Believe it or not, I'm not a big gamer. By 'not a big gamer' I mean, I didn't take a week off work to play GTA: San Andreas as a co-worker did. By 'not a big gamer' I mean, I lost interest with Ninja Gaiden because it was too freaking hard. I've got about 2 hours patience with a game, but I stop when I start to hurt, be it hands, back or head.
That said, you'd think I was a gamer as in the last two months I've picked up Doom 3, FarCry, Half-Life 2, and Halo 2. These games, unquestionably, represent the pinnacle - thus far - of FPS-style gaming. The first three are PC while Halo 2 is on XBox. I'm playing the PC games on a P4-4Ghz with a gig of Ram and an ATI Radeon 9600 Pro.
There's been a million reviews of all these games from AnandTech-type reviews that tell you how much internal processor cache you must have to enjoy these games, to TomsHardware-type reviews that are meant to sell $500 video cards with heat sinks and fans of their own, to 12-year old blogger/reviewers who let you know about the latest mods and cheats so they can embarrass my 30-year old ass on multi-player maps. (You'll be happy to hear that I (and my ego) no longer need to defeat these infidels to feel secure. I just cry tiny tears and leave it at that.)
That said, I wanted to write up what I thought was important about these games, and what drives my opinion and buying decisions around gaming. These categories may be slightly different than the typical review. Or not.
Story
Puzzles
Vehicles
Game My Thoughts Doom 3 No vehicles in the shipped game. Lame. However, just days ago vehicle support was added to the Mod SDK which means total-conversion mods could utilize vehicles soon. FarCry The vehicles in FarCry are wide ranging, from a blow-up boat, to a hang-glider, to buggies and jeeps. There are number of times when you have to make smart use of a vehicle or its weaponry to solve a task. FarCry and Halo 2 are just about equal when it comes to coolness of vehicles, but Halo 2 gets the nod for including "jacking" of vehicles. Half-Life 2 The "water hazard" sequence in Half-Life 2 is bar-none the most extraordinary experience I've ever had playing a single player FPS. It alone makes the game worth the price. Half-Life's vehicle use is great, and the immense size of the vehicles and beasts that the enemy uses is also awe-inspiring, especially the Striders. Halo 2 Halo 2 improves on Halo's use of vehicles which was already outstanding. Halo 2 adds the ability to "jack" a vehicle. With good timing you can jump onto an enemy vehicle and yank the driver out, throwing them from the cockpit. You then take over driving and, well, kill them all. There are also some immense non-drivable vehicles that you have to jump on top off from a bridge and destroy from the inside. Also, the vehicle sizes far greatly from tanks to small "ghosts" which dramatically changes the feel of the game during these sequences. The tank sequences are especially powerful and satisfying.
The vehicles in FarCry are wide ranging, from a blow-up boat, to a hang-glider, to buggies and jeeps. There are number of times when you have to make smart use of a vehicle or its weaponry to solve a task. FarCry and Halo 2 are just about equal when it comes to coolness of vehicles, but Halo 2 gets the nod for including "jacking" of vehicles.
Graphics
Half-Life 2 blew me away. As much as Doom 3 floored me, Half-Life 2 crushed Doom 3. Argue polygons and detail and lighting and whatever all you want, but when Half-Life 2 renders an entire living city-scape with clotheslines and giant propaganda-filled TV overloading city squares, and waterways filled with floating plastic bottles (that you can interact with) the 10x10 corridors and mazes that Doom 3 has me running around in just can't compete. Additionally the face and character modeling is without par. Half-Life 2 has restored my faith in PC gaming. [Example Image]
Level Design
Game My Thoughts Doom 3 I found the level design in Doom 3 to be fairly pedestrian. I mean pedestrian in both meanings. It's combines the excitement (not) of overly-symmetrical design with the thrill (not) of constantly being on-foot, not to mention having to back-track to retrieve keys and widgets you may have missed. The levels tend to be named Alpha Lab 1, which isn't a bad name until you've been playing for hours and the next level is Alpha Lab 7. OK, I get it. Can I get to the freakin' Beta lab? Ah, steel walls with no lights. We've made it to Mars, but didn't bring backup batteries? Flares? A friggin' glowstick? But, I digress. Every once in a while you get to leave the lab for the Martian landscape, but you consistently don't bring an air pack or helmet so you only get to enjoy the scenery for 20 seconds before your brain explodes. You have to run as fast as you can to the other airlock. Again, we knew we were coming to Mars. Perhaps a breezeway would have been a nice architectural touch? Just a though. FarCry Levels in FarCry are many and varied. The game is huge, and while most of it happens on a remote tropical island, the design makes good use of caves, mountain trails, forts, underwater and boat approaches, as well as the best level that includes a giant abandoned tanker (I thought this level was reminiscent of The Goonies. Go figure.) culminating in a huge fire-fight on the top that includes helicopters and guys on turrets. And me with a single Uzi. That was a tough one. As you move deeper there are levels in underground caves, high in the trees (ala Ewok village) and reinforced concrete forts. If it wasn't for those darn monsters, I would have loved it all the way through. I just don't feel the need to put genetically-modified mutant creatures in every single game. Half-Life 2 That said, Half-Life 2 is all about mutant creatures (from another dimension?) but the Level Design is perfect. You have to think though, when moving around these levels. While the gameplay is pretty linear, there are many back roads and alleys that should be explored, not only get to useful plot points, but to avoid running out of health. There's little backtracking, but when there is, you'll often find different things and people when you return to a previous location. I got nailed a couple of times assuming that I'd cleared an area, when of course, in a realistic simulation, the cops would come to check out the commotion and might be waiting for my return. There is an uncomfortable break in the action as you move from level to level. It presents itself as a mandatory pause with a -loading- sign. After 20 seconds the game continues. I wish they'd have been loading these levels in a background thread as Halo 2 does. Otherwise, Half-Life 2 is the closest thing I've experienced to total immersion in a game. You are truly "playing a movie." I feel that the total lack of cut-scenes increases this sense of immersion. Instead the scripted encounters take the place of cut-scenes and you always have control over your character's movement. Halo 2 Halo 2 level design is, as usual, stunning. It's a little two symmetrical and repetitive, IMHO, when you encounter the Covenant and enter their domain. However, the early city levels are massive. Another important note about levels - in Halo 2 there isn't the sense of a distinct "level," as there are "scenes." There is no loading pause to speak of as you move from location to location. You'd think at this level of the development of games as a media, the publishers would realize that we don't like waiting for levels to load. If you know the game is linear, then you know what the next level is. For Pete's sake, preload it as I'm moving towards it! It's not like I'm moving towards another level. Halo 2 takes this Common Sense to heart and gives you a completely seamless experience.
Multiplayer
Patch-ability/Maintain-ability
Conclusion
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