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Blizzards big annoucement is..... DIABLO 3!!

Here is a HD gameplay trailer for Blizzard's upcoming Diablo 3.

(if your internet connection is slow, pause the video for a few minutes and then watch)

Arcania: A Gothic Tale First Look

The Gothic series is back from the darkness whence it came.

The Gothic franchise has forever been defined by free-roaming open-world gameplay, sweeping story and settings, and bugs. Lots of bugs. Publisher Dreamcatcher freely admits Gothic 3 was a great game in theory but an unplayable mess in execution. So former developer Piranha Bytes is gone, replaced by Spellbound Entertainment in hopes that fans of the epic RPG genre will eventually see Gothic in the same bright light as Oblivion. Spellbound’s next project: Arcania: A Gothic Tale.

The name change serves two purposes. First, it hints at a world rich in magic and fantasy. Second, and completely from a marketing perspective, it helps give the Gothic franchise a fresh start in North America where it has failed to gain significant popularity. And gaining popularity in the good old US-of-A is goal one for Dreamcatcher. The team invested months of research into the differences between European and American gaming preferences, so much so that there will be two different color palates for Arcania: North American (bright and beautiful) and European (muted and gritty). Truth be told, we didn’t notice much of a difference when Dreamcatcher stopped by our office to show off a very early build of Arcania, but you have to admire the attention to detail.


Gothic: Now featuring European or North American sun.

Arcania picks up ten years after the events of Gothic 3. The Nameless Hero from the original games has vanquished the orcs from the land and has ascended to the throne. But as the king, our former hero has become consumed with power and is no longer held in favor by much of the population, including the Witches of Fate that started him on his noble journey in the first place. Betrayed, the witches find a new Nameless Hero, most likely a humble fisherman, and charge him with righting the wrongs of the new king. Of course, being a Gothic game, you can do pretty much whatever you want, be it join the king, overthrow him, convince him to change his evil ways, or set up shop as a mercenary and mind your own business.

Our brief demo began with a placeholder hero running around a forest as Dreamcatcher showed off the new lighting and texturing models. The placeholder was actually the player model from Gothic 3 as the team is still trying do decide exactly what our new nameless hero will look like. But the sun shone brightly in the sky and the trees and grass swayed softly in the wind. A picnic table was set for lunch with plates and cups. Smoke from a nearby cabin wafted into the air as a warm fire burned in the hearth inside. The game is still more than a year from release but it’s impressive how far the game has already progressed visually.

The major focus at this early stage of development is improving the combat model. Melee attacks are currently tethered to a stamina bar, and you can hold down the attack button to charge a strong strike. We watched as our hero did battle against a human enemy yet to be programmed with any kind of AI – he just swung away randomly, much like you probably did if you played Gothic 3. It’s early and difficult to get a gauge on how deep the combat system will go – at this stage it looks rather simplistic. But we’ve yet to see the new magic abilities, archer mechanics, or the deep weapon and armor customization system. Every weapon or piece of armor can be broken down into base components, and you’ll be able to mix and match sword hilts with blades or chest pieces with chain male. While there won’t be any player creation system as you start Arcadia, the dev team is hoping that the customization system will make your character truly feel like your own.

To further reinforce this, attribute points will be more flexible. As you improve in skill within traditional classes like paladin, archer, mage and thief, you’ll be able to shift some points around if you wish to change your style. There will also be ample XP to max out in about two different classes, should you decide to undertake each of the countless side quests in addition to the main story quests.


Dreamcatcher promises that no two environments will be the same.

As indicated earlier, you’ll find a greater emphasis on magic in Arcadia. Of course, no magic has been implemented at this stage save for a glowing blue orb that is used to show off the strengths of the new lighting system. But you will find a lot more than ranged missile attacks as skilled mages will now be able to harness elemental weather. Besides changing the time of day, you can also alter the weather, causing it to rain or snow. Calling a thunderstorm over a group of patrolling guards forces them to take shelter by the warmth of a fire inside the guard hut, freeing you to sneak by unimpeded. That’s because guards hate rain.

As Gothic games tend to start slow – the Nameless Hero can barely tie his shoes early on, let alone conjure spells – you’ll dig into the story when you start interacting with the numerous villages and cities in Arcadia. Depending on your actions, you may receive a hero’s welcome from the local population as they shower you with praise and adulation. Rub them the wrong way and they’ll run you out of town, charge higher prices for items, and do everything but throw rocks at you. Rocks hurt.

You won’t have to go back and play the other three Gothic games to appreciate Arcadia, says Dreamcatcher, but you will appreciate the subtle references to past events and characters if you do. To that end, Dreamcatcher will release a Gothic 3 expansion later this year. Gothic 3: Forsaken Gods will bridge the gap between the end of Gothic 3 and the beginning of Arcadia, offering 20-25 hours of new gameplay. Of course, Forsaken Gods is being extensively bug-tested so you should be able to play through seamlessly without experience any of the crippling errors found in Gothic 3.

Arcadia will be packaged under Microsoft’s Games for Windows brand and we wouldn’t be surprised to see at least an Xbox 360 version as Dreamcatcher used an Xbox 360 wired controller during our demo. Of course, that’s more than a year away, and at this point we are just excited to see the promise of Arcadia in action. Much like Gothic 3, the game shows potential. But will it deliver? We’ll know more later this year.

Provided by Gamespot

Lego Indiana Jones

Hands-On Preview

It's only a matter of weeks before Indiana Jones and the Kingdom of the Crystal Skull, the next big-screen adventure of everyone's favourite archaeologist, is released. LucasArts will follow hot on its heels with Lego Indiana Jones: The Original Trilogy on practically every current gaming platform available. We recently managed to snag some time with the PlayStation 3 build of the game, and it's clear that developer Traveller's Tales has so far managed to re-create the same charm and accessibility that made the Lego Star Wars games so appealing.


Lego Indy is just as accessible as the Lego Star Wars series.

For the uninitiated, Lego Indiana Jones breaks down the content of the first three films into six episodes per film in the same way previous Lego Star Wars games did with each of their source movies. Our last hands-on with the game focused on the first two levels of the Raiders of the Lost Ark section, so we decided to jump straight into the first level of the next section, based on the second film, Indiana Jones and the Temple of Doom. This scene takes place in a Shanghai nightclub, where a white-suited Indy is poisoned by some Chinese gangsters. A mad scramble ensues with the good Indy trying to grab the antidote. As in previous Lego games, you can switch control between characters on the fly (the supporting character in this opening scene is the singer Willie Scott), and another player can jump in at any time.

