Tuesday, June 17, 2008

Mercenaries 2: World in Flames Hands-On

With a career that involves negotiating with warlords and avoiding a near-constant hailstorm of bullets, mercenaries live by a simple but reassuring motto: "Everybody pays." But occasionally, a client will fail to abide by this creed. That's when things turn sour and business partners become enemies. So begins Mercenaries 2: World in Flames, the sequel to a game that earned critical acclaim for its unabashed focus on sandbox mayhem and real-world political themes. We were recently able to play our way through a handful of Mercenaries 2's introductory missions. While brief, it was enough time to see that the formula that made the first game so appealing has been preserved nicely despite the 14,000 kilometer move from North Korea to Venezuela.

The first mission in Mercenaries 2 finds you working for a mysterious but undeniably charming man named Ramon Solano. He's asked you to rescue a military officer who's recently been taken captive by some of the renegade troops running around this fictionalized Venezuela. You start out the mission in style: cruising through the open seas on a speedboat. Pandemic has decided to introduce you to your newfound ability to hit the sea from the get-go because, perhaps, these new maritime vehicles will become a common sight in the game. The world map, which is said to be 8x8 kilometers in size with a 2.5 kilometer draw distance, is covered by a hefty amount of open sea. When not running through condensed versions of such major Venezuelan cities as Maracaibo, Caracas, and Valencia, you'll be bouncing through the waves in between the game's several islands.

After navigating your way through a narrow passageway of seaside cliffs, you'll wind up in a calm bay isolated from the dangers of the high sea. But it's not isolated from soldiers armed to the teeth with assault rifles, so just as you step off the boat, you'll immediately need to engage in some heavy warfare. From here, it's the familiar Mercenaries style of run-and-gun combat. Those who've spent much time with this year's other big sandbox game, Grand Theft Auto IV, may find themselves instinctively reaching for the cover button. But unfortunately, a cover system is not one of the features Pandemic has added to Mercenaries 2. With heavily destructible environments operating under the Havok physics engine, Pandemic decided it wouldn't make much sense to give you the opportunity to hide behind objects that would just get blown up anyways. Still, in our time with the game, we felt like we could really use it.

But one thing Pandemic has decided to work toward is--to quote creative director Cameron Brown--the "world's biggest explosion." A lofty goal, to be sure. And while that may be pie-in-the-sky thinking, you can really get a sense of Pandemic's dedication to ramping up the chaos that made the first Mercenaries so appealing. Even in this first mission, we were given the opportunity to call in an airstrike when met with a tall, stone gate. Once you've unlocked everything there is to get, you'll be able to call in airstrikes using the likes of daisy cutters, manually laser-guided bombs, tactical nuclear bombs, and even a little number called the Mother of All Bombs--or MOAB for short.

Once we got past this gate, it was time to hijack a jeep. We could have had the chance to test out the new Quick-Time Event minigame required to hijack a nearby tank were it not for the fact that our poorly aimed airstrike took out the gate in addition to the tank. But no matter--we were off and on our way, still on the lookout for that captured officer. Cruising through the windy dirt roads of mountainous Venezuela, we ran into several pockets of armed soldiers. Eventually, we found a shanty town up in the hills, divided several times over by a series of switchback roads crossing through the village. Rather than take the road, we decided to test out the destructible environments by putting these shacks in an unfair fight against our jeep. Sadly, the shacks lost. But it's not just the shanty towns that can be taken down. Later in the game, when you make your way to the big city, you'll be able to knock down entire buildings. The explosions in the game look really nice, too. From the sweltering fire effects to the way buildings topple over rather than burst into pieces, the attention paid to making the environment more fun to destroy seems to have worked out well.

Finally, we found our man. The officer, Carmona, was being held in an underground jail cell. We managed to rescue him and bring him back to Solano. But unfortunately, Solano's idea of a reward is to have you killed. He'd been planning on staging a coup to assume control of Venezuela, and with you having just Ramboed your way though scores of armed soldiers, he sees you as a potential threat down the line. But just as the gun is drawn, you take off running and manage to escape no worse for the wear--except for the bullet lodged in your posterior. This opening sequence plays out a little differently depending on whether you choose Mattias, Chris, or Jennifer, but the basic gist is the same: You've been wronged and now you're out for vengeance. This tale of revenge is one of the themes Pandemic has added to the storyline to give it a personal touch rather than having you play the cold-blooded mercenary who's only out to get paid.

