Slashdot Log In
In Space No One Can Hear You Sigh
from the another-game-another-dissapointment dept.
- Title: Mechassault 2: Lone Wolf
- Developer: Day 1 Studios
- Publisher: Microsoft Game Studios
- System: Xbox
- Reviewer: Zonk
- Score: 6/10
At kickoff, MechAssault 2 puts you in the role of a Mechwarrior as he and and his crew find themselves in a hostile situation. You're given the chance to run through a tutorial session while simultaneously repelling a hostile force. This puts you directly into the action, a nice choice. There's no need for plot or motivation before you start blowing things up. Players who have played through the previous title will start to glaze over during the tutorial, though, as the controls are almost exactly identical to those in the original game.
In fact, that statement is the basis of all of the issues with the MechAssault 2 experience. If you've played through the first MechAssault title, you've basically experienced everything that MechAssault 2 has to offer.
The big difference comes in the form of the the compact "Elemental" style power armor. The tiny mech handles just like the larger constructs, and has some impressive armament for its size, but the big draw of the tiny suit is the ability to "Neurohack" your way into full-sized mechs. Not only is this a potent combat ability, completely disabling a successfully targeted mech, but it allows you to enter and control the hacked mech if you choose. The game mechanic itself is easy to use, requiring you to hit a series of buttons on the controller within a certain period of time. Besides the new power armor, you're also given several opportunities to use more traditional vehicles such as tanks and a VTOL. And, of course, you still have access to the giant robotic walking tanks that typify the Mech genre.
The single-player campaign provides a decent framework both to develop piloting skills and to do some urban renewal with your mech. There's nothing spectacular in the background or composition of the plot,
though, and only a few levels after the tutorial ends the gameplay will get repetitive. The Word of Blake opponents, the primary bad guys to the Mechassault 2 tale, eventually all blend into each other and every tank you stamp out of existence begins to look like the last. As in the first game, the backdrop to your rampages is entirely destructible,
and even a single stray shot with the high-powered weaponry you utilize near the end of the game can take out a city
block or two. The game's musical background consists of licensed songs from bands like Korn. Maybe it's the pen-and-paper purist in me, but I had a hard time associating Korn with Battletech. The rock soundtrack does add to the atmosphere, but recognizable bands seemed to detract from rather than enhance the experience. The story is simply Mechassault 1 with a new coat of paint, and singularly familiar gameplay ensures there are few new experiences to be had for the veteran Mech gamer.
As with Halo, the real reason to play the first MechAssault was the multiplayer capability. MechAssault 2 upholds the original game's tradition of Xbox Live enabled multiplayer carnage. There are several different modes available, with all the types you'd expect, like capture the flag, deathmatch, etc. The designers gave the online game a new twist, though, by incorporating a "conquest" mode: In conquest mode you hook up with one of the houses, the clans of the Inner Sphere, and go on the warpath for your chosen allies, attempting to gain as much territory as possible with the aid of other house members and opposed by other house factions. Unfortunately, the number of players online is rarely sufficient for this kind of play. Satisfied that they'd already played this before, many gamers have long since chewed through this game and resold it to Gamestop for another title.
Mechassault 2 is a competent, but overall unnecessary sequel to the original title. The first game was a completely valid expression of the shoot-em-up mech genre. While the urge to create a sequel to a
successful franchise is a logical one, it's hard to see the real need for this game. The action mech genre is a fairly well-developed one, and while the neurohacking gimmick provides some differentiation from other titles, this straightforward license vehicle could have been so much more. I recommend this game to fans of the original title who are looking for more maps to play on, or an action gaming fan who's looking for familiar territory, but unless you go to sleep at night wearing a Mech King crown made of cardboard you can afford to pass on this sequel.
Screenshots are from Microsoft's official MechAssault 2 site, (c)2005 Microsoft Game Studios.
Nexus: The Jupiter Incident is a dramatic name for a game that manages to be a thorough disappointment. That's a real shame, too, because Nexus has a lot of elements that make you want the game to succeed. Visuals and voicework ingratiate the world to you, but the lackluster gameplay makes you wish you hadn't uninstalled Homeworld.