Cooperation between the playable characters seems like it will be as big a part of this game as it was with Lego Star Wars. You have to exploit the various capabilities of each of the characters to solve puzzles and defeat enemies. It's particularly important in this level, because the Indy character is handicapped due to the poison and is unable to jump to the same height or perform his normal attacks. Gangsters have surrounded Indy, and you will need to throw fake blue antidote bottles at the baddies until they spill the real thing. Willie has to carry most of the burden here, and although she doesn't have the same strength as Indy, she can jump greater distances (something she shares with the other film characters in the game). She also has a piercing scream attack that can shatter glass, which is useful for grabbing an essential item to get out of the room.

Once down to street level, Indy and Willie are joined by Short Round, who is needed to crawl into small spaces and grab some vital car parts for the trio's getaway. There's a small taste of vehicle action here. Indy can drive the completed car around a short distance and slam into enemies, which is good fun if a tad brief. Finally, the trio moves into an airport, where after a bit of light puzzle solving, Indy, Willie, and Short Round make their getaway.

The next level we played--the first in the Indiana Jones and the Last Crusade section--showcased much of the same cooperative action as the Shanghai section. This one takes place in Venice, with Marcus Brody and Elsa joining the action. Both Brody and Elsa share the same special move, which is the ability to "decode" special tablets that can unlock certain doors. This takes the form of a basic Simon Says-style minigame where you have to repeat a specific pattern that occurs on the tablets. Starting on the streets of Venice, the level moves inside a large library before heading underground to follow Indy and Elsa. The finale of this level takes place on the canals, with Indy jumping into a small speedboat to chase down the baddies.

Fans of the Lego Star Wars series will be happy to hear that apart from some small additions to gameplay, Lego Indiana Jones feels very much like those games. That is, it's cheery, easy to control, and just a little taxing on the old synapses with the occasional tough puzzle to conquer. Indy himself is a fairly durable character to play, and his whip acts as a standard attack as well as a way to cross large chasms, pull levers, pull enemies closer to him, and more. Indy and the other characters can also pick up and use objects in attacks--chairs, spears, swords, and even guns can be used (although guns have limited ammo). There will be more than 60 playable characters in the final version of Lego Indy, and the ability to mix and match Lego pieces from various characters will also make a return.

Provided by Gamespot

PC Game Reviews

Mass Effect Hands-on

BioWare tailors its acclaimed space RPG to the PC.

You may think of BioWare as being a role-playing game company, but the Edmonton, Alberta-based studio has a long history of dabbling with the action genre as well. BioWare's first game was 1996's Shattered Steel, a mech combat simulator for the PC. That was followed by the famed Baldur's Gate RPGs, but in between the company also made MDK2, an action game. So when Mass Effect hit the Xbox 360 last year, it wasn't too surprising that the blend of third-person action and space opera role-playing proved to be such a huge hit with critics and gamers alike. Now the PC version of Mass Effect is scheduled to release near the end of this month, and BioWare brought the game by to show off how it looks. Instead of merely porting the Xbox 360 game and doing the minimal amount of work doing so, the designers went back and overhauled many aspects of the game to tailor it specifically to the platform. The result is a Mass Effect that should look and feel like a PC game, not a port.



Right off the bat, if you have a high-end PC you should be able to rub your Xbox-owning friends' noses in the PC game's visuals, which are sharper and richer than those found in last year's console game. By tapping into the PC's more powerful processors and video cards, Mass Effect looks visually beautiful and fluid, and we saw none of the texture popping or frame rate stuttering that plagued the Xbox 360 version. (The game will also scale considerably if you don't have a high-end PC. BioWare says a two-year old machine should be able to play the game.) Even better, the game will load and save a lot faster, since the entire game is written to the hard drive. You also won't need to have the game DVD in the drive. This means that quick saving takes a fraction of a second, and that the elevator trips that masked the loading times in the Xbox 360 game are a lot faster on the PC. Want even more? We're told that PC game's save system is only limited by the size of your hard drive, which means you pretty much have as many saves slots as you need. Xbox gamers had to start overwriting existing saves on their platform because they had a limited number of save slots. This also means that you can play and maintain a bunch of characters and not worry about having to erase one to make room for another. Those are the key technical improvements in the PC game, but BioWare's changes went a lot deeper than that.

Basically every concern or issue that players had with the Xbox 360 game, such as the clumsy inventory system, has apparently been addressed in the PC game. For instance, the inventory system has been overhauled and redesigned so it's a lot easier and faster to use. One nice thing we noticed is that BioWare understands that PC gamers sit only a couple feet away from their monitors, which means that the big, chunky console game interfaces designed to be viewed from across a living room have little place here. The interfaces that we saw were smaller and tighter, packing more information on the screen than the Xbox game.

Hello blue alien nurse!
The controls have of course been redesigned for the keyboard and mouse, and it's simple to remap the keys to your satisfaction. Even better, there's now an eight-slot quick slot bar in the top-left corner of the screen where you can drag-and-drop powers and abilities for easy access, just like you would in World of Warcraft. This means combat feels a lot faster, as you do not have to fumble with the menu screens and interfaces to access different powers; they're at your fingertips already. And there is an aim assist that can be turned off or on, depending if you're more of an RPG fan who doesn't have lightning accurate reflexes, or more of a shooter fan who likes a good challenge.

Perhaps the most radical change in the PC version is the new tactical heads-up display, which is a powerful tool that allows you to issue individual commands to your two companion characters. In the Xbox 360 game, you couldn't issue individual commands, so you had to order your two companions as a group. Here, you might tell one companion to charge forward and take cover behind a rock on the left side, while you have the other set up on the right side, setting up a nice little crossfire with you sitting back. The tactical HUD also lets you quickly access your companions' powers and abilities, as well as switch between their weapons rapidly. What this basically means is that you'll have a lot more tactical control in the game, which could prove very rewarding, particularly in some of the hairier battles.

And the changes keep on coming. BioWare had to redesign the hacking minigame since it centered on tapping buttons on the Xbox 360's gamepad. In its place is a new circular minigame that should prove just a bit more challenging, as the goal is to guide an arrow through the layers of a circle while avoiding colored squares. You only have a handful of seconds to do this, though, so the pressure is on to find a path that avoids the dreaded red bricks that will reset your progress. Then there are improved driving controls thanks to the fact that the camera has now been tweaked on the Mako (the all-terrain vehicle in the game). This means that you can circle strafe those giant thresher maws fairly easily.

Mass Effect is about traveling to alien worlds and blowing stuff up.
The game will ship on May 27 in North America and June 6 in Europe, which means that everything that we saw was pretty close to the final shipping version. When the game does ship, BioWare will make the Bring Down the Sky downloadable content that appeared on the Xbox 360 earlier this year available for free to PC gamers. All you'll have to do is click on the appropriate button in the opening menu to download it. Future downloadable content is also planned, but it's sounding like EA is going to charge for that, and details about how that will be handled (like billing issues) have yet to be nailed down.

