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Friday, July 29, 2011

Fallout 3


Bethesda's Fallout 3 not only outshone the studio's previous game, The Elder Scrolls IV: Oblivion, in just about every way, it accomplished the impressive task of satisfying most non-extremist-level fans of Black Isle's venerable Fallout series. Creating a vast world that is a convincing representation of a dismal, post-nuclear wasteland while also being consistently compelling is no mean feat, but here it is.

The sheer amount of content in Fallout 3 is extremely impressive, considering what a consistent level of quality it maintains - and how much of it a player is likely to completely miss, based on the choices made, the NPCs killed, the routes traveled, and any number of other variables. The main storyline pales in comparison to the larger breadth of experiences to be had throughout, and the vast wasteland begs to be lived in.

To sweeten the deal for PC gamers, Bethesda has also released the G.E.C.K., an end user editing tool that can author any type of single-player content featured in Fallout 3 - which will surely extend the title's already-considerable shelf life.

Left 4 Dead



There may be no other game released this year that can promise as consistently a thrilling and hilarious multiplayer experience as this. Out of Valve's ongoing attempts to bridge the gap between its highly-tuned single-player titles and the necessarily chaotic nature of multiplayer gaming comes Left 4 Dead, whose AI director and tight four-player cooperative play create a team-based atmosphere that is both coherent and unpredictable, even upon multiple playthings of the same campaign.

Hitting the right notes between necessary player-to-player interaction and the independence demanded by a first-person shooter, Left 4 Dead is possibly the most accurate video game representation of the classic cinematic zombie invasion to date, even as its antagonists operate quite differently to their traditionally sluggish filmy counterparts. Much of this is due to the group dynamics that the game fosters, coaxing out emergent archetypes like "that idiot who accidentally makes a noise and alerts the entire horde" or "the sole survivor who somehow staves off wave after wave and makes it to the chopper."

On top of that, the seemingly endless supply of brief character quips continues Valve's recent trend of summoning up surprising depth to characters who exist outside of any substantial defined narrative.

Far Cry 2



Few games of 2008 have been as polarizing on the online forums as Far Cry 2 - it has been understandably criticized for a repetitive mission structure and sometimes aggravatingly frequently-re-spawning enemies. But it is also one of the most progressive shooters this year, and for those with whom it hit home, it has been a rare joy.

Ubisoft Montreal took an admirably systemic approach with Far Cry 2 in a genre increasingly defined by scripted experiences. It doesn't ease the player into a difficulty curve so much as it drops the player headfirst into a brutal war-zone where scavenged weapons fall apart and everyone is hostile, save the arms dealers looking to make a buck. For those willing to invest themselves into such a world, Far Cry 2 - with its fire propagation, its recurring malaria, its beautiful open landscapes, its subtly dynamic buddy and mission system, essentially its total dedication to its own rather unusual game-play premise -- can be immensely rewarding in a much different way to a straight, linear shooter.

Memorable moments abound, both in the ways combat plays out, as well as in the interactions with the environment. There is enormous attention to detail in Far Cry 2's Africa, not so much in terms of discrete content as much as in the way its systems are modeled. Legitimate flaws and all, Far Cry 2often feels ahead of its time.

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