In the next mission, you need to find a center of operations. You then kill two birds with one stone by ambushing one of Solano's estates to take it over. While racing to this location, you may discover a few things about the roads: There aren't many pedestrians because most of the locales are occupied military zones and the few there are can't be run over without losing money. It isn't terribly grisly when you do run someone over. This seems to fall in line with Pandemic's focus on exaggerated, over-the-top violence to help maintain the Teen rating for which it is aiming.

But eventually, you'll get your compound and start on a journey that will align you with several warring factions in a war-torn Venezuela that's just about ready to fall apart at any moment. In our demo, we really enjoyed the scope of the new setting. The visibility was surprisingly in terms of distance, especially from elevated terrain. While the visuals displayed some hiccups common in unfinished builds, the actual explosions and demolitions looked great. We'll be looking forward to future coverage so we can further explore the diverse Venezuelan terrain--not to mention some of the more intriguing new features like the ability to create your own private military company and online co-op.

Mercenaries 2 is scheduled for release on the Xbox 360, PlayStation 3, PC and PlayStation 2. The primary difference among them--besides the obvious visual disparity--is that the PlayStation 2 version will not support co-op multiplayer like the current-gen versions. You can expect to see the game arrive on August 31.

Battlefield: Bad Company Hands On

Though the Battlefield series has always been known as one of the leaders of multiplayer military warfare, the newest console edition, Battlefield: Bad Company, comes packed with a complete single-player campaign as well. As the name suggests, you are part of a company, Company B, and it's your job to quell the seemingly never-ending stampede of evil enemy soldiers. After playing through the first five levels of the campaign, we come bearing impressions on the transition to single-player combat.

The most noteworthy element in Bad Company's campaign is the sheer destructive ability your weapons carry. Ancient deciduous forests come crashing down with the blast of machine-gun fire, changing the face of battlefields midbattle. The ever-changing aspect of battle adds a level of chaos to the proceedings, and because you can't interact with trees once they've been uprooted, hiding from enemies becomes a quest to find more-permanent cover rather than a tactic of simply hunkering down and waiting out the storm.

The destructive element comes into play away from forests, too. You can also level buildings, though they require a slightly more powerful weapon--grenades--which you can throw against walls and through windows to expose cowering soldiers. Unfortunately, the buildings combust in a predetermined way; we encountered one instance where a gas tank positioned in a corner tore down one wall when ignited, but left another standing strong. Still, even though we couldn't bring buildings all the way down, we could reduce them to little more than freestanding staircases and untrustworthy floors.

Aside from the standard array of military weapons, we were given a few tools that made wanton destruction the most logical strategy for disposing of enemy forces. There are C4 explosives, which can be used not only to destroy objectives (such as a missile launcher), but to destroy enemy tanks and annoyingly placed buildings as well. But even more enjoyable than C4 is the mortar strike. Though our commanding officer told us to use this extremely powerful device to dispose of tanks and other enemy vehicles that are difficult to destroy with normal weapons, we found it more fun to use against ground troops and any object we felt should be razed. Instead of being given a finite number of uses like with the C4 bombs, we only had to wait for the time bar to refill before we could unleash another attack from above. It may be unsporting, but it's so satisfying to blow up one stranded soldier with a weapon designed to decimate a bridge.

The oddest quirk in the campaign is how healing is handled. Unlike many other shooters out there, Bad Company doesn't allow your character to automatically regenerate health. But it does have another method that, when used properly, made us virtually invincible: We could jab a long needle into our character's chest whenever he neared death. There is no limit to how often you can use this important device, save for a brief timer between uses. Like the air strike controller, a time bar refilled whenever we healed ourselves. Bolstered by our speedy recovery, we found ourselves running into battle with our gun put away and the needle out, absorbing bullets the whole time, then thrusting the needle into our chest and finally knifing enemies when we reached them. Combined with the unrelenting destruction, it made for a fast-paced, action-oriented spin on a military shooter.