And, yes, we asked BioWare Community Coordinator Chris Priestly about the online verification system that's caused somewhat of an uproar recently. According to Priestly, when you install the game it will ask you to input the CD key that comes with it. The game will then check online to authorize the key. You won't need the disc in the drive to play, as everything is on the hard drive. About every 10 days or so, the game will recheck your activation online. The game can be activated about three times, but if you need more than that (let's say your hard drive keeps dying) you can call customer support. On paper, it sounds reasonable, but anti-piracy systems can sometimes cause a ton of headaches. We'll have to see where Mass Effect falls when it ships, but this does look like a very cool game, even if you've played the Xbox 360 version already.
Review by IGN

Age of Conan: Hyborean Adventures  
This is more a "preview" than a "review".  After reading it, please head over to our forums to post in our "Age of Conan" thread found HERE.
 
Savage Picts are screaming for blood, a bat-demon is rising in the jungle, a sorceress holds a town hostage and something most unholy is slithering through the sewers. The world before our eyes is green, steamy and filled with strange ruins, murderous humans and bloodthirsty beasts with sharp claws, razor-teeth and absolutely no table manners. This is Tortage, the place we visited back in 2006 for an extended hands-on with Age of Conan, Funcom's savage fantasy MMO, and while time may pass slowly in the era of the Cimmerian barbarian, the world of Conan is finally entering open beta prior to its May 20th release. With that in mind, we grabbed our massive broadsword, tied on our most impressive loincloth and checked into the starting zone of Tortage to find out how Age of Conan is shaping up.

Galley Slave

One of the interesting elements about jumping into the Age of Conan beta isn't noting what's changed, but what hasn't. Despite numerous delays, the vision for the product has remained remarkably consistent -- to offer players the opportunity to adventure in the sweaty, sensuous, decadent universe of the prototypical barbarian hero first created by pulp author Robert E. Howard in the 1930s with all the setting's myriad forms of brutal combat intact. Howard's world is a savage "low fantasy" environment very different than the pseudo-medieval European universe of elves and dragons popularized by J.R.R. Tolkien and legions of subsequent authors who have made "The Lord of the Rings" the default template for a fantasy universe.


Conan's Hyborea is a brutal, primitive place where candles and ironworking are still fairly new technologies. People who live in any social structure more advanced than the nomadic tribe have choices that range from tyrannical theocracies where human sacrifice is considered piety and slightly more advanced despotisms where arena blood sports and beating slaves are the preferred forms of entertainment. Magic in this world is a dark, mysterious force linked to demons and nonhuman gods even worse than demons and the length of a person's life is limited to personal ambition and their skill in using the blade to defend it.

Life for the player in Age of Conan begins in the hold of a Stygian slave ship. Players can select male or female characters and choose from three "races" (actually cultures -- everyone plays a human) to portray. The choice of culture also dictates which of the game's 12 classes are available. Cimmerians (Conan's countrymen) are northern tribespeople who revere combat prowess and despise magic. They can choose from several "Soldier," "Rogue" and "Priest" classes that emphasize direct damage and melee. Urbane Aquilonians can also be Soldiers and Rogues and boast the Priest of Mitra, the best pure healing class in the game.

For our taste, however, we gravitated straight to the Mage classes. Since true magic in Hyborea requires trafficking with beings any decent person would shun, it is the sole province of the Stygians, denizens of a deceased theocratic society that worships a pseudo-Egyptian pantheon with the dark god Set at its center. Mages come in three flavors in Age of Conan, a pair of pet classes (Demonologists and Necromancers) who use unholy servants to slaughter their foes and the Herald of Xotli, far and away Age of Conan's most unique class. Heralds aren't stand-offish spell-slingers, instead they wield enormous two-handed swords with impressive dexterity and cast close-range spells designed to stun, drain and place damage-over-time effects on their foes.
 
Jungle Warfare

Once we had selected and adjusted the physical characteristics of our Herald of Xotli, we found ourselves washed up on the beach of Tortage, the Jewel of the Barachan Islands. One of the nice things to see was the hard work of the Age of Conan art team finally paying off in the almost-completed game. The avatar customization is very impressive, with sliders that control virtually every aspect of a player's looks from bust size to eyebrow arch to chin length to the size of one's keester. The game also sports an impressive range of body markings, scars and tattoos that give a character a sense of history that's often missing in MMO character creation -- the impression that a player's avatar has a life prior to this moment.

We were also impressed with the savage beauty of the world's jungles and enemies. The world of Conan has undergone much iteration since we were last here. What remains is the impression that the "jungle" of Conan's world is not the politically-correct "rainforest" of ours. Tortage's jungle is thick, dense and mysterious with creeping vines and ancient moss-covered ruins. The beasts that stalk these woods include beautifully animated tigers, gorillas, panthers and the occasional demonically mutated bat that thirsts for human blood.

There's also an impressive level of lovingly-detailed, if occasionally gruesome, detail in the setting. The villages of primitive Pict tribesmen are filled with grass huts crudely lashed together by leather straps and liberally festooned with small pyramids of skulls. Cages in cannibal villages come complete with fresh corpses with bites taken out of them and hacked-off limbs. In one house, half a body with an enormous blood trail behind it marks the place where a poor unfortunate tried to get away from... something.


Juice of Life

As we worked our way through the first 20 levels of character advancement, we had ample time to sample the final version of the game's combat system. Unlike World of Warcraft-style fighting, there is no auto-attack and clicking on special abilities. Instead players will swing their weapons in one of three different directions (left-to-right sweep, forward thrust and right-to-left sweep). These directions are more than mere cosmetic animations as the amount of damage a particular swing does is dependent on whether it hits an area protected by three shifting "shields" represented by large white arrows that surround opponents. That means that players must pay attention to where an enemy is protecting in order to get the most out of every swing.

As players level up, they gain access to a series of "combo moves" fueled by a "stamina pool." These abilities are selected and must then be triggered by a series of sequential key presses. Assuming they're performed correctly, these combos can do extra damage, stun or knock back opponents, or place damage-over-time or other status effects that can set them up for another combo or an attack from another player.

A separate "mana pool" fuels spells -- separate instant abilities that be cast at the cost of no longer swinging a weapon. Since players aren't locked into a "combat cycle," position and movement will also play an important role in combat. Hitting the "X" key puts the player in defensive mode, reducing incoming damage, while double-tapping a movement key causes the player to dodge and garners a brief defensive buff. Holding the "Shift" key puts the player in a run that costs stamina.

