Intro
There's little else that can warm this gamer's heart more than the
thought of introducing some zombies and Nazis to my friend, the Tommy
gun. Tommy and I are more than happy to oblige any dastardly follower
of the National Socialist Party or an undead follower of the dark
arts, and we do so with pleasure. Returning to the castle gave me
plenty of opportunities to allow Tommy, and some of his friends, to
get some exercise and cleanse the world of some evil, as I had done
so many years ago. While my romp through the dank dungeons of the
castle brought back some fond memories, they also carried with them
a very strong sense of déjà vu that wasn't as welcomed.
Gameplay: 7/10
It has been about a decade since I looked
at my pixely knife and at that unfortunate lone guard by my feet,
then proceeded to give the Third Reich a good what for. That was a
pretty magical time for me, as it was the time that the PC tightened
its grip on my heart that has remained strong to this day. I can recall
several nights spent running and hiding from crazy dogs, staring with
morbid fascination at skeletons in cages, and doing whatever I had
to do find that blue key - or gold or white. Wolfenstein 3-D
was something special; it was an experience so strong that I'll always
be able to demonstrate my keen ability to touch a painting and make
it reveal a secret path. Returning to the castle nearly a decade later
is a bittersweet experience, one that finds new technologies being
embraced, but old habits dying hard.
Taking up the latest trend in the genre,
Tides of War is a more cinematic experience than either of
its predecessors; not only does their inclusion make the story feel
leaps and bounds more entertaining than whatever was passed as a
story in Wolf 3-D, but there have also been more scenes added
from the initial PC release as well. Tides of War's story
can be taken a number of ways, but while there's bound to be more
than a few people who find it hokey, I thought it was entertaining
enough. Taking control of agent B.J. Blaskowics, gamers will find
themselves tracking the Nazi's paranormal division as they dig through
catacombs and wake things that really shouldn't have been bothered.
Before long, the player will be killing the undead in ruins, Nazis
in forests, and a little of both wherever they go. Along the way,
little notes and letters will be found that will hint at what happened
and what's taking place at that moment. And, for the more patient
player, a new peek feature can be utilized to eavesdrop on guards
conversing and revealing even more information. All of these little
details make the world seem much more immersive and it's really
the greatest way of witnessing the change in technology.
While Wolf 3-D was an odd mixture
of man melding machines, Tides of War focuses on an ancient
dark knight and takes a more supernatural route. Unlike the original,
this isn't the world vs. the player, but every man, or monster,
for themselves. Similar to Half-Life showing marines taking
down the inhabitants of Xen, players will get to see Nazi soldiers
fighting with zombies - but never too busy to not take a pot shot
at our good pal B.J. - and this goes a long way in emphasizing what
kind of mess the player has gotten into. The constant tension that
comes from the threats all around really keeps the senses heightened,
but the addition of the shotgun (not a Tommy gun that looks like
a shotgun, as seen in the PC version) helps to calm things down
a bit; no matter how much lightening a recently-awakened undead
denizen can toss at the player, they can't argue with a barrel full
of buck shots. While it was frightening to think of escaping a dungeon
with only a knife, it's no less tense knowing that now the action
isn't just around the corner, but all around.
In the course of a decade, some things
should change, and not just in presentation. In the early 90's,
I was killing hordes of machine and pistol-toting guards so that
I could find keys to open their corresponding doors; and now, in
2003, I'm searching for switches to open corresponding doors. I'm
still backtracking, I'm still getting frustrated as I scour the
landscape to find them, and I'm still not all that amused. At least
things are a little bit smoother these days with cutscenes indicating
which door was opened and backtracking only excessive in a few areas.
But still, out of all the gameplay devices that could've been utilized
for level progression, it's disappointing that they simply opted
to replace the keys with switches.
Perhaps that is why I wasn't a big
fan of the PC version. Although the title had already been given
to another writer, I still got my grubby paws on a copy and eagerly
waited taking a stroll down memory lane and oo'ing and aww'ing at
modern delights. Instead, what I ended up doing was completing a
few levels and staring at the screen in amazement at what they had
done to the series. The legacy of one of the most influential games
was nothing more than a graphical update. Now, for a title like
Doom where I'm not expecting more than running-and-gunning,
that's fine, but the promises I heard for Return to Castle Wolfenstein
where suppose to make it so much more. I was wondering why I was
enjoying Tides of War more and why it seemed like such a smoother
experience. Since it has been quite a while since RtCW's
initial release, I wasn't completely clear as to why some levels
seemed to just make more sense, and it was then I realized just
how much had been added for the console release. There've been 7
new missions added onto the beginning to explain B.J.'s origins,
each with their own cutscenes that helped to set up the settings
much more convincingly and enjoyably. Other additions have been
the aforementioned peek feature and shotgun, as well as a split-screen
and system-link co-op mode and Live support. I had originally played
through with a friend in co-op mode via the split-screen option,
and while it was a fun experience, the drop in framerates was only
a precursor to the annoyance I felt when I found out that none of
that progression is saved; the game can only be saved when going
through it alone - boo! The emphasis on stealth was also welcomed,
with designated knife kills garnering the player additional items;
or, to go the un-stealth route, kicking in a door is always fun.
This is indeed one of those rare moments where the port has outshined
the original, which is almost unheard of in cases regarding a PC
game going to a console.