Anyone expecting a multiplayer-heavy game with a shallow single-player campaign tossed in will be pleasantly surprised by Bad Company. There is real depth here, and with the camaraderie of your fellow soldiers pushing the story, it makes for a riveting journey through a desolate world. With a sprawling combat zone in which you can choose your own path to destroy enemies and well-designed sound that brings the horrors of war right into your living room, Bad Company is something those hungry for military action should keep their eyes on.

GTZ 280 Hands on preview

The PC gaming industry is undergoing a transition period, but that isn't slowing down the pace of graphics innovation. The industry is shifting from retail to digital distribution, and the current generation of consoles have adopted many features previously available only on the PC, such as HD graphics and pervasive online multiplayer support. The current consoles are much stronger competition in this time around, but the PC platform is up to the challenge. Industry heavyweights including Microsoft, Activision, Intel, Nvidia, and AMD have formed the PC Gaming Alliance to reinvigorate PC gaming by making it easier and more accessible to gamers. The PC still has its greatest advantage, a steady stream of new CPUs and GPUs that ensure that the PC platform's computational power is always several generations ahead of the consoles. Nvidia has increased the PC graphics lead one step further with today's release of the first GeForce 200 series GPU, the GeForce GTX 280.

The GeForce GTX 280 takes over for the GeForce 9800 GTX as Nvidia's latest and most powerful DirectX 10 GPU. The new GeForce GTX 280 actually compares best with the GeForce 9800 GX2 which has two GeForce 9800 GTX processors on a single card. The GeForce 9 series might be the most short-lived Nvidia GeForce generation we've ever seen, but the GeForce 9's brief life span makes sense when you consider that the GeForce 9800 GTX GPU was basically a die shrink of the GeForce 8800 GTX with some minor memory-interface revisions. Shrinking the die is an efficiency play that moves an existing chip design to a newer manufacturing process and results in smaller chips. The die shrink reduces costs because more chips can fit onto each silicon wafer, and it can often increase GPU performance because smaller chips can achieve higher operating speeds.

GeForce 9800 GX2 owners might want to avert their eyes.

The GeForce GTX 280 has 240 stream processors, almost double the number of processors on the GeForce 9800 GTX, and Nvidia has optimized the new chip architecture to squeeze even more performance out of each processor. Nvidia bumped up the onboard memory to 1GB for a single GPU and widened the memory interface to 512-bit to improve performance at high resolutions with antialiasing enabled. The performance doesn't come cheap--the GeForce GTX 280 comes with a very top-of-the-line $649 MSRP. However, the GTX 280 is only half of the GeForce GTX 200 launch. Nvidia plans to release the slightly less powerful, but much more affordable GeForce GTX 260 next week on June 26, 2008. The $399 GeForce GTX 260 will have 192 stream processors, 896MB of memory, and a 448-bit memory interface.

The GTX 280 continues Nvidia's commitment to evolving the video card into a more consumer-friendly product. The entire dual-slot card is encased in a glossy, molded shell, and the new design hides the card's SLI connector and audio port beneath rubberized covers. It's really only a matter of time before a designer extends out the shell to hide the PCI Express connector, the last exposed portion of the card's PCB shame.

GPU GeForce GTX 280 GeForce GTX 260 GeForce 9800 GX2 GeForce 9800 GTX
Current price $649 $399 $499 $269
Processor cores 240 192 256 128
Processor clock 1.3GHz 1.24GHz 1.5GHz 1.69GHz
Core Clock 602MHz 576MHz 600MHz 675MHz
Memory 1GB 896MB 512MBx2 512MB
Memory Clock 2.2GHz(DDR) 2GHz(DDR) 2GHz(DDR) 2GHz(DDR)
Memory Interface 512-bit 488-bit 256-bit 256-bit

Nvidia added more open space around the 8-pin and 6-pin power connectors to accommodate larger power plugs. The GeForce 9800 cards had less clearance around the power connectors, which forced users to either find a power adapter or snap off the extra plastic to get power cables to seat properly. Nvidia recommends using a 550W power supply with at least 40A on the 12V rail for a single GeForce GTX 280. Cards will work in 2-way and 3-way SLI, provided you have an SLI-enabled motherboard with the appropriate number of PCI Express slots.

