Monday, April 22, 2013

Devil May Cry 4

Devil May Cry fans know what they expect from the action series: they look for fast paced action sequences that require solid timing instead of button mashing. They expect large scale battles with insane bosses and hordes of monsters that barely give the player a second to breath. They also expect characters to take the dangerous settings lightly, with a large dose of sarcasm and a snarky outlook towards the supernatural surroundings they find themselves in. Well, DMC fans, take heart: Devil May Cry 4, the latest chapter in the series and the first true sequel in the Devil May Cry chronology maintains all of these trademarks while showcasing the power of the PS3 fairly well.

That is, for the most part.

See, Dante fans may find themselves a bit disappointed in their favorite character's new role within the series: instead of taking over the spotlight as he has in the previous three games, the anti-hero takes on a secondary position to franchise newcomer Nero. DMC4 is really more of his story and his coming of age within the Sparda-influenced universe than a tale that picks up after the events of DMC1. Is this a bad turn of events? No, not really, although some of the hardcore might wonder if the game could've had a different title with a Dante cameo instead of a Devil May Cry chapter. 

The story of Devil May Cry 4 is set in and around the coastal town of Fortuna, which has an interesting tale by itself: it's governed by a militant theocracy known as The Order of the Sword, and protected by a group of Holy Knights. The people of the town worship the demon knight Sparda as a god and savior. During a ceremony in honor of their deity, Nero, a young knight, sees Dante crash through a window and slaughter the leader of the Order, as well as many of his friends. While he doesn't know who Dante is or why he's attacking them, Nero wants revenge for Dante's actions. What follows over the course of 20 missions is a quest of revenge and betrayal, as well as salvation and sacrifice, as Nero hunts Dante down across the land.

Apathetic and dismissive of authority, Nero is a younger, more angst-filled character than Dante's older, wiser and more sarcastic outlook on the world. However, he's just as skilled as the Son of Sparda, with a wide range of abilities to support him in combat. The first, and perhaps most obvious element, is the Devil Bringer, his demonically-enhanced right arm that allows him to project an energy arm ahead of him. This allows Nero to grasp distant objects, which he'll use to reach new areas or scale heights, as well as grab, throw and punch opponents. While this can be used to start or extend obvious combos, perhaps one of the most intriguing elements is that the arm responds differently when used against each opponent in the game. For example, players will grip and throw some creatures by their tails, while others may be pulled apart or even used as weapons against their allies. This can be factored into players' plans when using Nero's primary attacks in battle. 

Nero has access to both projectile and melee strikes thanks to his unique weaponry, the Blue Rose and the Red Queen. The Blue Rose is a double-barreled pistol that allows Nero to fire powerful blasts at distant opponents. While slow to fire, the power of these blasts is quite strong, and can eventually be charged-up to provide even more punch. His more devastating attacks come in the form of the Red Queen, a motorcycle throttled, gas-infused sword that can be revved-up to add additional strength behind each combo or blow inflicted on an enemy. This boosting of the sword is known as the Exceed system, and allows Nero to charge the sword up three times, turning the blade red hot with energy and lashing out with fiery blows.

The Exceed system is one that can take a little getting used to. Continually pulling the trigger to rev the sword doesn't work nearly as well as slow, consistent pulls, which boosts the gears of the blade more. It also drops Nero to a slow walk as he reaches behind him and revs the motor of the Red Queen, which can be tricky to pull off consistently in the midst of battle, particularly because it leaves you open to attacks. While you can work on your timing after an attack to instantly charge up the blade, you won't always nail it, so the difficulty of this move is rather high. However, there's another, more pressing issue with the Exceed system, which is that you don't need to use it at all to quickly and efficiently eliminate the monsters within the game. Thanks to the strength and power of Nero's various combat skills and combos, you're better off eliminating your opponents with standard attacks than spending the time to charge up your blade. 


The Elder Scrolls Skyrim

Every game has a single over-riding requirement for its players. Some demand lightning-fast reflexes and the commitment it takes to master the depth of their controls. Others ask for a willingness to think outside the box or some degree of intelligence for puzzle solving.

These are all attributes players will need if they hope to succeed in The Elder Scrolls V: Skyrim. But the one asset players will need above all else is time.

The reason for this is that Skyrim is one of the most gargantuan undertakings gamers will experience all year. The sheer size of the adventure, both in terms of its environment and in the amount of activities available to the player, is mind-blowing.

