Intro
The
year 2000 was a crazy time-flying cars and laser guns were abound. We had a Democrat
in the White House and a little game called Counter-Strike was enjoying
its short-lived success (should end any day now). But of the most importance to
us is the release of the original Crimson Skies to an excited PC-only audience.
And despite taking place in a cool alternate universe, featuring arcade physics
and insane acrobatics, and memorable voice acting that still rivals that heard
in most games, the game had this nasty tendency to randomly crash and erase saved
games, making the game somewhat unplayable. But here we are in the future-the
year 2003-cars no longer fly and Microsoft now has their own console division.
Since the inception of the Xbox, Microsoft has slowly started to reevaluate which
titles are better suited for a console system, and after releasing Midtown
Madness 3 to an eager Xbox audience, Microsoft has followed suit with the
newest Crimson Skies, deciding the series may be better suited to a console;
I couldn't agree more. Gameplay: 8.5/10 Crimson Skies:
High Road to Revenge has traveled a long road to release that includes several
release date changes, a handful of E3 appearances, several gameplay revisions,
and even a Discovery Channel special documenting the whole process. After fumbling
the release of the initial Crimson Skies, the development team felt it
necessary to produce a title that is nothing but quality. To do this, they developed
this rather odd, seemingly unorthodox practice in today's world of bad camera
angles and clipping problem-extensive testing. If a certain gameplay mechanic
or feature didn't feel right to the testers, they tweaked it until it did. In
short, the developer went through great pains to deliver a frantic, fun, dog fighting,
swashbuckling experience that would not soon be forgotten, and it shows-does it
ever show.In Crimson Skies world
(also a table top game by the same name), the U.S. never quite recovered from
the Great Depression, and instead of forging together to overcome our financial
disparity, simply absolved into many smaller nations like the Nation of Hollywood
and the Industrial States of America (a.k.a. the Midwest). As the U.S. broke up,
the rail and road systems eventually broke down due to constant warring between
the sub-nations, and soon, the predominant form of personal transportation was
the plane. To complicate matters, pirates found out that air piracy was really,
really easy (rich people tend to favor flying large, slowly moving, poorly defended
zeppelins), and soon bands of pirates sprung up over the former countryside. One
of these pirates just so happens to be our game's protagonist: Nathan Zachary. At
the outset of the game, we find our hero in bed having just been the victim of
a bad poker game and a hard night's drinking. To make matters worse, his plane
and support zeppelin are being stolen. Thus begins a single player campaign spanning
across 6 different lands, dozens of individual missions, and multitudes of fun,
highly-explosive enemies. The campaign is broken into areas that operate much
how the levels in Grand Theft Auto 3 do, albeit on a much smaller scale.
Although progression from area to area happens in a very linear fashion, individual
missions can be selected in any order. For instance, once Zachary arrives in the
first area of Sea Haven in the Nation of Hollywood, he has the choice of chasing
down some thieves, racing, or shooting down pirates in an AA gun - all for a price,
of course. Missions are activated very easily, just fly to the mission location
and press the X button when the onscreen indicator says so. Once these objectives
are completed, he can then continue the plot, or perhaps just fly around the island
wasting time looking for hidden locations and upgrade tokens. Overall the single
player campaign, while fun, is a bit too linear and monotonous for my tastes.
And while there are several key boss battles and interesting missions to break
up the monotony, the only thing there is to do is shoot bad guys, and towards
the end of the game, it just grows weary as wave after wave of planes attack and
attack and attack and
But planes
are the name of this game (well actually...), and that's just where Crimson
Skies excels. Opting for maneuverability over accuracy and physics, the development
team has succeeded in making a highly enjoyable flight system sure to induce vomiting
in even the hardiest NASA astronaut. Lift? We don't need no stinkin' lift. These
planes laugh at gravity between pulling Immelstadts and vertical ascents that
fear no stall. Get the picture? Instead of making a realistic flight simulation,
the developers wanted a more accessible, arcade feel for their title. Learning
the system is quick and easy, and players will be flying mere feet from the ground
while pulling barrel rolls and shooting down enemy aircraft in minutes after learning
how. Planes in Crimson Skies are nimble and powerful-they hate gravity
and gravity hates them. Each of the 10 planes is equipped with a standard primary
weapon (usually a machine gun) and a secondary weapon that differs with each model,
from the Piranha's plane-debilitating lightning attack to the Dust Devil's plain
ol' chain gun. In addition to the standard health bar, each plane also shares
a sort of turbo meter. Any time a plane wishes to use its turbo for speed or to
pull off a special move, a chunk of the meter is consumed only to be replenished
over time. Each plane is also upgradeable (except for the Mini-Gyro) by way of
upgrade tokens, found hidden in each of the game's levels. Once upgraded, each
plane gets an increase in the three stats of each plane-armor, firepower, and
speed. However, one of the biggest hype
producers for Crimson Skies is its inclusion of Xbox Live play, some even
heralding the title as the successor to MechAssault for pure, unadulterated
deathmatch action, which is interesting as FASA Studios developed both games.