Learning to use our Herald was something of an education. The Herald of Xotli is a demon -- literally and figuratively -- when it comes to dishing out damage. The Herald boasts a numbers of offensive spells and combos that rely on fire to deal damage including "Hellfire Breath" and a nice AoE move called "Pillar of Infernal Flame." In a pinch, the Herald can also transform herself into a demon for 24 seconds, which massively ups the damage she does. Her corresponding weakness, however, is defense. The Herald is a cloth wearer which means she's rather fragile. Her combo and spell animations also take considerable (up to three seconds in some cases) time to run through even as she's getting hit by an opponent.
 
The result of the Herald of Xotli's design is a Mage configured for front-loaded or "burst" damage. Once she got access to the "Hellstep" charge, we found she could transform, rush into combat, lay down a burst of fire, drop a couple of Hell Strikes, a Molten Steel Slash and a "Burn to Death" DoT and laugh hysterically over the bloodied corpses of her opponents. Problems came up when enemies don't go down soon after that initial burst. Heralds just aren't built for long-term combat and once we had acquired a stun spell called "Word of Command," we used it a lot, drinking healing potions and rationing stamina-fueled sprints to "kite" creatures around the battlefield.

Age of Conan's fighting system not only requires but actually rewards player engagement. Mastering its nuances will take some time (and occasional finger-twisting), but the final result feels pretty elegant. In PvE combat -- particularly raids -- players will require decent communication to coordinate their combos in order to get maximum benefit from them. Our Herald, for example, works as a particularly brutal form of "crowd control," taking out minions quickly while her companions work on bigger bosses. In PvP and siege warfare, though, the pace seems deliberate enough that it won't necessarily give a huge advantage to the physically dexterous. Instead players will need to learn to recognize enemy combo animations in time to shift their own shields (accessible via the CTRL key) to reduce incoming damage.

Strom's Fall

When we finally reached Tortage proper, we found a city in serious trouble. The place was under the tyrannical control of Strom, a bloodthirsty buccaneer who took control of the town and its ruling Red Hand league of pirates. His paranoia has increased to such levels, though, that he'd placed a blockade around the town causing the place to slowly strangle from lack of trade. As we continued to quest, we found that Strom's situation was just the tip of the iceberg. A sorceress named Mithrelle had taken up residence outside of town and she was rumored to have an unhealthy amount of control over Strom. Not only that, the savage Picts were on the march and trying to summon up something unholy in some Acheronian ruins outside of town. There are also rumors of scary things crawling through the network of old tunnels that burrowed underneath the city and there were quite a few quest lines that had us haunting the underhalls looking for missing citizens and cutting through monstrosities.


One of the things that definitely changed since we were last on the beach at Tortage was the player's introduction to the world of Hyborea. Initially the game's first levels were supposed to be a full-blown single-player game with the player entering the multiplayer world at level 20. That's fallen by the wayside and players now begin at level one in direct competition with other players.

What remains of the single-player game are the Tortage "Night Missions." These are special single-player epic missions that take place in an instanced night-sky version of Tortage. As players level up, they'll be directed to class-specific trainers who can send them through the story of a rebellion against Strom that culminates in a battle against the tyrant that lifts the blockade and lets the player get out into the larger world. These particular missions were fun, but the need to grind through 20 levels did make the game's "intro area" feel a bit long and claustrophobic.

The final battle against Strom was suitably epic as friends we had made throughout our journeys in Tortage combined together in a big fight against the Red Hand. More important than Strom's defeat, though, was the knowledge that we were finally free to explore the rest of Conan's world, and there's a lot of stuff to discover. Indeed, our major complaint with the first twenty levels is how focused they are on questing and combat with nary an indication of the much richer worlds of crafting, city-building and the glorious joys of killing other players in PvP. There a whole lot to see, do and slaughter in Hyborea and we'll be following the beta's blood-soaked path all the way to its May 20th release
.
 
Review by Gamespy

Rainbow Six Vegas 2 

Posted Apr 29, 2008

The Rainbow Six team is the embodiment of Teddy Roosevelt's call to "Speak softly and carry a big stick." They're certainly discreet, and with their terrifying arsenal, they hit hard enough to make a baseball bat wince. But Teddy didn't say anything about carrying a monster rig, and unfortunately, that's exactly what you'll need to get the pop you'd expect from Ubisoft's Rainbow Six Vegas 2 for the PC. And even then, the PC version of this great tactical shooter doesn't quite measure up to the performances found on the Xbox 360 and PS3 versions. The AI seems even less capable than before, and the textures break, as does the frame rate whenever there's heavy action onscreen. The game is certainly playable, and can still be a lot of fun despite these shortcomings; it's even possible that gamers with the right rig won't experience any of these hitches. But on both of our test machines, which easily exceeded the recommended system requirements, Rainbow Six Vegas 2 ran with a limp even with many of its graphical bells and whistles set to low or off.

Nevertheless, this game is locked and loaded with enough good content to keep a small army waging virtual war for months. There's an entertaining single-player campaign, a terrorist hunt mode to fool around with once you've played through the story, and rich online play. You can gain currency to spend on decking out your agent either online or off, and a new sprint button speeds up all the action.


Note to self: Don't hide behind targets.

The story in the campaign mode won't have you on the edge of your seat wondering what will happen next, though the action will. You and your two teammates make your way through diverse off-the-strip Vegas locales climbing walls, shooting terrorists, and rescuing hostages. You're vaguely pursuing one or two terrorists in particular while looking out for chemical weapons, but you'll mostly focus on sneaking softly and then bashing terror with your big, fully automatic stick.

Although the tactical aspect of the Rainbow Six series has certainly diminished since the series debuted on the PC in 1998, the simple squad commands contained in Vegas 2 are still very satisfying. Having your teammates toss a flashbang in one door just before you enter another to catch the bad guys with their pants down never gets old, especially if you're cleaning the house with a good old shotgun. Your enemies will never know what hit them.

Then again, knowing things doesn't always seem to be the terrorists' strength. They occasionally walk backward into battle, as though what they can't see can't hurt them. Of course, you and your flashbangs know better, but this weird approach to gunfights didn't seem so prevalent in the console versions. Still, the terrorists are crafty and tough as often as they are dumb, so you're guaranteed several great firefights along with several silly ones.

Besides, the offline play is really just foreplay for the online matches. Jumping into one is quick and easy, and a couple of the new maps are awesome. Theater, in particular, is the new centerpiece of the online experience; it's the perfect place for a shootout, and it looks cool, too. As you rack up kills online or off, you gain experience points that can be spent decking out your soldier. Not only does this provide a good excuse to play dress-up, but in online matches you'll be able to distinguish the hardened killers from the wayward noobs by the cut of their jib and the color of their camo.  