This shouldn't come as too much of a surprise. The game's developer, Bethesda, has banked a rather lucrative existence on creating open-world RPGs that are filled to bursting with content. As with Elder Scrolls IV: Oblivion and Fallout 3 before it, Skyrim is a game that's easy to completely lose yourself in.

The reason for this is two-fold. First, the game's production values work hard to immerse the player in Bethesda's sword and sorcery world. For a game of this size the quality of the graphics and the attention to detail is awe-inspiring.

As the player travels through Skyrim, they'll encounter dense woodlands, snow-capped mountains, majestic cities and crystal clear rivers that run throughout the map. They'll run into an assortment of interesting characters and battle myriad monsters.

They'll have to plough through blizzards, find shelter from thunderstorms and, on a clear night, they can gaze up at the sky and see auroras bleeding through the darkened heavens above them. The visual and sonic features of the game completely obliterate any traces of the outside world.

The second part of this enchantment is wrapped up in the number of ways Bethesda allows the players to interact with the world it has created.

Players can while away hours upon hours creating weapons at a forge, mixing potions at an alchemy table, enchanting weapons, chopping wood, practicing archery, investigating subterranean caverns or simply pointing their character at the horizon and heading over the nearest hill.

They can buy a house, join a guild, marry an NPC or read every book contained in the library at a college for mages. Around every corner and at every new town they wander into, there's a monster to fight, a character to talk to and some new discovery to be made.

The amount of things to do in Skyrim makes the player feel like they're a living, breathing part of its world. In short, you need time by the bucketload to get to grips with Skyrim, because once you enter its world, it becomes your world.

There's a story, which guides the player's progress to an extent. It begins with an escape from the headsman's chopping block and then the player is cut loose in the massive world of Skyrim with the barest essentials in information about themselves and the land they now inhabit.

Skyrim is plagued on two fronts – by a bloody civil war and by the return of a race of dragons that, until recently, were extinct. The player is also aware that they are the last of a race called the Dragonborn, and they are also all that stands between Skyrim and its ultimate destruction.

Still, that's enough to be getting on with, eh? The plot then proceeds to reveal its pleasures by inches, one mission and side-quest at a time.

As the player completes one heroic (and not so heroic) deed after another, they get to grips with the game's deep and intuitive control system. The right and left triggers wield whatever weapon, shield or magic spell the player assigns to them. The inventory soon starts filling up with useful items that the player can assign to the D-pad for a quick weapon change act in the middle of combat.

Every time the player uses a weapon or a spell or skill in Skyrim, their profiency with that item or in that talent goes up. Once their overall XP hits the next level, they're able to assign a talent point to the skill of their choosing.

In this way, the game rewards the participant for playing in exactly the way they want to. If you want cut your way through the land using just a sword and shield, the game will ensure you become more proficient in doing so. If magic or sneaking about in the dark are more your things, you'll get better at both the more you do them.

On top of weapons and spells, the player has an edge over most opponents in the form of their Dragonborn "shouts". These are magical powers that are acquired by reading runes carved into the walls of dungeons and caves the player will encounter, and which are unlocked with the souls of the dragons they've killed.

Shouts vary in power and recharge rate; one enables the player to breathe fire on opponents, another provides them with a quick-sprint, and yet another allows them to bring a dragon crashing down from the sky.

There's a price for all this power. Players will have to look past occasional bugs in the gameplay, for one.

These range from characters attaching themselves to pieces of the environment, the odd animation glitch and the rare instance where a previous save needs to be loaded after the game crashes completely.

There are also a couple of niggles that were present in Fallout 3, too, such as the unnerving stare plastered over the faces of NPCs or the way in which accidentally picking up an item that doesn't belong to you can cause a friendly character to turn hostile.

But the largest cost that Skyrim wishes to exact from players is that which is measured in human hours: time. And given the volume of content Bethesda's game holds, preparations ahead of playing may be necessary.

So, with that in mind, may your boss believe you when you phone in claiming you have the plague, may your significant other be tolerant and understanding, and may your friends know you well enough not to make enquiries with the police if they don't hear from you in over a month.

Skyrim awaits, adventurers. All it asks in return is your life …

 

Assassin'sc reed III

Assassin's Creed 3 is a funny beast. It's not the revolution some might have been hoping for, but there's no denying it could have been. Despite the new engine, and new setting of 18th century America, there's not enough here to win over those who haven't enjoyed the series in the past. Then again, it's seemingly the final part of the current plot arc of techno-memory traveller Desmond, so at least part of the game would leave you a little lost if you haven't been following. Not that it matters too much, to be honest, Desmond is the least interesting aspect of Assassin's Creed III, even if you have enjoyed the modern day framing up until this game.

