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    • Star Wars: Battlefront, It’s back, looking more powerful than you could possibly imagine...

      Star Wars has returned. Spirits dampened by the prequels have been re-ignited by the new hope of a JJ Abrams-helmed, George Lucas-free trilogy, and Jar Jar Binks will soon be nothing more than a fading memory. What better way to celebrate than with a shiny reboot of classic multiplayer shooter series Battlefront? Created by Battlefield developer DICE, the game will allow you step into the shoes of either the freedom fighters of the Republic or the Stormtroopers of the Empire and fight it out in online scraps of up to 40 players. The focus is on the planets, vehicles, characters and spaceships of the original trilogy, and the team have entered into a partnership with LucasFilm to make sure things are as faithful to the movies as possible. Access to the hallowed LucasFilm vaults has allowed them to digitally scan the original props for the film into the game, and they’ve made trips to the locations where the iconic battles of Hoth, Endor and Tatooine were filmed. They’ve even had a rummage in the archives at Skywalker Sound and dug out every classic peeeeowww and vwwoooosh noise they could find. “Our vision is to deliver what we consider the most authentic and realistic Star Wars universe ever created for a videogame,” enthuses design director Niklas Fegraeus. ‘Realistic’ might be a bit of a stretch when you’ve got space wizards running around with laser swords, but we appreciate the attempt. The latest footage certainly seems to back up DICE’s claims. It’s in-engine rather than truly in-game, so we would suggest taking it with enough pinches of salt to fill a Rancor pit, but it really does look like the original films. Blaster fire hits with a shower of pyrotechnic sparks, explosions send up startlingly spot-on plumes of smoke, and the spindly scout walker has the perfect herky-jerky, stop motion-style walk. It all ties nicely into Abrams’ new back-to-basics approach to the franchise DICE is trying to get as close as it can get to recreating the various practical effects and other old-school movie magic in-game. You’ll be able to pilot that walker yourself, too, along with speeder bikes, snow speeders, and loads of other iconic Star Wars vehicles. There’s no space combat, but players will still be able to hop into an X-Wing or a TIE Fighter for in-atmosphere dogfights, and the developers have even confirmed a pilotable Millennium Falcon. The towering AT-AT walkers are, unfortunately, AI-controlled, as are the Y-Wing bombers, which can be called in for a handy explosive air strike. In Vader Gamers will even be able to get into the cockpit of… err… Darth Vader’s head. After meeting certain yet-to-be-revealed criteria in a match, one lucky player will be able to temporarily become one of the heroes or villains of the franchise, including everyone’s favourite bounty hunter Boba Fett, and Mr Tall, Dark & Wheezy himself. When one of these characters hits the field, the focus of the battle shifts with their super-powerful abilities (Vader, for example, can deflect blaster fire with ease, and use his favourite employee-management tool, the force choke) they’re effectively boss encounters, and the enemy team will have to pull together to defeat them. “Players Will be able to hop into an X-Wing or a tie fighter for in-atmosphere dogfights” At least if you do find yourself face-to-face with the dark lord of the Sith you’ll have a buddy to back you up. The game’s partner system allows you to designate a friend as your online other half, meaning you can respawn at each other’s locations. Partners also share XP and unlocks, so you’re always on equal footing, even if one of you clocks in more game time than the other. According to the developer, this will, for example, make it easier for parents to play the game with their kids. It’s a nice idea, but we’re not sure if we’re ready to introduce our mums to online voice chat just yet. Fett pack Those unlocks will be the key to customising your character, as this entry ditches the classes of the original games. Instead you’ll be able to pick the weapons and gadgets you want in your loadout, effectively building your own class and tailoring it to exactly how you want to play. There’ll be plenty of toys to choose from, including a jetpack, and a portable force field generator for keeping your squad-mates safe. Your character’s gender and overall style will be up to you too, and you’ll even be able to play alien races including Sullustans and Ishi Tibs (don’t recognise those off the top of your head? And you call yourself a fan?!). With the ability to switch between first- and third-person perspective at any time in-game, you’ll be able to admire your look even in the heat of battle though your team mates will probably prefer you concentrate on firing your blaster. And yes, it’s official, for the first time ever there will be female Stormtroopers, though whether we’ll be able to tell under those helmets is anyone’s guess. The game unfortunately won’t feature a single-player campaign, with its only solo content being a series of custom missions set on the multiplayer maps. These will also be playable in co-op, split-screen, or online. It’s understandable that the developer wouldn’t see any new stories to tell in this well-worn era of the franchise, but it seems a strange omission given that Battlefield’s single-player offerings have only grown in recent years. They’ll need to make sure there’s plenty of content in the multiplayer to make up for it. Colour us tentatively excited. DICE has the right attitude, but the studio’s got a lot to prove after the near-disaster that was Battlefield 4’s array of technical problems. We’re certainly ready for a great new Star Wars game to go with Abrams’ film. How likely is it to look as good as that amazing trailer? Hey, never tell us the odds… Galactic battlegrounds The four planets you’ll be fighting over Tatooine Thankfully there’s not a pod race or precocious child prodigy to be seen. We did spot a Jawa Sandcrawler in the distance those scavenging scamps have probably turned up to loot the bodies. Sullust This lava planet is where the Empire makes its weapons and vehicles, including the AT-ATs. It was mentioned in the films, but never seen, and DICE has been given permission to flesh it out to its own liking. Endor The Ewoks’ villages could provide good verticality to the maps; important with jetpacks on offer. You can even see some of the furry killers running around in the background in the announcement trailer. Hoth Here in the office we’re keen on the idea of riding a noble Tauntaun into battle. On chilly maps like these you may need one - in a pinch, those lovely, steaming guts are warmer than any winter coat.