Though it looks good at times, the PC version doesn't run as well as its console counterparts.

Unfortunately, other colors distinguish themselves in a less flattering fashion. Certain environmental textures tend to break in the direction of stunning blue or neon yellow. You'll be in a realistic-looking environment, for instance, but will notice that all the window frames, pipes, and doorknobs are unnaturally azure. Then, once you pass through an area, random details will be bright green--sometimes small things, other times entire rooftops and billboards. This probably won't happen on every setup, but since it happened on one, it will definitely happen on others.

Worse than the garish broken textures, though, is the slowdown. The game never feels perfectly fluid, but when you encounter an enemy and you both start shooting at each other, the frame rate leaves for a cigarette break, as though the action were just too intense for it. This half-second pause in the action is more than enough time for you to absorb one bullet too many.

Though Vegas 2's smooth frame rate didn't quite make it to the PC intact, the controls are as good as, if not better than ever. You have more than enough buttons on your average keyboard to easily access all of Vegas 2's many commands, and the single-player campaign will helpfully show you where everything is and what everything does, so you won't have to go thumbing through the instructions.

Rainbow Six Vegas 2 for the PC is the weakest of all the versions due to its poor optimization, broken textures, and questionable AI. However, it still features all the same action and content as its console counterparts, and it's a decent tactical shooter in its own right. Though its flaws and foibles prevent it from being something you'd want to pay the full price for, you could take riskier gambles than putting a couple chips down on Rainbow Six Vegas 2.

It's not as sharp as its console counterparts, but this PC shooter still gets the job done.

The Good

  • New sprint ability speeds up the whole game  
  • You can gain experience online or off  
  • Lots of tactical action  
  • Great controls.

The Bad

  • The textures break  
  • So does the frame rate  
  • The AI is occasionally backward.
Review by Gamespot

Assassin's Creed

Assassin's Creed features one of the most unique gameworlds ever created: beautiful, memorable, and alive. Every crack and crevasse is filled with gorgeous, subtle details, from astounding visual flourishes to overheard cries for help. But it's more than just a world--it's a fun and exciting action game with a ton of stuff to do and places to explore, rounded out with a complex story that will slowly grab you the more you play. The PC version has a few more issues than its console counterparts, and the keyboard-and-mouse controls strip away some of the smooth magic of exploration. Nevertheless, if you don't mind plugging in a gamepad and have a system that exceeds the system requirements, you'll find the same free-form travels and atmospheric game world that console owners enjoyed last year.


Cities are alive with activity.

Not enough can be said about the living, breathing universe that you'll inhabit in Assassin's Creed. As assassin extraordinaire Altair, you'll explore three major cities of the Holy Land in the 12th century: Jerusalem, Damascus, and Acre. Each city is beautifully rendered from top to bottom and features meticulously crafted towers that reach for the sky, bustling market squares, and quiet corners where citizens converse and drunks lie in wait to accost you. As you wander the streets (and rooftops), you'll push your way through crowds of women carrying jars on their heads, hear orators shout political and religious wisdom, and watch town guards harass innocent victims. Altair has a profound effect on this world, but the cities are entities all their own, with their own flows and personalities.

The visual design has a lot to do with how believably organic everything feels. The cities are absolutely huge, and though you don't get full exploration privileges in the first few chapters, they eventually open up to let you travel seamlessly from one side to another. Everything is beautifully lit with just the right amount of bloom effect, and almost everything casts a shadow, from tall pillars to Altair's cloak. In fact, sometimes the shadows get to be a bit much and may make you think for a moment that there is artifacting on your screen, when in fact it's a character's head casting a shadow on his or her own neck. Every object, from scaffolds to pottery, is textured so finely that you'll feel as if you could reach out and touch it. Animations are almost as equally well done. Altair scales walls, leaps majestically from towers, and engages in swashbuckling swordfights that would make Errol Flynn proud. And he does it all with fluid ease, generally moving from one pose to another without a hitch. Minor characters move with less aplomb, but that's easy to forgive, considering that the cities are populated with thousands and thousands of individuals.

On a high-powered PC, these elements look even more stunning than they did on the Xbox 360 and PlayStation 3, but the splendor comes with a price: The minimum requirements to play Assassin's Creed are surprisingly high, particularly where the CPU is concerned (a dual-core processor is mandatory). On one test PC that runs Crysis at a respectable frame rate on medium settings, Assassin's Creed slowed to a crawl at lower settings. A high-end test machine ran the game with much better results, though with some occasional slowdown.

What you hear is even more impressive than what you see. At the top of a temple, you hear little but the rush of wind, the twittering of birds, and the barking of a far-off dog. In the most populated areas, your ears will fill with the din of street vendors, the pleas of beggars, and the occasional humming. It's never too much, though, and the game does a good job of making sure you hear what you need to hear (for example, the cries of citizens who need your help) without filling your ears with pointless noise. The voice acting of the supporting cast is similarly remarkable. Conversations are completely believable and delivered with the perfect amount of solemn dignity. Oddly, the weakest link is Altair himself. Actor Philip Shahbaz does an all right job, but he isn't up to par with the first-rate acting of his fellow troupe. Rounding it all out is a beautiful orchestral score that is most notable for its subtlety. Many of the game's most impressive moments are accompanied by lovely musical themes that add even more threads to the game's rich living tapestry. We did run into some audio glitches on two of our three test systems, however, in which sound effects would occasionally stutter and hitch. The game's readme file included a potential workaround for this issue, though in our case, it didn't solve it.


The combat is simple but surprisingly engaging.

The story that binds it all together rises to the occasion. Actually, there are two related stories in play. The unfolding drama of Crusades-era Palestine is a mere memory, forcibly pulled from a modern-day bartender named Desmond by a resolute researcher using a machine called an animus. The memories aren't Desmond's own--they are Altair's, stored safely in the hapless subject's genetic code. We follow Altair as he assassinates nine public figures at the command of his master, and as the common thread that ties these men comes into focus, so does the true identity of Desmond's captors. There are no cutscenes in the traditional sense; every bit of story exposition and dialogue flows smoothly from the gameplay and takes place entirely within the game engine. The ending is confusing and blatantly leaves open the possibility of a sequel, but this is a small blemish on an otherwise stirring tale. Altair's world is not one of absolutes. His assassination targets aren't always evil, and Altair isn't always likable. As he is fond of reminding us, "Nothing is true. Everything is permitted."