New assassin Connor Kenway (or Ratonhnhaké:ton for short) is theoretically the real star then, but he's too bland as a character and certain aspects of the plot (namely the American pillaging of Native American lands) fall flat because of this. Not that the game really spends much time on this; it's about the Revolution, after all, dealing with the likes of General Charles Lee and George Washington. It's this aspect of the game that disappoints. The main missions range from the usual 'go and kill someone', to some fairly poor stealth sections, to some abysmal chase sequences. At times, the plot missions feel like things you're forced to endure to get to the fun stuff, and that's a shame.

The promised grand battles can see a bit underwhelming too, with Connor usually at a safe distance, either manning a cannon or dodging fire as he scoots around the outside of a battle. It's rare you get to be in the thick of things, at least on land. Boston and New York are relatively weak locations also, made up of identikit buildings and featuring a frustratingly obtuse fast travel system. The cityscapes of Italy are sorely missed. It's lucky, then, that the majority of the game takes place in the Frontier, with Connor leaping through trees, clambering up cliffs and trekking through the snow. There's a complex hunting and baiting mechanic, although it's criminally underused (often it's easier and more productive to simply sprint up to animals and stab them), but it still makes for an interesting, fresh location for the series.

However, there are two locations in Assassin's Creed 3 that really stood out, and in fact made the game for me. First up is the Homestead, an enclosed area which Connor calls home. Here, you can deal with the daily trials and tribulations of its new inhabitants, engaging in smaller, more intimate quests in order to build both a small village, and a successful trading post over which you have control. While the main plot speeds along at quite a pace, the Homestead bits really let you get a feel for the characters who've moved in, and also shed a fair bit more (needed) insight on Connor as a person. 

The other location is simply 'the sea'. The naval battles. The pirate treasure. The fantastic, explosive, death-defying escapes from burning forts or collapsing glaciers. The scream and whistle of cannon fire flying overhead as you and your crew brace yourself on board your ship. The ship controls themselves are fantastic; the camera's still fixed behind Connor, at the wheel, so there's a sense of being in the thick of the action while Men O' War come hurtling down on you as you unleash fire on these leviathans of the sea. Cinematically they're excellent, the control you have over your ship is fantastic, and they're far and away the most exciting part of the game. It's unusual to find something entirely optional to be the must-have draw of a game, but both the naval battles and the sidequests relating to Captain Kidd's treasure are definitely a strong contender for 'best reason to play Assassin's Creed 3'.

On land, the combat and free running have had a bit of an overhaul, although it's not immediately notable. The free running now only requires you to hold one button to sprint and climb but it doesn't really eradicate the problems with leaping off handholds when you don't want to, or occasionally flailing clumsily. It's not a big deal, it's never been a consistent problem, but there were still times where I found Connor flinging himself face-first into the ground when I simply wanted to leap to the next branch. Combat's been simplified too, although largely functions in the same way. Now it's a bit too easy to take down swathes of guards, although it's still satisfying to pull off a string of blocks, counters and executions.

Elsewhere, the multiplayer mode is as fantastic as ever. The new Wolfpack mode is somewhat reminiscent of Sega's The Club or Resi's Mercenaries mode, tasking a team of players with killing a bunch of targets and performing bonus objectives in order to extend a timer, allowing the match to continue.

The Assassin's Creed versus multiplayer is a tense, subtle affair, tasking you with sneakily killing your opponents in a crowded area. As always, if you go tearing around levels, leaping off rooftops, you're going to get spotted pretty quickly. There are a bunch of modes here, with some that are pleasingly minimalist in terms of HUD and guidance towards your targets. This makes matches into exciting, slow-paced struggles for survival, made all the more ominous by the frenzied whispering you hear as soon as a pursuer is close. On the downside, some of the maps aren't quite as interesting as in previous games, and a few of the multiplayer characters look too similar to one another, which is a bit of a pain when it comes to identifying targets. They're minor gripes though, and with plenty of customisation and loadout options gradually unlocking the higher you level, there's a lot of scope for the competitive assassin. 

