Tuesday, December 16, 2008

Speedball isn't a hard game to describe

Speedball isn't a hard game to describe. Futuristic ultraviolent sport: job done. It is, however, difficult to overstate how universally loved it was when it first swung onto the 16-bit computers back in the early '90s. Of course, everything was brilliant back then, computers were all clockwork and we'd run around with conkers in our socks. People will drone on that Speedball 2: Brutal Deluxe was a superb balance of gameplay, with a great management and team development system that quickly had you feeling the benefits of your upgrade decisions. These people will also hiss like wet witches should you suggest their game might not stand up to today's seven-dimensional scrutiny. These present-weary curmudgeons needn't worry. Before you even play a game, Speedball 2: Tournament is an alienating affair. The menu system has to rank amongst the ugliest, and least friendly systems I've ever had to use - for example, if you want to play two players on the sa buy warcraft gold me computer, just like in the '90s, you have to set it up as a LAN game.

The manual's no help, either - it's like you're trying to hack the bastard. Getting to play your first game is like trying to undress a shy jellyfish. It's even more noticeable when you're trying to upgrade your team. It's like Kylotonn decided to take all that hard-won knowledge of ergonomics, human intuition and not-kicking-the-user-in-the-balls, cram it into a sarcophagus and fire it into the sun. Oh, and it crashed a few times too. The game itself is... fine. The characters have traded comic-book bulk for the leaner, smaller look - a change which strips their former iconic charm. The opposing team colours can be so indistinct that you're left wanting a bit of (wait for it) Brutal Dulux. The buy warcraft gold AI isn't a satisfying opponent, but Speedball should only be a single-player game when you're practicing, and playing another human is still a decent time spend. The score-boosting stars remain an entertaining, pinball-esque distraction, the warp tunnels, multiplier loops, and random power-ups are intact, and are of a broadly similar theme. None of these things are new, but they're what makes Speedball the game it is. Lighting all five of your stars is the same score as two goals, so you're not just defending the ball-ma buy warcraft gold ws at either end of the pitch.

The actual new stuff can be hit-and-miss. For example, you won't be using any of the optional views, and why include three new arenas if you're going to keep everything in the wow power leveling same place? Other inclusions do add something, though. Dodging adds a little spicy twist to the goal approach, and team formations can be changed on the fly, in response to your opponent's approach. What Speedball 2: Tournament adds in gameplay complexity is well-enough judged, so it doesn't interfere with the game's central appeal. It's just the appeal itself that feels a little shaky.

You may have played the rerelease of the original game on the 360. Disappointing, wasn't it? Disappointing, but a timely nudge from mother reality that nostalgia is an idiot mistress. Kylotonn's game is more fun than that frustrating, hectic, memory fart. But at this stage, it doesn't quite manage to be anything other than an interesting, glitchy reprise. Our most solemn, sincere advice would be to wait for February's boxed version, when everything could - hopefully - be more stable and friendly. WoW Gold

The only good thing about this game

By moving away from its arcade roots, ProStreet is awkwardly straddling the gap between Need For Speed and Forza, having a firm foothold in neither, thus screwing itself over by chasing what it perceives to be the most popular kind of racing game at this point in time. There are some very definite problems. Playing this with an Xbox 360 controller makes it impossible to drive in a straight line, due to the lack of a thumbstick dead zone (making drag races a pain). Also, the driving model has been almost completely redesigned to dispense with the series' usual arcade handling, making the game far less satisfying to play. It lacks the grit and excitement of a simulation, and it lacks the stupid fun of an arcade racer. It doesn't even have police chases. The game is composed of a series of Race Days and Showdowns, each broken into various racing events: standard 'lots of cars go round' races, drag races, time trials and drift races. These events require you to tune y wow power leveling our car to suit the particular type of race - and these setups can then be saved as blueprints and traded online, if you enjoy doing pointless, ridiculous things like that.

I, personally, throw my blueprints off a bridge, if it's all the same to you, EA. Things pick up when the opponents eventually start to become challenging, and the tracks a bit more varied, but the game gets off to a rough start and overall feels a bit too easy and slow-paced. Sure, there are far worse driving games than this one, but in terms of the Need For Spe wow gold ed series, this is a dud note. If you want realism go for GTR2, if you want arcade go for NFS: Most Wanted, and if you want to play a confused, bipolar racer that's lost its way in the big bold world of scary next-generation racing titles, ProStreet won't let you down. How do you go about creating a game for one of the most important science-fiction TV shows since Star Trek: The Next Generation? Why, you resurrect the ghost of Wing Commander of course - hiring the voice talent of the series before casting you as a new recruit under the stern tuition of Starbuck - then having you dogfight your way through the space-bullet-ridden battles seen in the first seasons of the updated Battlestar Galactica. Then you have FPS sections for Caprica-base buy warcraft gold d action, and when a ship gets boarded. Then, for multiplayer fun, you have Cylon base star vs. Battlestar Pegasus bouts, with tons of player-controlled units flying around everywhere. And ooh! How about a deathmatch mode in the stylings of The Ship, when no-one knows who the sneaky Cylon agent is?

That was fun wasn't it? Thinking about an imaginary game like that. Now lets look at what real people actually did to ruin the most intelligent, astute and relevant sci-fi franchise that's ever drawn breath: They turn it into a game where space is two-dimensional; where you might as well be flying the ship from Asteroids after it flunked its physics GCSE; and where Vipers have a stupid purple force field that is definitely not canon. So basically you pilot top-down ships from the show, shooting top-down Cylon raiders with guns and missiles in a rough approximation of what happens in dogfights during the TV series - and you can turn around quickly, and roll from side to side (not up and down - just side to side). And that's pretty much it. You zip around grids filled with meteors and gas clouds, gently nuzzling the edges of bizarrely restricted space, getting killed and respawning again and again. To call playing this a drudge would be insulting to other menial, thankless tasks.

The only good thing about this game is that you can be bored by it for free for half an hour before it mercifully drops you back to the desktop with a demand for cash that you should never, ever give it. The game's ludicrous brevity is technically another blessing, though not if you've been suckered into parting ways with cash. You'd think the multiplayer could make up for it, but no. This is, frankly, an amateur attempt to mop up the residue of the froth that's wow power leveling been coughed up by the past few years of Battlestar-praise. It's an insult to both fans, and the creators of the show, and serves as an lesson for developers on how not to treat licensed material. WoW Gold