Friday, November 7, 2014

Mass Effect 2: BioWare’s found an identity in the intimate and the personal

With a simple sci-fi sound effect  BioWare tore apart the gleaming hull of the Normandy SR-1, scattered a great deal of what came before to the void, and split its burgeoning action-RPG series clean in two. Save files from 2007’s Mass Effect  might have brought with them an XP bonus or credit dump as well as the player’s established continuity, but rarely before or since has the reset button been pressed so swiftly, or so heart-wrenchingly.

It was exactly what the series needed. One-time 360 exclusive  Mass Effect  had been a bright spot of promise for the console, buffed to a lens-flare-spilling sheen by being billed as a next-gen franchise that would move beyond binary morality and deliver a meaningful, ongoing space opera one that wasn't Star Wars for a change. (Many studios now promise episodic gaming, but BioWare was crafting series spanning narrative arcs long before that buzz-phrase was coined.) The opening part
of the trilogy was certainly grandiose and epic in scope, yet somehow austere, a feeling compounded by a glut of anodyne shootouts and awkward driving filling the time away from its much-admired conversation wheel. It wasn't Star Wars, but nor had it found an identity among all its copious lore. As a concept piece, a pilot, it was tantalising enough, but more of the same would not do, especially when the world was drowning in third person cover shooters thanks to 2006’s punchy, hyper violent Gears Of War .

And so millions watched the SR-1’s malady in horror, took brief control of malleable returning protagonist Commander Shephard for a spot of eye-searingly beautiful Dead Space  homage heroism, and then shaped a 4 billion-credit rebirth. This wasn't just a sequel, it was a reinvention, and BioWare made sure everyone knew it.

Even if the point hadn't been hammered home, returning players would have noticed from Shepard’s first woozy steps across a Cerberus lab. The Commander, once stately and tank-like under the sticks, now moved with a fluidity uncommon in the recently deceased, sliding into cover across Teflon floors on Vaseline-smothered boots. Even your starting pistol could dominate early combat spaces with a snap, crackle and mech head pop that flash-vaporised expectations of another 20-plus hours of drab, feedback light gunplay. But the real revelation would come when you fired up the power wheel for the first time and unleashed one of the new biotic or tech abilities.  Mass Effect ’s array of buffs, debuffs and crowd-control powers had hewed close to BioWare’s RPG roots, though yoinking enemies out of cover and into the path of a sniper rifle was quite the trick in 2007. The sight of Shepard dashing across no man’s land in a haze of roiling blue fire to explode into the enemy and shove a shotgun up their nostrils, however, promised a very different kind of combat interstitial between conversations. If Mass Effect games were Luc Besson movies, the original had been Lucy, all big ideas but little convincing peril, and  2 was The Fifth Element: an intergalactic excuse for daft, glorious carnage.

Daft, not stupid.
Players didn't even have to wait for the introduction of creepy new Reaper lackeys the Collectors before they started having to manage enemy damage, with a separate bar each for tracking shields, barriers, armour and health. Of all the combat system’s renovations, this was perhaps the most crucial, a gentle subversion of the RPG’s long-in-the-tooth type-based attacks that meant the series could jettison the notion of a tough fight as one where health bars are hidden behind multiple blocks of blue shield and bullet-sponge powers.  Mass Effect 2  wouldn't ask you to face ice monsters that were weak to fire, but shields did melt away under the sustained pressure of an SMG, while biotic power Reave stopped health regenerating so you could put down tough organics such as the krogan or nightmare-imp newcomers the vorcha. And you’d have to control space as well as damage output, since enemies were as aggressive as you, flanking, setting up kill boxes, invading your personal space or flushing you out with flamethrowers.

BioWare could afford to bury the needle north of hectic, because any Shepard, regardless of gender or class, had a secret superpower: the ability to freeze time. Quantum Break creator Remedy is making an entire game out of frozen moments, but here they elegantly and invisibly supported tactical play, as you let the stale air in your lungs seep from your lips, read the situation and adapted. Yes, Shepard may have been able to make enemies hilariously pinwheel in slow motion though the air then biotically dash them to oblivion kudos to whoever worked out how to really get some use out of Unreal Engine 3’s physics simulations but on the higher difficulties,  Mass Effect 2 became as much the thinking man’s cover shooter as a heady power fantasy.