Need For Speed Most Wanted Criterion game


In an ongoing series of articles, Digital Foundry takes an in-depth look at the most high-profile PlayStation Vita releases, talking with the developers and gaining new perspective on what it's like creating games for Sony's brilliant - but underperforming - handheld. In this second instalment, our focus is Need for Speed: Most Wanted, one of the most fascinating games available for the platform. Criterion Games' objective here was ambitious: to incorporate PlayStation Vita into the cross-platform development workflow of what turned out to be one of the most technologically advanced current-gen games on the market. As you might expect from the Guildford studio, the result isn't just a great game but a remarkable technological achievement.

"For the first time in the handheld's history, we can happily transpose all of our praise and criticism of a home console game to the PlayStation Vita version - which is something of an occasion in itself," wrote Martin Robinson in the Eurogamer review. "Much of the credit must go to Criterion, which handled the Vita version of Most Wanted itself. Perhaps unsurprisingly, given the studio's pedigree, it's done an impeccable job... Understandably, it's taken something of a visual hit, but it's never enough to undermine the incredible achievement or the immense novelty of having a faithful handheld port day and date with its bigger cousin."

A lot of this article is going to discuss that "visual hit", so it's important to put Vita Most Wanted into context. Your PlayStation 3 or Xbox 360 - assuming they are the latest models - draw something like 70 to 80 watts of juice from the mains. In contrast, PlayStation Vita uses just five per cent of that total, burning up around 3.5 to 4W during gameplay. Even up against the highly efficient Wii U at 33W, we're talking about a tiny amount of physical power available to power a triple-A game designed for much more capable systems. While efficiency in rendering has come on by leaps and bounds over the years, that's still a huge gap to close. To tell the truth, it can't be closed, and compromises need to be made. Most Wanted is one of five renditions of the same game produced by Criterion, and the team simply didn't have the luxuries open to developers of first-party Vita titles like Uncharted: Golden Abyss and WipEout 2048, where the game design and core rendering technology could be shaped around the strengths and weaknesses of the mobile hardware.

"The Vita version is the same game," confirms Idries Hamadi, technical director at Criterion Games. "There's a machine in the depths of our basement somewhere that's syncing our Perforce and building all five versions of the game every three minutes. It is not a bespoke version, it's a first-class platform for all of them."

The comparison video spells that out. The exact same methodology we use for all of our head-to-head videos - frame-accurate excerpts running side by side - works here because the game logic is effectively identical, the visuals drawn from the same core asset base, the handling model built around the same physics.

Game content is also a match between the handheld and console versions - the open world map's the same, the collectables (or rather, the "smashables") are the same, the car roster is identical. However, the visual compromises are apparent in the comparison. In terms of processing power, Vita occupies an undefined space somewhere between PS2 and PS3 - while less ambitious current-gen games can be replicated very closely on PS Vita, a top-of-the-line experience like Need for Speed: Most Wanted needs a different kind of approach.

So what was Criterion's methodology in getting to grips with the Vita hardware? What was the process in discerning whether Sony's handheld could deal with a game designed primarily with current-generation console hardware in mind?

"There's a few different aspects to that kind of operation," Hamadi reveals. "One is an on-paper analysis - but we didn't put much stock in that because we understood that once we peeled back the first layer of 'let's just look at numbers' you're talking about very different beasts and the numbers you've got only go so far. It's like we said with Wii U - we got some running software, we pulled out everything we possibly could to get a real stripped-down version of the game."

After that, it becomes an exercise in putting back in as much as possible, optimising and adding more. Where some systems are simply not a good fit for the handheld, alternatives are produced. Resolution aside, lighting is the biggest difference between the mobile version and the full-fat console edition.

The Vita release drops the deferred shading techniques of the other versions which allow for the use of massive amounts of light sources, resulting in a more stark, less subtle rendition of Fairview, also shorn of some of the advanced shader work - wet roads, for instance. While the deferred approach is utilised on some key Vita titles (Uncharted: Golden Abyss and Assassin's Creed 3: Liberation to name a couple of noteworthy examples), Criterion opted for a more traditional forward renderer, allowing the studio to use hardware anti-aliasing - 4x MSAA - to offset the impact of a drop from native 960x544 resolution down to something close to 640x368.

"You've got some choices to make, basically," says Hamadi. "The hardware... obviously for some titles it does go native resolution but for the feature-set we wanted to put in that just wasn't feasible. There's only so much you can get out of it."