Of course, such an authentic world would be meaningless without a lot of fun things to do in it. Thankfully, Assassin's Creed is endlessly entertaining in that it features a fine mix of stealthy exploration, tight platforming, and exciting combat. To discover the whereabouts of your assassination targets, you must first follow up on possible leads. There are several different mission types in this regard. In some cases, you sit on a bench and listen in on secret conversations. At other times, you will closely follow someone carrying an important letter that you'll pickpocket. Alternately, you can beat the information out of your target. There are also some tasks specific to this version of the game. Oddly, some of these new missions feel more contrived than the others, such as timed sprints and escort tasks in which guards execute scripted attacks as you move to your destination. Since the game's greatest strengths lie in its unscripted events, these additional tasks feel less organic than the others. On the other hand, missions that let you silently assassinate rooftop archers and fling guards into market stands are more interesting and fit better into the game's sandbox world.

There are also some optional missions, such as rescuing innocent townspeople from the clutches of guards. The reward for doing so is a group of vigilantes who will hang out in the area afterward and hinder any foes chasing you. It's also a good way to try out Assassin's Creed's combat, which is surprisingly satisfying, considering the game's focus on sneaking around. You can pounce on enemies using your hidden blade (an incredibly rewarding one-stab kill), or use throwing daggers to take enemies down from a distance. However, your sword is your melee mainstay, and though the hack-and-slash combat may seem simple at first, it gets more challenging once you unlock the various countermoves. Often, you'll have a dozen or more attackers to fend off at once, but though these fights can be a little tricky, you'll never feel as if you're in over your head. In fact, the few circumstances in which you are forced into combat--such as a late-game boss fight against a seemingly endless crowd of attackers and their leering leader--are challenging and require some pitch-perfect timing to counter every strike and lunge.


It isn't what it looks like...

Nevertheless, brute force is rarely the best way to handle a situation. You want to slink unnoticed through the crowds, but you can draw attention to yourself in a number of ways--whether it's galloping past a guard station on a horse, knocking pottery off of someone's head, or getting so frustrated by the various beggars that you fling them away from you. (And trust us--these are the most aggressive panhandlers you'll ever meet.) If you antagonize the guards, they'll give chase. Yes, you can stick around and fight, and though it's never the easiest option, breaking stealth does not damn you to death like it does in other sneaking games. But why not lure them to a rooftop? Once up there, you can grab them and fling them to the street below. Or if there are too many of them, you can jump across the rooftops gracefully until you find a hiding place, such as a nice bale of hay or a curtained garden. Once you're hidden, they'll give up the chase and you'll be free to roam about again.

You can also seek refuge in small groups of scholars who serve as mobile hiding places. It's a bit contrived to walk into a stationary cluster of scholars and have them suddenly start moving simply because you're there, but it gets the job done. Actually, if there's any drawback to the usually excellent gameplay, it's how synthetic certain elements feel. Vigilantes are always in the same spot, missions reset if you don't get them right the first time, and those same guards will harass that citizen an hour after you pass by. It's easy to forgive these quirks, though, given the easygoing flow of the world surrounding these pockets of gameplay.

Climbing up buildings and jumping around the rooftops is fun and breezy, though keyboard jockeys should be warned that the mouse and keyboard don't deliver the best way to experience the game's fluidity. With a controller, the face buttons are mapped to correspond with Altair's head, hands, and legs; with a keyboard and mouse, the wonder of that arrangement is lost. It's also a bit tougher to time counterattacks using the mouse buttons, though players without controllers needn't worry too much: It's still a relatively comfortable setup. Of course, you can attach a controller, and we were able to use two different gamepads, including an Xbox 360 controller, with success.

Regardless of your preferred scheme, you can leap across alleys and scale walls with ease, and though it's possible to launch yourself from a wall or hurtle through a vendor's booth by accident, these moments aren't very common. You'd think that a city specifically designed to let you climb structures and caper about the roofs would look overly artificial, yet there's never a moment when you will think to yourself, "Wow, that looks like a place where I'm supposed to jump." The architecture looks completely natural, which makes Altair's abilities all the more exciting to pull off. The environments don't look as if they were created for him to climb around on; he just uses the hand he's been dealt, as any good assassin should.


Sometimes, you'll literally pray you don't get caught by vigilant guards.

In Assassin's Creed, the greatest joy comes from the smallest details, and for every nerve-racking battle, there's a quiet moment that cuts to the game's heart and soul. Climbing towers to uncover portions of the map is a simple mechanic but forever satisfying, thanks to the beautiful vistas and soft musical themes that accompany the view. Even the beggars that pester you are amusing and fun, though their constant shoving can be annoying when you're trying to pickpocket a pedestrian or eliminate a target without a fuss. It all makes your missions that much more compelling, and you'll be inclined to explore every nook and cranny and take on every optional task just for the fun of it. There's a ton of stuff to do, and even when you've exhausted your official tasks, you can search for the collectible flags and crosses strewn around the cities and countryside. You could probably plow through the main quest in 20 hours or less, but completists might spend many more finishing every quest and gathering every flag.

The PC version of Assassin's Creed isn't the superior one, but this is a case where translation to the PC resulted in some minor hiccups rather than obvious gaffes. If you don't have the opportunity to play it on the Xbox 360 or PlayStation 3, you should pick up a copy and immerse yourself in its memorable world. It's the kind of game you want to show your friends even if they're not into games, and if you have a high-powered computer, it's one that should be in your collection.

The Good

  • Huge, gorgeous world that feels wholly alive  
  • It's fun to run across city rooftops  
  • Joyous mix of stealth, action, and platforming  
  • Stunning sound design features fantastic voice acting and a beautiful musical score  
  • Tons of small details will constantly amaze you.

The Bad

  • Confusing ending  
  • Remarkably high system requirements and some small glitches  
  • New mission types aren't as good as the others.

Review by Gamespot

Brothers in Arms: Hell's Highway Hands-on

A World War II the likes of which you've never seen.


Then you're off to acquaint yourself with the cover and team tactics mechanics. Once you've dispatched of a few squads of Nazis, Baker finds himself wandering down a dimly lit hallway that feels like it's straight out of The Matrix. An explosion jars Matt down to his back, looking up at what sent him sprawling. There hangs a bomb, teetering on a piece of the building's innards, just begging to explode. Then, before you know it, three Nazis are standing over you. One raises his pistol, pulls the trigger and BANG! You're dead.

Three days earlier…

You're probably thinking the same thing I was: "I just want to know what happens to Baker!" I'll grant you it was a bit annoying to see those words flash across the screen, but there's more to Operation Market Garden, the largest aerial drop in World War II, than what we're shown to begin the game. With the objective of opening the Rhine River for the invasion of Germany, Operation Market Garden ended as one of the worst Allied defeats of the war. The only thing we're wondering is how in the world the folks at Gearbox plan to deliver a rewarding experience if it ultimately has to end in a loss. Then again, Titanic was pretty popular with movie-goers, wasn't it?