- Title: Nexus: The Jupiter Incident
- Developer: Mithis/HD Interactive
- Publisher: HD Interactive
- System: PC
- Reviewer: Zonk
- Score: 4/10
The background to Nexus: The Jupiter Incident is played out for you in unskippable cut scenes that for the most part manage to confuse more than inform. There's a guy, see, and he's the first guy born in space. Then he has a son. Just thought you'd
like to know that. Then the guy gets put into hypersleep after an intense battle. As you are. He's found many years later, given his old job back, and then to celebrate his return he's sent on a several year-long sojourn into the outer rim of the solar system. Jupiter, to be precise. Can't make this stuff up, folks. The plot actually does have elements that draw a player in. There's some interesting ship design, some talk of large intrasystem corporations that have formal militaries and regular skirmishes, and (I'll ruin the surprise for you) aliens. The problem is that all of this is muddled together in mission briefings at the start of each part of the game, and after two minutes of exposition, you're disinclined to pay attention to the backstory and really just want to get to the shooting.
The shooting at least, looks good. Majestic 3D expanses are your playgrounds, with really nice looking ship designs and a slick interface makes play ve. In particular, I appreciated the swept-back designs and utilitarian choices made by the ship designers. I'm getting pretty tired of Star Trek pretty and Star Wars uglytech. The problem comes when you consider the pace and method of the shooting. Nexus has you issuing orders to your forces, which can range from a single vessel to a large fleet. Like many RTS games, you don't control your units directly; You simply give them an instruction and let them go do their thing. Combat breaks down to two choices: Either you instruct
your minions to attack the hull of an opposing ship, in the hopes that the crew will flee and the ship will eventually be destroyed, or you order them to attack specific subsystems of the ship. This provides an element of the strategy sometimes missing from so-called RTS titles. What I found most effective was to have ships target the weapon systems of opposing vessels, as they seemed to be some of the most vulnerable components.
At issue here is the pace of combat and the intelligence of your units. Despite ordering my flagship to target a subsystem of a specific enemy vessel, I would often return to my combat unit after handing out some additional orders to find it either hanging dead in space or chasing after another ship entirely. Reaffirming my
target of choice seemed to be seemed to be the only way to ensure the battle would go how I intended. Additionally, combat in space, apparently, is deadly. Deadly dull. The weapon systems look nice, and seem to be firing at an acceptable rate, but the armor plating of even the most insignificant weapon system is apparently very tough. It will take over a minute of a concentrated barrage to take out even a single subsystem. Actually destroying a ship, causing
its crew to abandon the vessel and the hull to crumple, can take upwards of three minutes. This turns what should be tense and quick encounters into adventures in frustration as you are forced to concentrate your fire on one ship as the only viable strategy. Despite combat appearing to be a situation with tactical possibilities, you are reduced to ganging up in order to have any chance of victory. Missions with large numbers of enemies are particularly annoying, as the AI and combat pace combine to ensure that -- unless you are very on top of things -- you'll do barely any damage to the opposing force. You can order your entire fleet to focus on one ship in a blizzard of twenty or more, but the wandering AI ensures that their focus will quickly be elsewhere. Fifteen minutes into a mission and you'll find yourself with a swarm of 10% damaged enemy ships crawling all over your very spread out fleet.
All of this is a real shame, because Nexus has some very charming aspects: There is a ship modification element to the game, mostly straightforward and nowhere near as well developed as a Pax Imperia or Galactic Civilizations, but there nonetheless. The voicework for the characters is fairly well done, despite some occasional poor dialogue and endless exposition. And did I mention the ship designs?
I spent most of my time playing Nexus: The Jupiter Incident leaning far back in my chair in a passive state. The style of the game seems to be aiming for a combat-rich deep-space adventure, but the pace is that of a more leisurely strategy simulation. This confusing mishmash turns what could have been a worthy addition to the genre that is almost defined by the Homeworld games into simply a poor substitute. I lament the game that's resulted from the ideas visible in this game, as there really seems to be something worthwhile here below the surface. As it stands, though, Nexus: The Jupiter Incident is a game that you can take a pass on unless you simply need an excuse to get back out into the big black.
Screenshots are from HD Interactive's official Nexus: The Jupiter Incident site, (c)2005 HD Interactive.
Favourite Space Game... (Score:5, Insightful)
Re:Favourite Space Game... (Score:5, Interesting)
(http://www.sdonag.plus.com/ | Last Journal: Wednesday June 07 2006, @04:05AM)
Re:Favourite Space Game... (Score:5, Informative)
(http://www.sdonag.plus.com/ | Last Journal: Wednesday June 07 2006, @04:05AM)
In slashdot, no one can hear you sigh either. (Score:4, Funny)
Borint non front page material!
What's next? Movie reviews?
Feh, read a book (Score:2, Interesting)
(http://www.onlineconfessional.com/confess | Last Journal: Tuesday June 06 2006, @02:10PM)
I still play Nethack on the PC and Rogue on my Palm (Since a working Nethack port has never been done for the Palm due to the piss poor hardware and API)
Endless gameplay.