Other compromises are self-evident: environmental detail is high for a mobile title but clearly pared down from the other versions, while texture assets are also of a much lower resolution. While PlayStation Vita actually has more RAM overall than PS3, it only has half the video memory while the OS footprint on the handheld is also much, much higher (hence the ability to run 'small apps' with the game state frozen). It's clear that getting a game designed for more powerful, resource-rich platforms to run on the handheld was a considerable challenge for the Criterion team.

"There were a lot of times when we were saying 'this is the budget for this, we need to cut that in half' and then we go and look at the actual assets and they were 30 per cent over budget on the other platforms already. How are we going to cut even further?" shares Hamadi.

The established methodology used by some developers in allocating set amounts of processing budget for each particular sub-system wasn't a good fit for developing the Vita version either.

"A lot of people try to approach ports that way, it's not the right way to go about things. The compromises you have to make don't always fall in line with the way you budget for a higher-end platform. Certain aspects need to be cut more than other aspects but when it came to beta. For example, the physics was way more over budget than effects."

The fact that Most Wanted is running on a mobile platform helped define some of the compromises. For example, processing resources weren't there to maintain native res, but the combination of the Vita's rich OLED screen and the 4x MSAA make for a clean presentation overall. Criterion quickly realised that certain systems should take priority over others which weren't so important factoring in how the game is actually played on handheld hardware.

"When you look at the game there's only so much physics you can cut before you don't have a game anymore, so you cut more into the effects - especially when you have a much smaller screen. People don't really see the effects anyway. You don't want to give so much run-time resources," Hamadi says.

"We don't sit down and say, 'right you're going to get this much of this and this much of this'. It's much more holistic. We get it to the point where it's running, we strip down the things you can strip down without actually ruining the game - you want to have a playable game - then you bring things up. You add a bit more here, then you see that you have a bit more CPU to spend - where are you going to put that?"

Response to Need for Speed: Most Wanted has been almost uniformly positive from the core Vita fanbase - a fair reflection on a game that is undoubtedly one of the most fun, playable racing games available on any mobile platform. Criterion's choices in how to re-factor a cutting-edge current-gen title for the handheld have, by and large, paid off. Our analysis assets put into perspective the gulf between the power of Vita and PS3 - at times, there's a sense that the handheld hardware is kicking and screaming at the stress being exerted on it - but overall it seems clear that the trades made were the right ones and Most Wanted enjoys a well-earned reputation as one of the most impressive, ambitious cross-platform games available for Sony's mobile platform.






Dmc Devil May Cry 5

















Devil May Cry was one of the first hack and slash-style action games for the previous generation of console hardware when it launched on the PS2, all the way back in 2001. It was a revelation, combining the ridiculous lengthy combos and flashy special moves of Capcom's fighting games with a gothic storyline, puzzles and exploration elements borrowed from the Resident Evil series. Already four games in, this fifth title reboots the series, completely redesigning main character Dante and rewriting much of the storyline canon.

As the offspring of an unholy union between an angel and a demon, Dante is a Nephilim that can travel between our world and Limbo – a twisted version of our world from which demons secretly control us with subliminal messaging and mood suppressive drugs hidden in the most popular fizzy drinks. Tasked with taking down the demon leader, there's a near-limitless horde of hellspawn standing between you and your final goal. Thankfully you're well equipped for the task, with both melee and ranged weapons that can give you the edge in any battle.

The arsenal is split into angelic and demonic types; angelic weapons include a scythe and a pair of shuriken that deal damage to multiple enemies, while demonic weapons – an axe and a pair of gauntlets – deal massive damage one blow at a time. There's also a pair of trusty pistols to keep your combos going when enemies fly out of reach, and a pair of chains that can propel you towards a demon, or pull it towards you from afar.

Although it’s been simplified from previous games in the series, the style combo system combines each of these weapons into a single flow of combat, letting you plough your way through increasingly tough waves of enemies with the maximum amount of flair. At the outset, you're limited to a few select combos, but as you progress, unlocking new weapons and abilities, you'll soon have a lethal arsenal of moves to choose from – although it will take a second play through to unlock everything.

All of Dante's moves are animated beautifully, and the game in general has the unique appearance of an MC Escher drawing brought to life. As you move between the real world and Limbo, the levels warp around you, twisting into fractured alternate realities that move and react to your presence. Although much of the game is spent in enclosed spaces, the developers have given the larger platform-oriented sections fantastic vistas to keep you gawping at the view – this is handy, as these sections are slower paced and nowhere near as exciting as the action sequences.