The card has two dual-link, HDCP-compliant DVI-I outputs and a 7-pin analog connector that can output S-Video as well as composite and component with the appropriate cable dongle. HDMI output comes via a DVI-to-HDMI adapter, but you'll need to jack a SPDIF audio feed to the top of the card if you want to get sound integrated into the HDMI-out. As with all recent Nvidia GPUs, the GeForce GTX 200 series has PureVideo support that provides full decode acceleration for all popular HD file formats.

The GTX 200 GPUs also have smarter power management features that can automatically detect and throttle the chip's power depending on how much 3D-performance the system needs. According to Nvidia, the GeForce 280 GTX will only consume 25-35W when running in desktop mode or while playing a Blu-ray movie, but it can ramp up to full power, approximately 236W, when it's time to fire up Call of Duty 4. The GTX 200 GPUs also support Nvidia's HybridPower feature that can switch all graphics work over to the motherboard graphics chip for low-intensity, nongaming applications provided you have a motherboard with an nForce 780a or 790i chipset.

Nvidia GeForce GTX 280 Performance

(Longer bars indicate better performance)

3DMark Vantage, Performance Test

GeForce GTX 280 1GB
10276
GeForce 9800 GX2 512MBx2
9521
GeForce 9800 GTX SLI 512MBx2
10048
GeForce 9800 GTX 512MB
5879

3DMark Vantage, Extreme Test

GeForce GTX 280 1GB
4902
GeForce 9800 GX2 512MBx2
3509
GeForce 9800 GTX SLI 512MBx2
3716
GeForce 9800 GTX 512MB
2102

3DMark06, 1280x1024

GeForce GTX 280 1GB
13811
GeForce 9800 GX2 512MBx2
14260
GeForce 9800 GTX SLI 512MBx2
14451
GeForce 9800 GTX 512MB
13408

3DMark06, 2048x1535 4xAA/8xAF

GeForce GTX 280 1GB
9565
GeForce 9800 GX2 512MBx2
10544
GeForce 9800 GTX SLI 512MBx2
10925
GeForce 9800 GTX 512MB
6636

Crysis, High Quality, 1600x1200, 4xAA

GeForce GTX 280 1GB
36
GeForce 9800 GX2 512MBx2
23
GeForce 9800 GTX SLI 512MBx2
22
GeForce 9800 GTX 512MB
18

Call of Duty 4, Max Quality, 1920x1440, 4xAA

GeForce GTX 280 1GB
75
GeForce 9800 GX2 512MBx2
80
GeForce 9800 GTX SLI 512MBx2
78
GeForce 9800 GTX 512MB
54

Team Fortress 2, High Quality, 2048x1536, 8xAA/16xAF

GeForce GTX 280 1GB
95
GeForce 9800 GX2 512MBx2
93
GeForce 9800 GTX SLI 512MBx2
83
GeForce 9800 GTX 512MB
73
System Setup: Intel Core 2 Extreme QX9650, EVGA 780 SLI motherboard, 2GB Corsair DDR2 (1GBx2), Seagate 7200.11 750GB Hard Disk Drive, Windows Vista 32-bit SP1. Graphics Cards: GeForce GTX 280 1GB, GeForce 9800 GX2 1GB (512MBx2), GeForce 9800 GTX 512MB. Graphics Drivers: Nvidia ForceWare beta 177.26, Nvidia ForceWare 175.16.

