Review: Need for Speed: Shift (Xbox 360)

Review: Need for Speed: Shift (Xbox 360)

If I said I was a keen follower of the Need for Speed series then you could immediately call me a liar. Since, for me anyway, Road Challenge on the original Playstation, there hasn’t been a decent NFS title since. Midnight Club showed that the arcade driving sandbox could work better than Underground and EA started to lose its way. Last year’s almost appalling Pro Street was the last straw and gave the gaming giants the wake up call the series needed.

Now we have a new developer behind the wheel in the form of Slightly Mad Studios, made up of some coders who worked on the critically acclaimed GT-R series on the PC, so at least the credentials are good. To say that this move has brought through a whole sweep of change would only begin to scratch the surface of the sheer amount of difference there now is between not just the previous games in the series, but the entire franchise itself. No more towns to aimlessly drive round to find a race with some ponce in a done up motor with a paint job resembling a baby’s bib after breakfast. Police cars are back at the precinct and public roads have been given back to the people.

This is a proper racer now, with a 38 course mix of fact and fiction, all based around the Forza mentality of tracks. Some of the real places will be instantly familiar, if not a little long in the tooth now, like Laguna Seca and the hardcore favourite of the Nurburgring. Other additions are very welcome, such as Belgium’s infamous Spa Francorchamps and a few British Touring Car icons like Brands Hatch and Donnington Park. Ambush Canyon and Tokyo Club are some of the highlights from the made up circuits, but as choices go, things are good here, with a real mix of easy to drive certainties to those tough and demanding efforts that require a good deal of knowledge before attempting.

The types of races are split into four categories. You have the standard, of course, as well as the now obligatory Time Attack, but Drifting has began to take more of a front seat with there being more chances to get the back end out here than in most other driving games I’ve come across. I’m sure the chavs and their Corsas are rejoicing at the news. The fourth and final mode is the Car Battle section, or Driver’s Duel as it’s known in the multiplayer. This allows 2 people to race against each other, one of who has a slight head start. The objective is simply to either pass your opponent and win or just stay in the lead, dependent on the viewpoint of the hunter or the hunted.

The Forza link is also felt in the tuning sections. It may well be a little more simplified, but there is still plenty for the amateur racing enthusiast to get stuck into, with almost all aspects of the car changeable once unlocked. Be prepared for a lot of effort to do this though, as in order to get stuff you have to gain stars through race wins, which not only unlocks more equipment to use, but helps you to progress through the 4 tiers of events standing between you and the NFS World Tour. As a way of taking away from the more serious side of things, there is a points meter allowing people to gain more stars by driving fairly or aggressively, depending on how you feel at the time. Personally, I feel this detracts from the direction Shift is trying to go, but like most things in life, it can be more difficult to let go of the past than people think.

It’s certainly one of the better looking titles on the grid as well. The cars have that usual EA glossy shine to them and the cockpits are all finely detailed, giving Turn 10’s upcoming racer a run for its money. The tracks are also nicely done, with the surrounding scenery given just as much of a boost as the tarmac and tyres. This is not to say there aren’t any glitches to be mentioned. Every so often, for example, you will see that rarity of the world which is a flag bearer standing slap bang in the middle of the vehicle she is trying to draw attention to. Unless she’s going to a fancy dress party in the style of a Subaru Impreza then there is clearly something wrong.

If there was one word to describe the audio side of things for Shift it would be interesting. The music is only kept to the post race scoreboards, in game menus and selection screens, with your ears being bombarded by what some would deem as cool, but for the most part just seems kind of strange. Your career is accompanied by a hard talking Brit who seems to have become a fan of the US, as some of the words he bashes out do seem to have that “have a nice day” twang to them. It’s possibly another sign that the game has been Americanised towards a mainstream audience, but it can make some people chuckle. The races are simply revving engines, squealing tyres and banging crashes. For the most part you do get some mighty fine sound hitting your ear drums, but the burning rubber seems to have become distorted in its transition and sounds more badly sampled than the rest of it, which is a bit of a shame.

Online is a pretty basic affair, with a standard versus mode for up to 8 players and the aforementioned Driver’s Duel. It’s not to say that they don’t work, but I was expecting just a little more from this, as multiplayer sections are becoming the breadwinners in gaming, as you need to have plenty to keep the customer entertained after the main event has finished and the audience have walked out, so to speak.

Up to now, it all sounds pretty good doesn’t it? The thing is though; this game fails to deliver on one of the key qualities of the driving game, in my opinion. Graphics and sound are both fine and dandy, but the handling for these high horse powered beasts is something that defies belief. I can understand how some tweaking may need to be done to allow people to get the most out of the cars they choose, but when you have to get your hands dirty with immediate effect to stop a basic motor having it’s arse stick out more than a sumo wrestler at a rave is just wrong. If you look at ANY other racing title worth it’s salt (GRID, DiRT, Forza, Gran Turismo, PGR and so on) you know that you can get stuck in without you fighting so much for control that people will think you’re attempting a hostile takeover. With a steering wheel this may not be a problem, but for all of us pad users, this could be a make or break problem, so be well advised.