Accompanying the gothic visual style is an incredibly atmospheric soundtrack, co-produced by dubstep DJs Noisia and death metal band CombiChrist – the ominous basslines and melancholic tones that play during exploration give way to thundering guitars and screaming vocals when the action kicks off. It’s a combination that works incredibly well given the source material, and the developers should be given praise for letting two well respected musicians do what they do best.

Designed primarily for consoles, DMC has been ported to the PC with higher resolution graphics and support for multi-monitor setups, but there's little doubt that you'll have more fun playing on a joypad than with a mouse and keyboard. Extended combos rely on precise button presses and the action sequences rarely let up, meaning we felt more in control with two analogue sticks in our hands.







WRC 3 World Rally Championship





It’s commonly said that in any form of media, you’ve got to make the audience care. A bad reaction can be as important as a good one, and only ambivalence is death. If that’s the case, WRC 3 is bordering on having the plug pulled. Neither staggeringly brilliant nor gut-wrenchingly terrible, development studio Milestone’s third outing with the World Rally Championship license merely... is.

To WRC 3’s credit, it captures the spirit and technicalities of the sport well. The emphasis is ostensibly on control and adaptability, underlining real-world rally drivers’ improvisational driving skills. The selection of locations reflects the full calendar for this year’s events, and the heroes of the sport, including reigning champions Sébastien Loeb and Daniel Elena, lend their names to the proceedings. All the teams competing and the cars they’re using are included, plus a wealth of other vehicles available in special modes. It feels involved and accurate, and that alone can be applauded. But last year’s entry did this too, so there’s little sense of improvement.

Unfortunately WRC 3 also makes the near-fatal mistake of presuming that everyone playing the game will be well-versed in the rules and culture of the World Rally Championship. There’s no real tutorial, nor any explanation of what’s going on. This isn’t too much of a problem if you want to jump into a quick race via the WRC Experience mode, where you just hold down the accelerator and make the best of it, but in the ‘Road to Glory’ career challenge the lack of preparation is damning. Something akin to WRC 2’s Rally Academy, which trained players how to get the best out of the cars, would improve things no end. As it stands, if you’re coming to the game entirely raw, you’ll wonder why your car isn’t quite doing what you want it to and why a disembodied voice is yelling out “right 5”, “left 3,” throughout your races.

The career mode itself is a bit of a conundrum. It’s more streamlined than its predecessor, entirely focussed on placing you behind the wheel of the world’s top rally cars and letting you prove yourself the best driver ever. It’s faster and a touch more adrenaline-fuelled, or at least it’s least trying to be. Yet unlike last year’s ‘Road to the WRC’ career, the absence of background minutiae – hiring team staff and negotiations for sponsorship deals, for example –  makes it feel bare and stripped down. Prior to each race, you’ll have the option to tweak cars in four areas – front and rear suspension, gear, and body. Each section has enough customisations to give seasoned fans a feeling of precision, but aren’t too complex as to overwhelm novice players. For what it’s worth, those changes can have a discernible effect on performance, most notably the bounce on suspension. For the most part though, the handling of the vehicles is poor. It’s all too easy to turn a drift into a spin, or throw the back of the car out when attempting a corner, or any number of other driving sins that would lose you your license. It ruins any hope of living up to that goal of control and adaptability when any time you need to adapt, you lack the necessary control to do so.

As a result, trying to win races with the lower tier vehicles is always a chore, never a pleasure. You’re likely to have to make numerous passes at any track before you conquer it, swearing ever more profane obscenities at the screen as you do so. It doesn’t get much better when you progress to the meatier, full-power WRC class cars, which feel too light around the tracks for their power class. Track conditions don’t seem to impact handling in any way – you’re as likely to lose control on dry gravel as you are in slippery mud.

Also, and perhaps this will only bother more pedantic players, there’s a general lack of organisation within the menus. It might seem logical to have the freely selectable tracks sorted by ascending difficulty or any other recognisable categorisation but they’re not. They’re just there, waiting to be muddled through – a surprisingly apt analogy for the game as a whole, actually.

One particularly nice touch is the inclusion of retro-styled races, with classic cars from the 70s, 80s and other eras. It definitely adds a nice vintage feel, a celebration of the sport as it approaches its 40th anniversary, and automotive aficionados will get a kick from seeing the beauties of yesteryear in their digital prime. Pure nostalgia is where the enjoyment ends though, as handling is no better with the classic motors than the contemporary ones. It’s no worse, either, but that’s not saying much.