Where we find ourselves after the dramatic intro events is quite the contrast with a green outdoor farm environment where nothing has been broken down, nothing is on fire. There's almost no sign of the war at all. Less the encroaching Nazi forces occupying the farm houses. You're of course tasked with progressing from point A to point B, taking down Nazi installations along your way.

The Boys
This is where BiA: HH separates itself from the rest of the series. Since you begin in a farm environment with plenty of wooden structures acting as cover, it's the perfect place to demonstrate the improvements that Gearbox and Epic have made to Unreal Engine 3. Each bullet splinters the cover realistically, creating a perfect point of impact and shattering the material around it. This continues with character models as bullets rip through skulls, legs, and even a trio of sheep sitting in a field outside a farmhouse. Achieve what the game deems as a "cool kill" and the Action Camera Moment will begin. Essentially this just zooms in the camera and slows down the action so on-lookers can grovel in your profound awesomeness. It sounds a little cheesy, and is certainly something that we've seen before, but it's still cool to see the physics engine mangle bodies in different ways.

One new piece of exposition to Hell's Highway is recon points. One such point was found by traversing a tall windmill structure and peering out the highest window and pressing X. There's no tactical advantage to finding these points, they do provide some historical background to the events. Staying true to the original battles is obviously something Gearbox was concerned with, even going as far as to purchase reconnaissance reports from the British government from World War II. Recon points help legitimize the historical points of BiA: HH. It's also interesting to note that while you and your squad are fictional creations, everyone above the rank of Lieutenant was a real person and actually fought in Operation Market Garden.

Now having said all that about historical accuracy and establishing a feeling of legitimacy, the health system cheats that a bit, though not going as far as offering spontaneous regeneration as in other titles. Hell's Highway instead uses a "danger system" where if players are exposed their screen will turn increasing red as a sign of danger, rather than a sign of damage. The redder the screen, the closer you are to being hit with that one fateful shot that brings you down for the count. It isn't all that dissimilar from what FPS vets will be used to, but it sounds a little more logical than "get shot and back up."

Feeling Lost
The control scheme will also feel familiar for those who have tinkered in the FPS realm prior to Hell's Highway. There's a sprint button, standard reload, a button for cover, the left trigger to order your men around, the right shoulder button to toss a grenade; it all feels very natural and responsive.

Another familiar facet of Hell's Highway is the aforementioned dramatic cinematic moments that help to give weight to and split up action sequences. This is where Unreal Engine 3 comes into play. Thanks to the engine's ability to allot extreme amounts of detail on character models with little tax to the processor, Hell's Highway character models – namely their faces – feature an amazing amount of emotion. Characters' faces are scarred and chiseled thanks to the rigors of war and looking into their eyes actually does make you sympathize with their plight. Other cool details like heat waves emanating off of flames and realistic looking smoke and explosions don't hurt either.

Brothers in Arms: Hell's Highway looks to follow in similar footsteps to its Xbox predecessors, but thanks to the added horsepower of the Xbox 360, it looks like the bar has been raised in nearly every category. We had our doubts about Hell's Highway coming in to our hands-on session, but the core gameplay is still as exciting as ever. Toss in the flair for the dramatic that Gearbox has shown in the past, couple that with the improvements that have been made to Unreal Engine 3, and you could very well have one of the most impactful games on the system.

We'll have more on Brothers in Arms: Hell's Highway as its August 2008 release date marches closer.
Reiview provided by IGN

Unreal Tournament 3 Review
The most beautiful pelvic thrusts yet.

Epic's Unreal Tournament 3, actually the fourth version of the series on PC, represents a blend of progressive and old-school elements. It's a nod to fans of the original UT, released in 1999, with the return of weapons like the impact hammer and enforcer, which replace bits of the arsenal from UT 2004 like the shield gun, lightning gun, and assault rifle. Moving beyond the ballistic loadout, we see Epic pushing forward their most distinct draw, the warfare mode, an augmented version of UT 2004's onslaught. While so much of this game will feel familiar to series veterans, particularly in the deathmatch and team deathmatch modes, it's with the vehicular, large-scale combat that UT 3 makes its largest strides forward, though it still doesn't move that far ahead. Mostly, it's about delivering to fans what made the series so good to begin with: insane, ultraviolent combat, gorgeous graphics, and the most nerve-searing, vein-throttling action around.

You get six modes, not including campaign, with UT 3: deathmatch, team deathmatch, capture the flag (CTF), vehicle capture the flag (VCTF), warfare, and duel. You'll notice that's not the same list as UT 2004's modes, since it's noticeably missing assault, something I'm not too bent out of shape about. When outside of any vehicle-related modes, gameplay proceeds much as you'd expect it to. Deathmatch maps are, with a few more spacious exceptions, confined, twisted industrial complexes full of flak fire, perilous drops, and the occasional Redeemer pickup. Everyone's wall-jumping, side-dashing, double-jumping, and firing simultaneously, making for a ludicrously action-packed experienced that's always entertaining, at least up until the point where you start getting burned out. I know that happens to me, which is why I appreciate all the other modes.

 


In CTF you get a translocator device to quickly warp around a map, and when vehicle are added to the mix in VCTF or warfare you get a hoverboard. Hopping onto the floating slab happens quickly with a tap of the Q key, letting you not only move more quickly, but also tag onto the back of friendly vehicles for a boost, an ability you can and often must use to your advantage in VCTF matches since you can't pilot a vehicle with a flag. The risk comes with getting shot while riding, which smashes you to the ground, stunning you for a few precious seconds, and dropping whatever you're carrying, be it a flag in VCTF or orb in warfare.

While I had a great time with deathmatch, I couldn't help but feel it dragged a little, one of the downsides of releasing a slightly altered but largely identical shooter over and over again. Though there have been minor changes over the years, with weapon speeds, damage outputs, and player movement seeming slightly adjusted for this one, and brilliant new coats of paint, it's nearly a decade now and we're still playing roughly the same game. That being said, it's still an amazingly fluid experience. If you've never played UT before in any capacity, you really have to. Using WASD double-taps to dodge around, the way the character movement feels, the sense of weight behind the weapons and the way they're balanced against each other, it's all exceptionally well done and has a distinctive style.

