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Crimson Skies: High Road to Revenge

Developer: FASA Studios
Publisher: Microsoft
Genre: Action / Flight Sim
Players: 1-4 (16 on Xbox Live)
Similar To: Ace Combat
Rating: Teen
Published: 11 :20 : 03
Reviewed By: Matt Hart

Overall: 9 = Must Buy

Screenshots

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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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