There were a few things I did have
problems with. For starters, even though a headshot will damage
the enemies more, some of them can take an unbelievable amount of
pain before they die. I swore I must've shot over half the humans
with well over 15 rounds and they just continued to fight like nothing
was wrong. It wasn't that the A.I. was just that good either; although,
they did manage to do a good job overall with only random bouts
of stupidity or extreme cleverness. It doesn't help that these super
baddies populate some pretty confusing levels. For being so linear,
it can be awfully easy to get lost in hallways and throughout the
various rooms and have no clue where to go next. Despite some switches
triggering scenes to show which door was opened, so many of the
levels take places in settings that look similar that there are
times when even those hints bring little comfort. Also, why have
a peek feature, but not allow the player to shoot? If I was peeking
around a corner and saw a guard patrolling the hallway, I'd have
no problems keeping over half my body covered behind a wall and
letting off a few rounds.
I would be remised in my duties (re:
cornered and hung), if I didn't mention the LIVE component. While
I still prefer other WWII-themed online battles (Day of Defeat),
the fact that this is the only sort of style on the Xbox makes it
in a class all its own. The online game focuses on team-based combat
with the Allies vs. the Axis, and each class is vital for the survival
of the others. While a Medic might get shot down, an Infantryman
will be able to clear the way for them so that he may heal the Sergeant,
who can also drop ammo for the rest of the troops. The gameplay
modes are standard, but some like Elimination (as the name implies)
and Stopwatch (best time wins) are a blast; the rest are of a tried
and true variety, so there's plenty of fun to be had in each. The
maps are all fairly well designed and the process of going online
and getting in on a game is a snap, his is exactly how every LIVE-enabled
game should function. For non-PC gamers, be prepared for a unique
and engrossing experience.
While the core of the game, consisting of switch and door hunting,
still rubs me the wrong way, an MP40 rip on an undead Viking looking
zombie - complete with bullets ricocheting off - can do nothing
but rub me the right way. Sure, the superhuman bad guys and some
bouts of level frustration will bring the experience down, but the
additions really fleshed the game out and I had a good time traversing
the world as a secret agent. For those with a LIVE account, you'll
be an even better time, but those without can still enjoy a solid
single and - choppy - co-op experience.
Graphics: 7.5/10
Not the liveliest of games with just about everything being gray,
brown, or black. The textures aren't always the best, but the characters
are designed well and there's a fair amount of detail. The gun models
still look off, and the hand operating the weapons looks either
nonexistent or mutated. What do look great are the effects. Explosions
are fantastic, the water looks amazing, and the fire is unreal.
Although, the water seems to have a sort of concrete property since
it doesn't move when touched, and the fire looks hideous when it
fills the player's screen to show they're being burned. The outdoor
areas looked good, but some of the foliage was a bit stiff, while
urban areas looked good all-around with solid architecture and detail.
Unfortunately, the framerate dips when playing with a friend, so
just try not to look at each other when playing since that's when
it's most noticeable.
Sound: 7/10
The music was fairly solid throughout the game and fit the mood
well. The voice-overs were good and crisp, but during cutscenes
they would get muffled out by the background music and I'd miss
some of the story. The in-game talking is great, and is very effective
in immersing the player. I do wish there were some more environmental
sounds; being in the mountains and going on a high ladder should
produce more crackling sounds of ice breaking and the howling wind,
not the same sound heard every other time a ladder is used.
Control: 8/10
Despite feeling sluggish at first, the controls are implemented
fairly well. After not quite enjoying myself with Medal of Honor
or Half-Life on the PS2, I'm convinced that there is some
sort of inner programming that makes the Xbox controller more comfortable
and accurate for first-person shooters. While not that silky smooth,
a brief period of orientation was all that was needed before I was
gunning like a pro. One thing that is troublesome is that when the
player gets later on into the game and they have all sorts of weapons,
scrolling through to get the desired one can become pretty time
consuming and result in a large amount of needless pain. Having
the ability to map a specific weapon, or weapon set, to a button
would've helped; however, other than the addition of button mapping,
there's already a bevy of control options to choose from and everyone
is bound to find one that they like, so that gets a thumbs-up. There
were also smaller touches I appreciated: it was much easier to climb
up and down ladders than most other titles; the player stayed crouching
when inputted to do so, instead of needing to put constant pressure
on the controller; and the ability to kick objects made it much
easier to smash things to look for hidden goods and to open doors.
Dispatching hordes of undead require a stable control system, and
fortunately, that's exactly what Tides of War has.
Overall: 8/10
While multiplayer is an integral part of gaming now, I still feel
that when I buy a single player title, I'm buying it with that in
mind and multiplayer is more of icing on the cake. Even though some
have expressed mild interest in Tides of War's single player
aspect, I thought it was pretty fun and was long enough (around
15 hours, I'd estimate) to stand on its own. Sure, the game has
its flaws, but it's an adventure worth taking and it's made even
more enjoyable with a friend. While the LIVE component here is exceptional,
I feel that the game doesn't rely solely on it as a selling point,
with that said; this is such a strong case that it warrants a boost
in the Overall score. I hope other companies look to Tides of
War as an example of how to implement online gaming in their
Xbox titles.
[ top
]
|