The shooting brought the game in line with the best of its peers, but the series’ newfound sense of personal drama is what makes it unforgettable today. BioWare’s genius was to add a generous extra glug of soap opera to its po-faced space opera mix, producing something all its own as a result. Where else in games can you assemble a team that consists of a dying part-monk, part-hitman seeking absolution in your noble suicide mission, a none-too-stable tatted-up psychopath who looks like Natalie Portman circa V For Vendetta, and an unflappable sentient machine construct housing 1,183 digital minds, much less bicker with or seduce half that crew? You may have to put the old band back together, but damn if you haven’t pulled in an orchestra’s worth of exotic new instruments along the way.
IN PROVIDING ROBUST INNER LIVES FOR ITS ALIEN PACKED CAST , BIO WARE FOUND ITS WINDOW ON HUMANITY
Indeed, the reason  Mass Effect 2 still stands as the high point of the series is that it is fundamentally a game about people, not concepts. Every Shepard is different, and so will their interactions be, but those are simply the filling between layers of rich character drama. Every principal cast member has something to say. Miranda has to deal with the pressures of being engineered for perfection, putting up an all too-human wall of ice after years of dealing with a pushy father. Garrus and damp squib Jacob are takes on feeling ineffective in their work, though the former gets a chewy revenge subplot, too. The list is too long to recount here, and loyalty missions double down on the character development success in the final act, where the entire galaxy is threatened, is dependant on solving personal crises, changing inner universes.

Forget fetch quests, strip mining and moon caches helping Jack get some closure after her time as Subject Zero at the hands of Cerberus felt like it  mattered. It is these stories, these little moments of pathos and reconciliation, where BioWare finally grounds its big questions about life. Gradually, you begin to feel as if it might be a tragedy to lose this universe, this diversity of damaged characters trying to find their way in the uncaring vacuum, to the Reapers. In providing robust inner lives for its alien packed cast, BioWare finally found the window on humanity it had been seeking.

Shepard’s uneasy alliance with Cerberus is the smouldering fuse that regularly threatens to detonate all of these volatile personalities, but it is also an excuse to let the player deviate from the virtuous Paragon path if they so wish. Anecdotal evidence suggests that when given the choice, many will opt for videogame good over videogame evil. But so often in games, the evil path is simply the stupid one where you act like a dick to others for no good reason. Human civilisation is founded on social imperatives, so it’s little surprise many struggle to shrug off their conditioning without incentive. By casting Shepard not as the white knight of humanity trying to earn our place in the stars but as an agent of a pro-human terrorist group that cares more about results than ramifications, the Renegade options finally made a little more narrative sense.

Which isn’t to say Mass Effect 2 delivered nuanced morality that takes more tallying up good and bad actions on separate scales but it did at least make roleplaying meatier. Would you taser an engineer to sabotage the gunship of a telegraphed later boss to make the fight easier? Or are you the sort of person who leaps in to defend a Quarian from racial harassment at the hands of a pompous Volus and a bent cop? You might feasibly be both, assuming you’re not gaming the system to max out one type of conversation-wheel option.

Getting the player involved in everyday strife as well as world-ending crises lent the series an intimacy it had lacked. Anyone can be a hero when the only criterion is that all the bad men are dead at the end, but how you played  Mass Effect 2 had the power to say something about you as a person.

It’s easy to... forget, in the wake of Mass Effect 3’s reductionistic endings, how much Mass Effect 2  felt like a realisation of the series’ promise to respect your choices. Entire missions winked into existence or out of it based on your  Mass Effect playthrough, old faces appeared in unexpected places, and you could alter the texture of the galaxy, even if the artifice involved meant the core structure had to be much the same. To replay  Mass Effect 2  now is not just a chance to pursue new combat options and morality, it is a reminder of what the most ambitious ongoing saga in videogames set out to achieve, and how choice-centred the universe it provided was, even when it fell short. Perhaps most importantly, it is proof that just because something’s a sequel, that doesn’t mean it can’t be a total reinvention, at least given a studio at the height of its powers and a silly sound effect.

STAR PORK
After the sort of spurious allegations that floated around Mass Effect (graphic sodomy, corrupting a generation, the usual), BioWare backed down a little on what it showed in its plastic, borderline autoerotic romance scenes. But Mass Effect 2 is the raunchier, more suggestive of the pair. Take Afterlife, a club on Omega where Asari dancers writhe on tables, which is managed by a woman who knows how to employ their ‘special talents’ to keep the locals in line; or the flirty and incredibly
open-minded Kelly Chambers. They’re an occasionally uneasy fit for a game with such a conscience about differences of race and creed, but BioWare does a fair job of representing a spectrum,with romances also forming from strong bonds between teammates, or old flames being rekindled, both adding to the stakes of the final suicide mission.


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Item Reviewed: Mass Effect 2: BioWare’s found an identity in the intimate and the personal Description: Rating: 5 Reviewed By: Unknown