Visually, it’s all pleasant enough – PS3 marginally outperforms 360 in the looks department, and PC trumps both if you’ve a decent set-up – but, as with the rest of the package, there’s nothing that astounds. Mountain vistas and forest tracks are pretty but blur into one after a while, and track-side spectators seem lifeless.

At times WRC 3’s sheer averageness almost feels deliberate. For every good point it has, there’s a frustrating or bewildering counterpoint eerily positioned to rob it of any potential greatness. Ultimately, it simply doesn’t offer enough of an improvement on its forebears to warrant much attention.

The Verdict

Handling aside, the biggest problem WRC 3 presents is that it doesn’t feel like it has any new ideas. From the rewind feature made famous by Codemasters’ racing efforts to the general lack of evolution for the series, it feels like a game made to satisfy licensor demands. It’s a bland and perfunctory experience, one that won’t offend anyone but is incapable of delighting anyone either.




Resident Evil 6




 
  "I can't believe this is happening again. It's just like Raccoon."

Leon S. Kennedy's reference to the first town overrun by zombies in Capcom's long-running survival horror series is pregnant with meaning. At face value, it's the eye-rolling incredulity of a zombie-thwacking protagonist thrown into the familiar peril of a sequel: 'This again? Really?' But as Kennedy and his new partner-in-uniform Helena Harper creep their way through an abandoned American university, its creaking halls resounding with the thunderclaps and rude flashes of a nighttime electrical storm, at times it does feel just like Raccoon.

Rabid dogs smash through glass panes while bug-eyed cadavers turn their heads to glare back at you over rotten shoulders, just as if you've wandered back into Spencer Mansion's woodworm-infested corridors. The fixed camera angles and boat-like character steering of the series' formative days have been consigned to history. Nevertheless, the scenery in these early stages of Resident Evil 6 - from the set dressing to the instant deaths to the quicktime events - is pure Shinji Mikami - even if the gifted designer is long gone.

So, in this moment, Kennedy is also acting as Capcom's mouthpiece, whispering reassurances in our ears. For all its respectable sales, Resident Evil 5 found few lovers. And with the series lacking a visionary to replace Mikami, the comment is part statement of intent, part hopeful reassurance from the Japanese developer: We've still got it. It's just like Raccoon.

And God, the effort they've gone to. Four expansive, intertwining campaigns, each divided into five 60-odd minute-long chapters. A return of the series' best-known protagonists, paired off into co-op-facilitating duos. Scores of different zombie types to stomp and dismember; hundreds of collectibles to gather; thousands of skill points to harvest and funnel into an array of performance-enhancing upgrades - the game's generous stuffing is packed tight.

There's even a seasoning of fashionable multiplayer invention layered on top, the game momentarily pairing players of different campaigns at key points where their stories cross paths. Then, complete a campaign and you unlock a Left 4 Dead-style Agent Hunt mode, in which you can dive into another player's game and hunt them as a zombie.

The storyline, in bulk at least, feels like four triple-A games tacked together, each with its own distinct interface, each with its own flavour, each riffing on a different aspect of Resident Evil's past. Over its course you fly planes, dodge trains and drive automobiles. This is Resident Evil on a seemingly infinite budget, no idea too expensive, no whim beyond scope. The swollen statistics even spill out of the game and into its creation, which called upon over 600 internal and external staff to deliver it ahead of schedule.

It's a giant, cumbersome beast - possibly the largest and longest action game in history - and its heft dares you to talk about anything other than the sheer effort that went into its construction. It's an Egyptian pyramid of a game (no doubt with the tired spirits of its builders buried inside).

And yet when you get down to it, Resident Evil 6 is not much like Raccoon at all.

Leon's campaign is the closest we get to the series' survival horror roots - albeit funnelled through Uncharted's linear corridor structure and set-piecing du jour. His story sees you bludgeoning your way through subways, scrambling over wire fences and limping through burning streets. The game is still about the horror of managing a scarcity of resources - never use a bullet when a sharp elbow will do - but gone is the suitcase-rearranging item management (even if the staccato rhythms of diving in and out of menus to prepare each shot remain, thanks to the fiddly gun selection). Now you can carry as much as you like and with a breakable crate every ten steps - not to mention item drops from decapitated zombies - you're rarely at a loss for ammunition.

