPG storyline, but in the service of a first-person shooter, it serves as well as the plot to, say, Halo or Half-Life 2.

In the beginning, you’ll only have the “Easy” and Medium” difficulties to choose from; beating the game on “Medium” unlocks “Hard” and beating it on “Hard” unlocks “Superhuman.” The two starting difficulties lend themselves much more to run-and-gun tactics than the latter two, as once you get into the latter half of the difficulty spectrum cover becomes king- expose yourself for a moment and you’ll find yourself spattered with enemy fire. And don’t think you’re safe behind a light pole or a chain-link fence, either, as the AI in Resistance has the most impeccable aim I’ve ever seen in an FPS. Previously I’ve made a career out of exploiting gaps, both in the scenery and in the AI’s interpretation of it- little spots where I could, say, shoot an opponent’s feet and have them unable to retaliate because they couldn’t “see” the tiny hole I was shooting at them from. Much to my amazement (and partial chagrin) such tactics quickly were demonstrated to be fruitless.

Hiding behind a stack of tires, I noticed a miniscule gap between the two stacks, enough to squeeze a few shots off at an enemy hiding behind their own barricade. I considered myself fairly clever, until the Chimeran Hybrid I was shooting at shot me through the same hole! I quickly scampered to more solid cover, the familiar “This really *is* the next generation” feeling coming over me as I realized that the enemies I was facing could, for the first time, see with the same acuity as I could, and as i continued to play, I knew, without a doubt, that given the slightest passage or space- a bus window, an air vent, an elevator shaft- If I could see them, they could see me, and worse still, shoot me. And even sight wasn’t necessarily a requirement: Cowering behind a car from suppressive fire, I was reduced to near-death when the hail of firepower caused the vehicle to explode right next to me, an expensive lesson indeed- yet one that I happily turned against the Chimera given half a chance in later levels.

Of course, while it’s true that you’re fighting what is essentially a rear-guard action against overwhelming odds, it would be kind of a drag for the game to make you feel hopelessly outnumbered all the time, so occasionally it provides you a respite in the form of vehicle combat. In certain segments of the game, you’ll get to commandeer a tank, a Halo-esque Jeep, and a walking armored monstrosity that bears a passing resemblance to Up Your Arsenal’s Landstalker. These are incredibly joyful breaks in the otherwise stressful on-foot segments, and while there’s still a degree of skill involved in successfully navigating your vehicle through the stage without dying, there’s an undeniable glee derived from taking out an entire checkpoint’s worth of Chimera with a well-place tank blast. In a bit of game-sanctioned schadenfreude, one of Resistance’s many skill points even revolves around mashing a certain number of Chimera under the treads of your mighty tank.

If your ears perked up at the mention of “Skill Points”, I’ll be happy to report that yes, Insomniac has kept the tradition of rewarding players for being exceptionally thorough, lucky, and skilled alive and well in Resistance. Some skill points will probably come about naturally in the course of play, such as “Nowhere to hide”, which one receives after killing a certain number of enemies through a wall with the Augur. Others, like “In for a penny…” players will probably get by luck, when they happen to throw that grenade that kills three hybrids at once. And lastly, Skill points such as “This is my rifle, this is my gun” will likely take hours of concerted effort in order to meet the grueling requirements Insomniac set forth to test your mettle.

If you get tired of the game testing your mettle, you can always leave that task to other players. Using the PS3’s built-in broadband adapter, Resistance supports up to 40-player online matches. While Resistance offers a plethora of online matches and options, the most innovative aspect of its online play is MyResistance.net, a community site being set up by Insomniac to be your one-stop shop for all things Resistance-related. As you score victories and progress through ranked games online, you’ll unlock new skins and other options, some of which the game will hand to you automatically, some of which you’ll be able to download as additional content through MyResistance.net. Add to this the ability to blog about your adventures online, form clans, add friends, and the ability of the PS3 to access the site without ever putting down your controller, and Resistance seems well on its way to having a vibrant and active online community right out of the gate.

Of course, that community wouldn’t be worth much if the multiplayer wasn’t a blast to be a part of. Aside from the lag-free experience fragging, running, and trying to accomplish whatever goals were set before us, there was always just a pervasive sense of fun about playing Resistance online with others that I never really got while playing on the PS2. If there could be said to be an online je ne sais quoi that the PS2 lacked, the PS3 definitely has. All the standard modes like Team Deathmatch and Capture The Flag deliver the classic FPS experiences I’ve loved since Quake, and the newer modes like Meltdown and Conversion bring fresh strategic ideas to the genre and keep me on my toes. And there’s a final kind of multiplayer, painfully remiss in all too many console games these days: Cooperative play. You and a friend can split the screen and fight your way through the single-player campaign, with Insomniac throwing more resistance (ha) your way to account for the increased firepower. Co-op mode hardly needs justification, really- anyone who has ever played co-op before knows well the merits of having another person watching your back and adding another gun to yours, the riotous joy of shouting orders back and forth in a frantic firefight.