Gamers familiar with MA will immediately recognize similarities between the games,
right down to the layout of the multiplayer menus. But while MechAssault
features slow, powerful robots, Crimson Skies features fast and maneuverable
planes-making the entire experience that much faster and frantic. Kills in Crimson
Skies come quicker and more frequently. But what I enjoyed most was the lack
of weapon power-ups. MechAssault players are all too familiar with being
devastated by level 3 lasers early on from a player fortunate enough to stumble
onto power-ups. Luckily, the only power-ups received in Crimson Skies are
health and ammo-which make a strategic player live for a bit longer without ruining
the balance of the game too early. Voice and friend support are both well implemented,
making it possible to scream 1930s slang to your friend (and fellow CSI
owner) in Arkansas with no worries. But
that's not to say that the multiplayer is perfect. Lag plagues every match. Often
times, health and ammo power-ups won't register until precious seconds after your
onscreen plane has flown through them-making any hits you receive between the
pick-up and when the pick-up takes effect legit. So, it's possible to pick-up
a health pack, get hit and subsequently killed by a stray bullet, and never receive
the health. Furthermore, the lag effects kill. On several occasions, I was killed
by a whole slew of bullets, so first I swore, then was respawned, only to have
bullet lag kill me again with absolutely no enemies in sight. In these instances,
I was simply dumbfounded at what happened. Also, as of publishing time, there
are only 5 maps available which is more than some games, is also less than the
scores of maps currently available for MechAssault. I know one's been out
about a year more, but man, I can only play the Chicago level so many times.
Graphics: 10/10 Much like the gameplay, the developers went to great
detail to make Crimson Skies look as good as it plays. I'm an advocate
of the saying, "God is in the details." And so, apparently, are the
good people at FASA Studios. Bullet casings whip by the screen as shots are fired
from your plane. Particle effects light up every explosion. And the water, my
God man, the water. Every drop in every on-screen ocean looks as good as any video
game water you're bound to see anywhere. In a heavily stylized universe where
alternate nationalities and technologies reign, a game better have great graphics
and Crimson Skies is no slouch. I hate to give away the kind of surprise
that one of the later awe-inspiring, jaw-dropping levels gives, but I have to
say something: Chicago. A gamer hasn't lived until they've shaken planes off their
tail while plummeting down an urban street between skyscrapers while blowing up
a turret with a well-placed missile, pulling up, and gracefully rolling behind
your would-be attackers to lace those fools in a storm of bullet casings, lightning
strikes, and dynamically lit buildings. Beautiful. Sound:
10/10 The original Crimson Skies featured witty dialogue delivered
by real, honest-to-God actors with impeccable timing. The sequel, I'm happy to
say, is just as good. The voice actors really help to bring the universe to mind.
Nathan Zachary is loud, brash, arrogant, and slightly air-headed. Along the voyage,
stereotypical Germans and typical Victorian Brits are also encountered. And you
know what? They sound great. Each plane also features unique sounds to the extent
that experience players can identify planes online by the sound of their guns
alone. Crimson Skies also boasts full Dolby Digital support for the aurally
and financially blessed, in case you were wondering. Control:
9/10 Control is executed pretty much as expected in Crimson Skies.
The left stick handles all things steering-up, down, left, right-it's got it all
covered. The triggers handle the primary and secondary firing, while the face
buttons handle such tasks as speeding up, slowing down, action, and zoom. But
what makes Crimson Skies so enjoyable is its use of special moves. Eight
different moves can be accessed by the game's click-a-stick maneuver. Each special
move is activated by pressing the left stick in one direction, the right in another,
and then clicking the right stick a la Gunvalkyrie (assuming one of the
six people that played it is reading this). For example, moving both sticks to
down and then clicking on the right stick will activate the plane's Immelstadt
maneuver. Although it's a bit hard to initially grasp, it's easy to master, and
gamers will deftly be pulling barrel rolls away from enemy fire in no time.
Overall: 9/10 Crimson
Skies: High Road to Revenge is the perfect example of what happens when developers
care and publishers let them. Not content to release a lackluster game, Microsoft
and FASA have truly done themselves proud through arduous testing and tentative
release schedules. Through its exciting flight system, beautiful graphics, extraordinary
sound, and its promising multiplayer, Crimson Skies is truly a great title
that any Xbox owner would be happy to own, or in the very least, rent. But for
those players with Xbox Live looking for a new challenge, it shouldn't even be
a question - get Crimson Skies. [
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