The performance tests show us that the GeForce GTX 280's 240 stream processors are very capable of taking on 256 processors from the previous generation. The GeForce GTX 280 only has a slight lead over its competition in Call of Duty 4 and Team Fortress 2, but the newest GeForce shows what it can do in our most challenging tests, Crysis with high-quality settings and the new 3D Mark Vantage. Crysis has been the most graphically demanding game in our benchmark suite since its release late last year. Most cards struggle to maintain playable framerates at higher resolutions at the best image quality levels, but GeForce GTX 280 handles high-quality, 1600x1200 without a problem and actually makes antialiasing a viable option. The card does particularly well in the 3DMark Vantage Extreme test which sets the resolution to 1920x1200 and increases all shaders to “extreme” levels.

The video card isn't just about gaming anymore, either. Nvidia is currently working on expanding the video card's usefulness outside of graphics applications. The process started in the last generation with the launch of the CUDA (Compute Unified Device Architecture) initiative with the GeForce 8 series. CUDA opens up the GeForce GPU's processing power to non-graphics applications such as video transcoders, image manipulation programs, or any other work that can benefit from parallel processing. CUDA-enabled consumer applications are still rare, but there are a few promising programs on the horizon.

Software start-up Elemental Technologies is developing video transcoding software that uses the GPU to accelerate transcode times 10 to 20 times faster than CPU transcoding, and users participating in the Folding@Home program will soon be able to use their CUDA-enabled GPUs to start racking up the points at an incredible rate. If these two programs are a sign of things to come, it's not difficult to imagine a time when everyone will need to take non-gaming software support into account when buying a new video card.

The GeForce GTX 280 is your only choice if you're looking for the most powerful single-GPU available today. The GeForce GTX 280 matches up well against the dual-GPU GeForce 9800 GX2 in current games, but it seems like many of the 280's engine improvements won't become apparent until games start adopting 3DMark Vantage-level graphics workloads. The card also has plenty of non-gaming upside with its pending CUDA applications, but that also applies to all CUDA-enabled GeForce 8 and 9 series cards. The GeForce GTX 280's primary downside is its hefty $649 MSRP--pretty steep considering that you can get a GX2 for just under $500. For what it's worth, the GeForce 280's advanced power options will make the card more affordable to operate when you're not gaming.

Metal Gear Solid 4 is an awe-inspiring synthesis of dramatic storytelling and entertaining gameplay.

Metal Gear Solid 4: Guns of the Patriots is the most technically stunning video game ever made. It's also a fine example of storytelling prowess within its medium, combining gameplay and narrative so slickly and beautifully that it's impossible to extricate one from the other. It's likely you will emerge awestruck from your first play-through, wishing the experience would continue yet nonetheless satisfied with its conclusion. It's difficult not to sound hyperbolic when discussing MGS4 because every part of its design seemingly fulfills its vision, without compromise. There is no halfway.

Fully realized, lengthy story sequences will come as no surprise to anyone who has played a Metal Gear game. You'll spend a good half of MGS4 watching cinematics, but it would be a grave misinterpretation to assume that great gameplay takes a backseat to the story. Rather, these two elements are tightly intertwined, and this tapestry is held together by an important technical thread: Cutscenes that are rendered fully in real time within the game engine. It's impressive enough that these scenes look as good as any prerendered cinematic you've ever watched. It's even more amazing when those same scenes transition without pause into gameplay, and the same hulking mech you watched lumber about in the cinematic is looming above you. The subtle animations, the lush environments, and the rich textures are the same in and out of story sequences, and the effect is so seamless it may take your breath away. You can skip past the scenes if you prefer, but doing so would soften the experience. The story sequences carry more weight because of the intense gameplay that precedes them--and the gameplay feels more compelling because the story gives you powerful reasons to care about your mission. The high point of this fusion occurs in an exciting and memorable split-screen sequence that simply must be experienced.