You won’t be the only one shouting during firefights, however. Resistance boasts some fabulous sound design, a great deal of it concentrated in numerous voiceovers of the English troops you fight in the midst of. You’re constantly hearing battle orders given and acknowledged, warnings shouted out, all this amid a constant furor of bullets and explosions and the crumbling of cover. As if to drive home the gritty wartime sound design, I once paused just in time to hear all sound cut out save for a British soldier yelling a warning at one of his compatriots, ending with “…before you lose your fucking head!” To be fair, though, the soldiers are never crude for crudeness” sake, like in some other games. In point of fact, there seems to be a balance struck between light-hearted banter and the deadly serious battle commands. At one point in the game, I was trapped with an extremely large Chimera, other soldiers present but unable to aid in the battle. After felling the beast, one of the soldiers commented “Amazing! He took it down single-handedly!” before adding after a slight pause “..I’m out twenty quid!”

What ties it all together is a pervasive feeling of appropriateness- Resistance is intense when it needs to be, fun and action-y when it needs to be, slow and creepy when it needs to be. Everything is placed in the game to deliberately add to a certain kind of atmosphere in a certain time, from the music to the health caches to the enemies. Even the weapons themselves can add to the tension- just being shot at has a different dramatic effect than seeing Augur rounds burrowing through the walls after you or seeing the red laser shined in your face that indicates a Chimera is trying to paint you with a Bullseye’s homing beacon. The end result is the kind of all-encompassing immersion that precludes blinking, where you just want to keep playing a little bit more, just a little bit more…

In the handbook given to us with the review materials, Insomniac president and co-founder Ted Price stated that he wanted Resistance to be “A launch game that didn’t look like one.” Well, today it can be safely said that for all their work the team at Insomniac has realized that goal tremendously. Probably the finest first-person shooter to ever grace a console, Resistance: Fall of Man is easily worth your $50, and may be considered by some to even be enough to justify the $650 investment alone. Resistance will be the gateway through which many gamers are introduced to the PlayStation 3, and it’s an experience akin to having Mickey Mouse greet you at the gates to Disneyland.

Score: 97%

Red Steel

November 16, 2006

Red Steel, Ubisoft’s Wii-exclusive first-person shooter that lets players live out their fantasies of being both a gun toting killer and human Cuisinart, has come a long way since it was first announced in April. The version that was offered for play at E3 2006 was nothing short of a mess, and in a few months time the company has managed to refine the game into something that is not only playable, but enjoyable as well, at least for the most part. There are still some minor control issues, and the game is still incredibly inconsistent in terms of visual acuity, but in spite of this Red Steel is still an unquestionably fun game to play.Set against a backdrop comprised of both the Japanese and American criminal underworlds, Red Steel begins as meeting with your fiancA

Wii Sports

November 15, 2006

Let’s be perfectly honest. Wii Sports, the pack-in offering from Nintendo for its newest console entry, is a tech demo of what players and early adopters can expect from the hardware and its unconventional capabilities. This is not a slide against the title or the Wii itself, merely a fact. Few of the title’s included games are fleshed out to the point of inspiring continued play beyond an hour or so. Instead, the bulk of the title’s various motion-based games serve as an almost perfect introduction into what we can expect from the Wii in the months to follow the console’s debut. Inserted into the Wii, the console becomes an instant conversation piece, drawing attention from anyone within visual range of players as they move and wave their arms while taking part in the experience. The Wii is an experience, and Wii Sports is a perfect demonstration of that experience.Nintendo is blazing a new and largely unexplored trail with the Wii in its desire to appeal to gamers and non-gamers alike, and while time will tell if the gaming community at large will follow, for the short term Wii Sports makes perfect sense as an introduction to the Wii’s mechanics. Not everyone has played Super Mario Bros. or The Legend of Zelda , but everyone who picks up the Wii remote is likely to be familiar with baseball and knows full well how to swing a tennis racket.

The included games, from baseball and tennis, to bowling, golf, and even boxing are admittedly simplistic caricatures of their real life counterparts, but the emulation is such that they do not have to be realistic. That’s not the point. Rather, the point – an area where Wii Sports excels – is to get people engaged in a party-like atmosphere where those watching the game are just as engaged as those actively participating in what is taking place on the screen. While the game itself may not be played much in the weeks to follow the Wii’s debut, newcomers asking the inevitable question of A

Excite Truck

November 12, 2006

Taking a cue from classic arcade style racing games such as Midway’s San Francisco Rush, SingleTrac’s Jet Moto, or even Electronic Arts’ vastly underrated Rumble Racing, Nintendo’s Excite Truck for the Wii offers all of the spills and thrills you’d expect from a A