Overall Shift is showing signs of improvement. It’s certainly heading Need for Speed in the right direction and I do hope this acts as a good foundation to improve the ageing series to get it back in amongst the contenders. As it stands though, the feeling is that of disappointment. I had high hopes for this after seeing all those smart pieces of video footage before release, but the handling issue has just left me a little deflated. If you do like a challenge in your driving games then there’s no harm in looking at this, but with Forza Motorsport 3 just around the corner, you can only feel that it just doesn’t have the complete package yet. Next year should be interesting though.

VideogameUK verdict: 6.5/10

Review: Heavy Weapon (PS3)

Review: Heavy Weapon (PS3)

Heavy Weapon is a real blast from the past – or at least it feels like it! It’s a modern effort at the type of games that were rife in the 80’s before the ‘invention’  of 3D. The idea of this game is that you are the last line of defense against the Red Star forces, you are ‘Atomic Tank’. You control the tank by moving left and right using one analog stick then with the other control the direction of the guns taking on hundreds of planes, trucks, choppers and whatever else the Red Star forces throw at you.

Each level ends with a boss which is paying a real homage to the old 80’s & 90’s arcade games –  they are normally super style battlecruisers or planes.

As much as it sounds quite bland & boring, there is actually a real element of fun to this game and it’s hard to point out why. You collect nukes throughout the levels which basically allow you to blow up everything on screen (best saved for bosses though). At the end of each level you can also upgrade your Atomic Tank with lasers, homing missiles and shields among other things. This is all well & good, but by the time you’ve got to the fourth of fifth level the screen is getting quite full with all the bad guys and your upgrades.

The main qualm I had with this game is how easy it was – it could really have done with a difficulty option. I got through the first two levels of the game without being hit once which can detract from the experience as there is no challenge!

The presentation of the game is excellent and the graphics even during the moments where the screen seems overtaken by missiles & bullets the gameplay stays really smooth.

There are several different modes of play, the campaign, survival and another mode where you see how far you can get with just 3 lives. There is also an online mode, where I imagine you play co-operatively with others, however the 3 times I tried to join an online game, there were no other users.

This game is good fun, there’s no doubting that, but after you’ve done it once (which may take you anything up to 2 hours – and that’s pushing it!) you won’t really want to play it again. That reason alone makes the price tag of this game (6.99) completely unjustifiable. If the game was priced a little more reasonably then I may have advised taking a risk on this game just to experience its quirky features, however, I’d probably say this game would lose its novelty value within an hour or two.

VideogameUK verdict: 5/10

Review: Military Madness: Nectaris (Xbox 360)

Review: Military Madness: Nectaris (Xbox 360)

Military Madness is an odd name for this game. Yes, there are Military aspects in the game, but madness? It suggests something zany and fun, but the madness seems to represent the complete frustration you will suffer at the hands of this game. At its heart it’s a very technical little turn based strategy game set in a futuristic space-faring world. Fans of strategy games will no doubt jump straight into the game, but boy, is it tough on players who are unfamiliar with the genre.

You would think a game like this might take the time to teach you the basics via some tutorial levels but no, it drops you right into the action with no introduction or back story. Do you struggle through and try to learn the hard way? Or take the time to read the lengthy help screen that is buried away in the option menu?  Said screen is very informative, but it’s often better to show the gamer what to do in real time rather than weigh them down with page upon page of text. Once you have the basics dialed you can head out to the battlefield and test your skills. Expect to lose a few games until the technicalities of combat become second nature. You might find yourself digging through the help screens trying to find out why you just lost a whole unit of tanks in a fight that you thought would be a walkover.

You start each level with a base and a selection of infantry and vehicles ranging from tanks and transport to artillery and aircraft. You use these vehicles to either dispatch the enemy forces or take over their base, both guaranteeing you victory. There is a huge number of vehicles to get to grips with, almost too many. Each level gives you one or two new units but does not take the time to introduce them, so once again you find yourself trawling through the help screens trying to find out exactly what this little tank does. You really do have to know the unit’s strong points and the advantages terrain gives you, because if you don’t, you’re going to suffer a quick and embarrassing defeat. Certain vehicles are key to taking down specific enemies and if you use them the wrong way, that will be the last move they make.

Knowing your battlefield is very important.  The terrain your unit is on when fighting heavily affects your survival: if your unit is on high ground or difficult terrain then you’ll get a defense bonus, for example. Other factors – such as how many enemies are around you – might influence whether or not you have support from your other squads. If combat is not your thing then you can fly your jet-pack-wearing infantry into the enemy base and occupy it. Not as easy as it sounds, I’m afraid, as the enemy AI is very clever (which of course is a good thing). They play a defensive game, shutting off any flanking opportunities and forcing you to grind it out in combat. Factories seem to be the key to survival, as they repair all the damage your units have taken. These can be captured using the same tactics as with an enemy base, and their strategic occupation will make long games much easier to survive.

The graphics are reasonably good for an arcade game but there is no variety: every environment is drab and barren with rocky crags and dull buildings that quickly become very tedious to play. This adds to the game’s main problem: it is simply not fun to play. With no real story to hook you in, it completely hinges on fun gameplay to draw you back – but it doesn’t exist. Sure, you get a rewarding feeling when you beat a level, but it’s not real enjoyment. If the developers just spent a little more time on polishing the game and making it more user-friendly, then it could have been a big hit. As it stands, Military Madness is a game purely for the hardcore fans of the genre. If you’re not, then you could still give the demo a shot.  You never know, if you’re a patient gamer, then maybe this is what you’re looking for.

VideogameUK verdict: 6.5/10

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