Talking about what, exactly, is going on in the plot in the midst of MGS4's grand sweeping gestures is to risk spoiling each little surprise as it emerges. Snake, suffering from the rapid onset of aging, now must cope with stiff joints in addition to the looming specter of Liquid Ocelot's newest plans. This is Snake's final hurrah; yet as the story reaches one height after another, the juxtaposition of huge set piece battles and formidable bosses with Snake's deteriorating body creates tension and gravity even beyond the series' usual pretensions. Some new plot strands emerge while others get tied up, and old friends (and enemies) refuse to be forgotten. You'll also bear witness to a few reunions--some bloody, some teary, and some legitimately shocking. Parts of it are overblown, to be sure. The musical score gets heavy-handed and the voice acting and writing are frequently dogmatic, so while there are plenty of subtle moments, subtlety isn't really MGS4's strong suit. But it doesn't need to be. After all, the fate of the world hangs in the balance, and judging from a few silly attempts at humor that don't work, developer Kojima Productions was wise to err on the side of melodrama.

The gameplay proper is familiar to fans, but it's been cleaned up and expanded, holding as many twists and surprises as the story. For starters, both gunplay and close-quarters combat are more satisfying. Regarding melee, the controls have been streamlined, making it less cumbersome to grab an enemy soldier or perform a stealthy blade kill. Shooting mechanics are even more improved, so much so that shooting your way out of a pickle is just as enjoyable as sneaking around it. There are a huge number of weapons to play with; so many that you'll probably finish the campaign without using many of them. Yet, quality wasn't sacrificed for quantity: Every weapon feels just right, from your handy operator sidearm (best when upgraded with a silencer) and standard issue assault rifles to a powerful railgun. The standard over-the-shoulder view is fine for the most part, but you can gaze down the sights from a first-person perspective. Both views can be further improved with various enhancements, such as laser sights and scopes.

Not that you don't have all the tools for completely avoiding your enemies if you choose that route. Snake's got the basics covered: crawling, hugging walls, peeking around corners, and hanging from ledges, for example. Cover mechanics are tighter than ever, so you can crouch and take potshots from behind cover with ease. There are also a number of important gadgets that will make your life easier in this regard. The most obvious of these is your OctoCamo suit, which takes on the texture of your surroundings when you're prone or pressed against cover. Not only does this make it simpler to avoid watchful eyes, but it's also a cool visual effect. Eventually, you'll be able to camouflage Snake's head, and a few of the available camo options are bound to stir some fans' nostalgia. The Solid Eye is your other major tool, as it expands your compass into a sonic-sensitive radar and allows you to use night vision and a tactical first-person view. These are helpful gadgets indeed, even during boss fights, like a stirring encounter in a blinding blizzard.

Other gadgets, such as portable hiding places (cardboard boxes and rusty barrels) and the Metal Gear Mk. II (a stealthed robot that you can command as a scouting device), are useful to anyone who prefers the sneaky approach. Not every gadget is a welcome addition, though. For example, the much-ballyhooed iPod is a neat touch, but to use it, you cannot have another gadget equipped, so you'll quickly forget the option even exists. But aside from these nitpicks, one of the things that makes the core gameplay so enjoyable is that you're rarely strapped into a single style of play. Shooting your way through requires more thought and care than you'd put into a standard action game, but you never feel as though the gun mechanics are stuffed uncomfortably into a stealth game. If you'd rather sneak, you never have the impression that stealth was shoehorned into a game that's meant to be played as a shooter. Sure, you're Solid Snake--you're not supposed to get caught. But if you're stuck in a jam, breaking stealth isn't a death sentence, and in fact, facing certain enemies head-on is often a heart-pounding, challenging experience. The few levels that do force you into one style, such as one in which you shadow your target through an Eastern European city, are still great, if not quite as impactful.

You'll need to keep an eye on Snake's stress levels and psyche. Though these aspects are more peripheral than health levels, they fit nicely within the plot. When Snake gets stressed (if he gets cold or encumbered, for example), his psyche gauge starts to deplete. The lower the gauge, the slower you will move and the less quickly you replenish health. Generally speaking, the psyche meter is rarely a factor, and should you notice Snake groaning a bit more, there are items like compresses you can use for a pick-me-up. Should the meter get too low, you won't be able to hold up your weapon or rush for cover. This doesn't happen often though, and while you'll need to keep a close eye on your health for obvious reasons, you won't need to pay too much heed to psyche.