Those Nethack guys have thought of EVERYTHING!
I'm so damn close to getting a free ipod [coingo.net], which I'll fill entirely with CC licensed podcasts and rips of CDS I own.
slashdot record? (Score:1, Funny)
All you need is "Star Control 2" (Score:4, Interesting)
http://www.abandonia.com/games/144/Star_Control_2/ StarControl2.htm [abandonia.com]
(You also need DosBox to run it on most PCs these days.)
Re:All you need is "Star Control 2" (Score:4, Informative)
You mean to tell me... (Score:4, Funny)
(http://brian.donoho.com/)
My analysis of Zonk's analysis (Score:5, Funny)
Just sayin (Score:4, Interesting)
Just wait (Score:5, Funny)
Also (Score:3, Funny)
(http://slashdot.org/ | Last Journal: Monday October 04 2004, @03:55PM)
MechAssault 2 Blew. (Score:5, Insightful)
(http://www.larrymyers.com/ | Last Journal: Wednesday April 14 2004, @06:42PM)
Yeah, too bad MechAssault 2 gave me none of that. Boring linear missions, no choice in what mechs I got to pilot, and no customization. Whee.
Eve Online (Score:5, Informative)
(http://www.firebellys.net/)
great space game. had some bugs in beta, but has become really solid and fun. I've been active since late 2002 or something. Check out the features and the give it a try, free month trial.
What's missing from space games is... (Score:4, Interesting)
I don't mean errors in it, more that most games are; mission, pointless 2D video clip, mission, pointless clip, ad inifinitum.
What I really want is more games like UFO: Enemy Unknown (I think it had a different name in the US). You are always in the game and things are always relevant and exciting. Even the research stages had you watching the globe, just to see if a UFO had appeared within your current fighter range and could be taken down.
Most modern games take you from one scenario to another totally unlinked scenario via aforementioned dull and boring 2D scene setters. I want (I suppose Elite sort of had this too) to stay in the game world all the time and feel like I'm part of it, not like I'm just playing through some 3D level designer's wet dream of the moment with Gourad, anti-aliased, full textured, B-spline, bump-mapped, mip-mapped eye-cheese.
Go play the only good clasics (Score:1)
Ummmm (Score:4, Funny)
Okay, who ratted me out, which one of you? Step forward and there will be no trouble...
One game to rule them all! (Score:3, Funny)
(http://127.0.0.1:82/ | Last Journal: Monday September 26 2005, @01:53PM)
Galactic Civilizations (Score:3, Informative)
Your mileage may very on my second reccomendation, Space Rangers. It's made by a Russian game company but I do hear this month a British based publisher will be released Space Rangers AND Space Rangers 2, to the rest of Europe and America. I played Space Rangers and it reminds me of a turn-based top style privateer. You buy and sell materials, can attack and raid ships, buy new ships..equipment, etc.
I reccomend you google up each respective game creators site and check em out. It's a shame there hasn't been that many really good space games out, as those are my favorites. Ever since Origin Systems was bought out by EA and decimated by them, things have sucked.
What goes around comes around (Score:4, Insightful)
(http://www.popcap.com/)
Before we had the capability to render scenes with millions of polygons with a striking degree of realism, game designers had to rely on a fading concept called.... fun.
I think people are finally beginning to get over the enfatuation surrounding titles that boast of their use of the lastest and greatest FPS engine, slowly turning their attention to game mechanics that are actually enjoyable.
Good graphics on a bad game results only in a bad game with good graphics. I think indie developers are beginning to demonstrate the fact that the opposite is also true to a large extent. I think we're beginning to see somewhat of a revival of 2D games that focus more on originality and fun game mechanics. Along with the rather large influx of these smaller developers, however, comes also many games that just plain suck in both categories. There's always the risk that the 80s could come back to haunt us, but perhaps this is simply a cycle that the industry must go through every couple of decades.
System: PC (Score:5, Insightful)
(http://www.ajs.com/~ajs/)
Couldn't disagree with the Exodus review more (Score:2)
(Last Journal: Thursday February 15 2007, @08:00PM)
Yes they can! (Score:3, Funny)
What?! Yes then can. Watch:
Siiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiigh *POP*
Wait a minute (Score:1)
(http://www.darklock.com/blog/ | Last Journal: Tuesday August 28, @02:44PM)
Computers do one thing very well that most human beings can't -- they track buttloads of stuff and never forget any of it. Even with grouping, I always seem to end up having trouble when I want to order my troops around in RTS games. A slower-paced battle would suit me just fine.