The vehicles, though, are the most dynamic element, evident in warfare mode. It's based on the same node capture principles as onslaught, yet warfare features some significant changes, the most prominent being a small, glowing ball. It's called an orb, and can be carried to nodes to either provide protection for your own or instantly capture the enemy's. This makes a significant difference in how a game flows, since not only do you have to keep track of where the enemy is focusing their attack, but also where the node carrier might be. A simple strategy would be to have the bulk of your forces head over to one node while simultaneously sending the orb to another, meaning you could, theoretically, capture both at the same time (assuming, of course, one was linked and the other unlinked.) What's more, once an orb carrier is killed, the orb hits the ground and a counter begins. When zero is reached the orb resets, but in the meantime anyone can swoop in and bring it ever closer to instantly capturing a node. Enemies in the vicinity can prevent such a catastrophe by sacrificing their lives to destroy the orb, forcing the other team to make the entire journey again, and possibly giving you enough time to get your own orb carrier to the right spot to advance your team's position on the field. It's another layer of depth that makes warfare a better mode than onslaught, allowing for an even more unpredictable experience as situations shift as rapidly as an air hockey puck. In addition, you'll find more types of nodes. Countdown nodes, if captured and held, can damage an enemy core without having to lower a shield. Others perform more specific functions, like lowering bridges, affecting the position of enemy cores, spawning special vehicles, and more.

UT 2004's rides return, including the Manta, Hellbender, Goliath tank, monstrous Leviathan, and speedy Scorpion, among others. A few function slightly differently. The Scorpion, for instance, no longer fires a charged energy ribbon, but little explosive spheres, and its secondary fire razor mandibles are now front-mounted instead of back-mounted. The most notable additions to the vehicles are the new Necris machines. The Darkwalker dominates the landscape with tall, spidery legs, capable of traversing mountains and steep walls, and possesses massively powerful laser cannons, which are balanced by their slow-to-adjust aiming. There's a Viper hoverbike with the ability to perform a suicide attack, hurtling itself forward at a node or core for tremendous damage as you eject safely into the air. A stealth tank, called a Nightshade, can prowl the battlefield setting time-distortion fields, spider-mine traps, and energy shields. If you've got an irrational fear of spiders, you may even be repulsed by the utilitarian Scavenger, which quickly scampers around on three short, spindly legs. Its central sphere can rocket forward with legs spinning like razors on all sides, hop into the air, or propel forth an energy orb. Then there's a new air unit, the Fury, with its own laser cannons, as well as a Necris tank, called a Nemesis, which blasts forth energy streams and can rear up to a raised position, losing land speed but gaining a more rapid rate of fire. Epic made sure to include maps with specific Necris versions, including a Necris type of the popular Torlan map from UT 2004.

VCTF is just as frantic, since instead of merely concerning yourself with players teleporting in front of you while you escape with the flag, you have to deal with Mantas squashing you under their rotors, Scorpions shredding you to bits, or Vipers running you through. And imagine what kind of improved flag defense you can muster with a few Darkwalkers strafing its position. The best experience I had with this mode was on Sandstorm, named for the blinding sandstorms that periodically burst into existence, severely limiting visual range and providing an excellent opportunity to dart in and steal the flag. As the storm subsides, it's simply a matter of getting around a horde of Darkwalkers, Scavengers, and Vipers wheeling toward you with deadly intent. No easy task, to say the least. Or you could just grab the jump boots and pop up over the middle partition.

For anyone who feels the prospect of online play to be too daunting, there are customizable bots and even a single-player story mode to pass the hours. Bots are, as you might expect, next to useless on the easiest difficulty setting, but quite a challenge higher up. They did seem to have a few problems when it came to piloting vehicles and capturing flags, however. The plot is nothing to get excited about. A cookie-cutter Epic alpha male character named Reaper and his armored skirt seek revenge against Akasha, a rogue inquisitor of the Necris alien race. Aside from a few moments when characters poke fun at the notion of respawners and the lunacy of the tournament in general, it's a generic tale. You get a few cut-scenes, voice-overs during loading screens, and some game-altering card rewards to mask what's otherwise a sequence of team deathmatch, CTF, VCTF, and warfare matches against bots. You can, however, host your campaign matches online and have others join up, but then again, if you're the type that plays UT offline, such a feature won't matter. In a frustrating turn of events, even with such a limited story, there's still a cliffhanger ending. This trend with games really needs to stop, particularly with you, Epic. You did it with Gears, now you've done it with UT3. For shame. Even if the story doesn't make any sense, even if the characters are as endearing as a toothpick, at least give use some sense of closure, instead of leaving us with an all-too-obvious wait for the next installment setup.

Aside from the frenetic online action and single-player mode, UT has always been known for its comprehensive feature set. If you're a series veteran, this is something you've come to expect, but it's worth noting for any newcomers. UT has statistic tracking, full bot support, an enormous number of maps tailored to each game mode, and dedicated servers as well as plenty of little extras like game-altering mutators, character model customization, and UI tweaking options. Community is a large part of what makes this game so successful, so expect it to be supported with more maps and mods as time goes on.

Then there are the graphics, which are practically without fault. They're done up in the traditional UT style - heavily armored, muscular characters running across industrial sci-fi settings, only now you get even more of an alien look with the Necris stages, vehicles, and character models. The game's graphical prowess serves to make more satisfying the crux of UT 3's appeal - its moments. Leaping off a stone ledge only to get smashed in the teeth by the leading edge of a Manta. Circle strafing a deployed Leviathan in a Scorpion as AVRiLs pour in from all sides. Blasting flak around a corner for a kill, executing a perfect shock core explosion, gruesomely detonating another player with your impact hammer, getting a non-scoped sniper headshot, or firing Vipers into nodes - they're such satisfying moments, made all the more impressive by the amazing visuals whirling around your constantly shifting reticule and, of course, the announcer.

 

Closing Comments
At its core, Unreal Tournament 3 offers exactly what its predecessors (specifically UT '99 and '04) did to make it so popular: preposterous action at blindingly fast speeds. It's all over the top, soaked in blood, nonsensical (hoverboards and stealth tanks?) and bathed in an electric light. Warfare mode is an excellent addition to the series, proving to be a deeper version of onslaught, and the additional Necris vehicles make both it and VCTF all the more worthwhile and enjoyable. Then there are all the smaller scale but still very much significant changes, like the hoverboards, warfare orbs, and slight variations to weapon functionality that work to keep the game from getting stale. Deathmatch, however, still feels very similar, and is therefore less of a draw for me. If you've been playing the series all along, expect the same sort of thing only with a sparkling graphical luster. If you've never played this game before, do so immediately. It's still one of the best shooters on the market, even if it seems to be bumping against the boundaries of its potential. Keep in mind if you've never particularly liked UT, this version will do absolutely nothing to sway you.

Review provided by IGN