The camera hovers over your shoulder and shooting demands precision. Aim down the sights and the tight zoom affords accuracy at the cost of peripheral vision: a delicate trade-off. Capcom generously includes a variety of options for customising the feel of the game; for those who find the camera twitchy and the objective point markers invasive, the pace can be slowed, laser targeting introduced and the extraneous head-up display switched off to create a more orthodox experience.

Away from tradition, your health bar is divided into notches and you're knocked to the ground each time a section is emptied, where you can slide around on your back shooting upwards at your attacker. Find your health bar emptied completely and you must either wait for your teammate to revive you, or blearily retire beneath a nearby desk or into a cranny and pray no monster notices as you wait 30 seconds for your health bar to repair.

Resident Evil's herb system, in which pot plants can be scavenged and combined to create restorative pills, has been overhauled and streamlined; you can gulp down pills with taps of a button during play. At the close of each chapter you're awarded an array of medals for your various in-game accomplishments, while any skill points you've accrued can be spent on unlocking and equipping up to three abilities, improving your melee strength, for example, or reducing the time it takes to reload a weapon.

While the controls are consistent across all four of the campaigns, it's during Leon's story that the game comes closest to the series' zenith, Resident Evil 4, requiring the odd moment of crowd control as a herd of zombies rounds on you. But when you peel back the exquisite detail and set dressing, the level design offers little more than a long winding ghost train of a corridor, robbing these flashes of their potency: you can always just sprint to the next checkpoint. There's rarely the space to become truly overwhelmed and the game lacks the width for exploration off the beaten track.

This problem is compounded by the zombies themselves - known here as the J'avo. Where the fourth game induces panic through a mob of unpredictability - all sporadic bursts of speed and lunging sidestep dodges - the J'avo do little to distinguish themselves from the cultural throng of undead, while their AI behaviour demands little in the way of strategy. There may be the occasional sprouting - a tentacle through the neck here, a maggot-like arm protrusion there - but the horror is over-familiar. There's none of the hick fear engendered by the red-eye glare and pitchforks of Los Ganados. Even Resident Evil 5's African monsters carried an edge of accidental racism. The J'avo are merely offensively bland.

Leon's story is the strongest of the initial set. Chris Redfield's campaign is categorically the worst, all sense of horror and pacing removed (a violin glissando cannot accentuate terror if there's no terror there in the first place) to leave a second-rate, third-person sprint interrupted by endless shootouts with gun-toting grunts and idiotic cut-scene dialogue. It's here that you find most of the game's set-piece boss fights - both with hulking mutated beings and attack choppers - but despite Redfield's newfound ability to duck and strafe, this quarter of the game is a slog.

 Jake Muller's campaign is a little improved, choosing Resident Evil 3 for its inspiration as you flee an Ustanak that bears more than a passing resemblance to Nemesis, your pursuer in that game. But it rarely delights, with awkward boss encounters that outstay their welcome and tedious short-hop journeys to link those dramas. At least Sherry Birkin's character is a welcome addition here, her vulnerability in co-op adding a much-needed change in tone to a wider story that's as dull as it is one-note.

But it's Ada Wong's campaign - unlocked only when you have completed the first three - that brings the most diverse flavour. Hookshot in hand, antagonist Wong's stealth creep through her chapters is punctuated by a series of ingenious puzzles that offer reminders of just how much the series has moved away from its roots in recent years. Her dry quips are a welcome change after Kennedy's sulky observations, Redfield's meathead tantrums and Muller's swagger and petulance, while it's refreshing to play without an accomplice in tow to open each door or hoist you onto every ledge. That Wong's campaign is tucked away at the tail end of the game is a shame, as it counterbalances the sub-mediocrity of Redfield's missions and the arch-blandness of Jake's.

 Just like Raccoon, then? A tribute act to Resident Evil, this generous homage nevertheless lacks authenticity, warmth and bite. It's inspired by rather than inspired - the damning truth that haunts every impersonator.

The game represents a tremendous amount of effort and investment and, for those impressed by such things, Resident Evil 6 may delight. But all the effort in the world won't make up for a lack of vision. This game is blind to imagination and focus. Capcom's uncertainty about the series' identity post-Mikami (and post-Uncharted) is hardcoded into its structure: four campaigns offering different, flawed expressions of that potential. And the inevitable price for this wavering is a lack of coherence. Resident Evil 6 is an unwieldy tribute to the series' past, an uneven expression of its present and an unwelcome indication of its future.