Not to slam the reviewer or anything, but it sounds like maybe he's just not really in the game's target audience.
Nexus the Jupiter Incident (Score:4, Interesting)
(Last Journal: Friday October 01 2004, @08:18AM)
The problem with most players is that they go right for the "bang weapons against shields and armour!!!!" strategy, which generally does not work to well in nexus.
even though it has default fire settings, those are "AI" fire settings, and the ships try to determine what the best course of action for their weapons are based on that generalized AI setting you put it on. If you tell it to attack a HULL of one ship, if it sees a good opportunity to use its weapons against a nearby ship, it may ignore the original ship.
In Nexus you should handle everything in a little but more micromanaged way, and you can start getting kills rather fast.
The main flaw is the lack of emphasis in training on using the manual controls for the ships, and it can make the single player frustrating as battleships tend to be completely and utterally unable to kill ships bigger than a cruiser without help. But, if you use the specialized disabling weapons, all the sudden large ships can actually beat each other to death, but it wont likely be using the AI modes the game comes with.
NExus is probably the best space fighting game I have played in a tactical sense. Wherease homeworld1/2 comes out better in the movement and intuitive sense.
I'll second that Nexus review (Score:2)
(http://www.irongaze.com/)
And killing an enemy ship? A freaking epic achievement. But the good news is, your ships never die either. Woo. Hoo.
All in all, I bought, installed, and played this one for about 5 hours. The last 3 hours were spent mainly looking for a reason to keep playing. And not finding it.
Windowdressing: 9/10
Gameplay: 2/10
Mech series had been downhill since 2. (Score:2)
All your Slashdot are belong to Zonk (Score:5, Insightful)
Not to mention, how in the world is this front page material? This is slashdot, not 1up.com. (Right?)
No space game will ever come close to ... (Score:2)
(http://www.alexanderkharlamov.com/)
Problems with Space Games... (Score:1)
1. Use 2-d movement (X and Y only)
2. Or movement in space is handle like an airplane on Earth (Slowing down because of wind(?) sheer)
I would prefer a space game with great physics over a "pretty" GUI.
Now, be fair... (Score:1, Funny)
(http://www.newskillz.com/)
Space (Score:3, Insightful)
(http://haltingpoint.blogspot.com/)
Why can't we just mess around in space! We're quick getting to the day when the average Joe will have the chance to experience space flight. We have companies looking to build space hotels.
What are inhabitants of these hotels going to do while they're there? They're sure as hell not all going to want to do scientific research. How about moon-rover racing? Low Gravity Sky Diving? Moon Crater Exploring?
What I'm waiting for is a really cool MMORPG that lets people inhabit the moon and learn what life is all about up there will be for the average person, with a great physics engine to let you really get a feel for it.
Space fun unmatched.... (Score:2)
(http://www.glasshead.net/)
Nexus Review off base (Score:3, Interesting)
The slowness of the game (1-2 hours per battle) is in a sense its strength. Instead following the typical RTS formula, harvest, and hoard until you can build your best units Nexus starts you out with your best units and requires actual strategic thinking in how to beat the enemy rather than flood them with your strongest units. In fairness the interface is a little steep but once you get by it, Nexus is a gem of a game. The best analog to Nexus I can think of is Destroyer Command from Ubisoft. If you want to play as fighter, stick to wingcommander, or freespace. If you want space based RTS, HW1 and 2 are your cup of tea. If you want engaging tactical capital ship battles try Nexus out.
Flamebait? (Score:2)
OK, the graphics is better and now we can get force feedback, but it's still only polish on the same idea of first person shooters. (OK, there are other games too, but nothing that is "reeeeally new".)
Games that requires more brain and less reaction time are not too common. Some board games are available, but I'm looking for something that is more. The step of Civilization from II to III was no great leap compared to the change from Civ I to Civ II.
It looks to me that what happens today is that a lot of game companies throws in a lot of energy to polish up some old idea with better graphics because it's a safe ground. It's just so booooring...
Will Wright's Spore (Score:2)
(http://www.donhopkins.com/ | Last Journal: Monday February 23 2004, @09:48AM)
"Advice: If you have a weird idea that's so outside of the box, don't forget it. You should go back and revisit your weird ideas later, because you can never know where they might lead to." -Will Wright
-Don
Sentinel Worlds I (Score:2)
(Last Journal: Wednesday November 14, @02:21PM)
The biggest tragedy was that no sequel was ever made. At the end of the game, you can save you characters for use in Sentinel Worlds II. A game which never made it. I actually kept my characters for quite some time hoping that it would release, but it was never to be. A sort of followup "Hard Nova" was created, but it was sort of a lackluster nod to the fans of the original game.
Grr...spelling (Score:1)
Most of my disappointment on Slashdot comes from cringing at the numerous spelling and grammar errors.
TRADEWARS 2002 for BBS? (Score:1)
Best Battletech computer game.... (Score:1)
TBS/Empire-level (Score:2)
(http://www.cs.cmu.edu/~lw2j)
The former is very high-level oriented: quasi-linear research tree, ship classes instead of ship design, assignment of priorities (e.g. "raw material world" for focusing on mining, "jumpship base" for producing jumpdrive ships, etc) and import/export policies (so you can demand that worlds try to be self-sufficient, or permit them to base their economy on imports brought in through transports on repeating-orders). Efficiencies matter in that specialized worlds are a LOT more efficient at what they do, but the required export/import system leaves you vulnerable to interdiction. Manage your worlds, produce minefields if you'd like, build massive industrial complexes that build ships with resources from adjacent worlds, put whole worlds on an addictive drug that removes the need for sleep but has
The latter is more suited for those desiring traditional tactical combat and ship design. It's also incredibly moddable (not just cosmetically; replace the entire tech tree(s) if you'd like, for instance, subject to limits about what abilities have been implemented of course. Want to produce a mod in which the only mining allowed is strip mining that eventually makes the mined worlds essentially worthless and uninhabitable? Want to make suns explode with a far higher probability? Want an optional facility that gives you greatly reduced, perhaps even negative, population growth in exchange for research? You could). You can (and must!) manage facility production on individual worlds, choose which research paths to focus on first, design your ship classes for a myriad of reasons, turn planets into asteroid fields or vice versa... and turn somebody's star into a black hole, obliterating everything in the system, if you want to send an obvious declaration of war.
You killed my BattleTech! (Score:2, Informative)
(Last Journal: Saturday October 27, @04:36PM)
First off, Elemental class battle armor are nothing new, even to the electronic games. I seem to recall being able to play as an Elemental in MW2:Mercs. This has always confused me because battle armor is not a 'mech; it's Starship Troopers rather than Gundam.
But Elementals are infantry and the ground-pounder doesn't know jack about using a battlemech's weapons, let alone keeping it on its feet! Even in the pen-and-paper RPG, Gunnery/Battle Armor and Gunnery/BattleMech are two very different skill sets (after all, the former involves moving your body, the latter involves moving a joystick). What they do know is how to disable 'mechs when given the opportunity, from knee-capping them to ripping open the hatch, but... come on! This screams "munchkin!"
And beyond that, Elementals may be battle-armored, but they're still infantry and still very soft and squishy in the world of BattleTech; there are reasons why they're deployed in squads of 4-5. Unless they're given the opportunity to behave like infantry (say, ducking into buildings and using them for cover), they will die in mean and nasty ways. With four whole missiles and a point-defense pea-shooter combined with a top speed of a little over 32.4 km/h (yes, I did that in my head, I'm a geek), they can't catch what they can kill and can't kill what they can catch.
From the sounds of things, everybody would have been better off if MSFT introduced ProtoMechs instead of battle armor.
In FASA's waning days, before WizKids/FanPro got the license, it was a very, very, very bad idea for FASA to sell all the electronic BattleTech rights to MSFT. FASA Interactive should have just stuck with using them solely as a publisher, but this... Imagine if Valve sold the Half-Life name to Vivendi. Thanks to foolishness like this, the makers of Heavy Metal Pro [heavymetalpro.com], a series of record-sheet generators not only endorsed but used by FanPro, had to get written permission from Microsoft before getting the rights to sell BattleTech-related software.
Arrrgggghhhh!!!
What a crap review, let me try :-) (Score:4, Informative)
(Last Journal: Friday August 17, @05:34AM)
No review starts good when the reviewer gets a basic fact totally wrong. The cutscenes in Nexus are skippable. Even the talking during games to "advance" the story can be clicked away ending the speech and making it all happen a bit faster. So basically either the reviewer was to dumb to figure out how to skip cutscenes and break off conversations OR he is lying and never played the game. Don't believe me? Download the demo.
Now it must be said that the background story is incredibly dumb. Basically you just don't give a shit. It is all to generic. A bad captain Kirk as the captain, a sexy japanese computer, a spunky rebellious cloaky type girl, an obnoxious incompetent superiour, weak silly aliens. Jada jada jada. It is so mediocre and un-original it is unbelievable.
The missions briefings before the missions proper are indeed baffling. They seem more story devices then informing you of mission objectives. Wich can be troublesome as you then need to choice your weapon configuration. Wo