"Doug's Top Five
Kameo: Elements of Power: Call me what you will, but Rare's action-platformer is a different and better games than the one we saw at E3 last year and afterward in the summer. It's more polished, prettier, and surprisingly, darker. Rare added in all sorts of crazy warfare sections with hundreds of trolls on screen at once, and apparently, Kameo leans toward being longer, rather than shorter. Microsoft said it would somewhere in the range of 20 hours. It's got that Nintendo feel to it: Some mechanics and situations are easy at first, simple. But the game continues to ramp up, delivering bigger and more sophisticated gameplay scenarios, wild bosses, and kick-as monster combinations are constantly at play. This is all I have to say: You don't have to believe me, or anyone else. But spend 45 minutes with Kameo and you'll be hooked.
Perfect Dark Zero: I had two different experiences with Perfect Dark Zero. The first experience was while playing a framey, rather unimpressive to-player mission with some one else. The second was in single-player, and the game ran fine, 30 FPS without stutters, and it looked good, played well, and was entertaining. The first experience reminded me that this game was so far from Halo that it hurt. The game felt plodding, slow, and annoying. I didn't like the weapon pick-up system, and meh, we just didn't connect. But I went back and played it again the next day. Perfect Dark Zero, on the second day, was kick-ass. I was a little more patient with it. I played it stealthily, slow, and picked guys off one at a time. I used the roll system, switched up weapons to try everything, and punched out a few suckers. When I played it for what it is, not for what it should be, I had a good time. In my opinion, Perfect Dark Zero will be a fan favorite. It'll be the game that people either love or hate. It will be controversial not matter what. And it will be erroneously compared to Halo.
Project Gotham Racing: WOW. This game is persuasive. There are so many good things to say about Project Gotham Racing it's hard to know where to start. So I guess I'll start at the worst things first. PGR3 isn't a giant step ahead for the series, and it's by no means revolutionary. But not all games have to be revolutionary to be fun and loveable. Bizarre Creations' game is a testament to polish, refinement and small to medium changes with balance and fun always in mind. The good things: PGR3 definitely delivers in an HD setting. The cars comprise 80,000 polygons each. WTF? That's insanity. The cars look, as Kaiser Hwang would say, AMAZING. But what got me more than anything was the sound. The production quality on the engine sounds are, without argument, awesome. They provide such a great addition to the sense of power and speed it's hard to put into words. The new physics give each car a little more weight, heft and physicality, and the result is way more skill-style driving.
Call of Duty 2: When I finished playing this game, just after one level mind you, I had to take a break. I mean, like sit-down-and-do-nothing break. Sure, the first one was just like that. But now that everything is in high-res, and sound systems are more powerful and intense, and the levels are bigger and the AI is smarter and meaner? Call of Duty 2 will rattle your bones. It's so intense, persistent, and unrelenting that you'll feel every bit of it while you're playing, and for a good 30 minutes after. I strongly suggest that people who are feint of heart not play it. For everyone else? Get it. This next-generation game is going to stomp on your nerves, shake your very existence, and drive you to the brink of insanity. OK, that last one is a lie. But it will drive you to the brink of something.
Peter Jackson's King Kong: The thing about King Kong is that so many good elements have come together on this project. Even if the game is simple in some parts, and that it's probably not going to last more than 8 to 10 hours, the combination of the beautiful, organic environments and the enormous intensity of the monsters make it hard to resist. There are parts very much like in Two Towers and Return of the King, where you'll have to defend somebody or something, while an enemy (a T-Rex or two) attacks, and you must split tasks between the two. It's almost formulaic, but it's so much fun, and you'll want to play through this in one fell swoop. The first-person shooter parts are strangely more fun than the King Kong parts, which I wasn't expecting, but that makes it all the better. The island food-chain, the crazy flaming spears, and physical puzzles, they all lead to a game that's engaging, imaginative and fun, fun, fun.
Charles' Top Five
Elder Scrolls IV: Oblivion: I have to say, I was nervous before I picked up the controller for this game. I was so afraid I'd be disappointed I actually forced myself to pass by the display booth several times before hesitantly inching in toward an open console. When I finally started playing, I couldn't have been more relieved. Not only was the framerate smooth and the character animations natural, but the melee combat was much more manageable than I'd hoped. The third person view worked great, shooting the bow and arrow was almost as satisfying as seeing the amazing amount of detail that adorned the katana I picked up, and the game physics proved very impressive. Little details like rats rolling around when I hit them again with my sword after killing them and the reflections my torch made off the grimy catacomb walls sucked me right into the game world. It sucked me in so much that I almost forgot I had to tear myself away and cover the rest of massive number of playable games at X05. This was easily my most memorable play experience in Amsterdam.
Perfect Dark Zero: For some reason PDZ has turned into the most controversial release for the 360, and I still don't understood why. Clearly, from what I've seen and played, this game is very good. The framerate was rock solid, the weapon designs were well modeled and had interesting fire modes, the reload animations actually startled me their smoothness and detail, and the bullets had an excellent sensation of weight when they slam into enemies. The multiplayer ran just as well as the single player, though with less graphical detail. What I wasn't able to gauge very well was how the weapons balanced against each other. One of my favorite things was blasting jerks with the shotgun at close range and watching all their body armor go flying off as they popped backwards. Also, the blur effects in the single player worked really well to enhance the sensation that you're frantically moving around, trying to dodge gunfire. Firing the M60 machine gun was the best part, though. It sent the screen into an absolute seizure of shaking, blur, and fiery activity. Though some seem so quick to criticize every shred of media and info that comes out for this game, I'm definitely looking forward to it.
Ninety-Nine Nights: I went into this game not really sure of what to expect, it was just the next game on my list when I first picked up the controller. After about five minutes, I was completely overwhelmed with how well it controlled, the variety of special moves that were available, the flash of the graphics, and the amazing framerate given the hundreds and hundreds of enemies on the screen. I got to control the angel-winged, sword wielding, female warrior Inphyy and battle hordes of orc warriors through a foggy, rocky environment. The game was very reminiscent of Dynasty Warriors, but had a more fantastical edge to it. Inphyy was able to off sometimes spectacular combo attacks with only the regular attack buttons, and the orb related attacks go even further, allowing for super speed and sword swings as well as screen clearing super attacks. The number of enemies onscreen when I started playing the game initially rivaled that of Dynasty Warriors and Kingdom Under Fire, but after a little while the enemy groups grew to amazing proportions. Some of the later groups had to contain around two hundred orcs charging at me, all following their own attack patterns and adorned with impressive detail, with no slowdown. Though an exact date has yet to be pinned down, this title should release in the United States sometime next year, and is something I'm going to be keeping a close watch on.
Chromehounds: Of the games I played, Chromehounds definitely stuck out among the others for its intense multiplayer action that mixed arcade and simulation elements. Most appealing was the way the mechs, or Hounds as they're called, controlled. Of course it's pretty standard for mech warfare games to involve steering the mech while separately controlling the turret, but Chromehounds just seemed to do it better than most. The game gave me a real sense of the size and weight of the vehicle I was piloting, and also of the impact of the rockets and bullets I was firing off, especially when I'd miss an opponent and blow up a farm instead. Whenever I turned from side to side, there was a great accompanying blur effect that intensified the action by making things seem more frantic and urgent. Unfortunately I didn't get to try out the single player, but with multiplayer this good, who really cares?
FIFA 06: I didn't really expect to be surprised by this title, especially given the rampant feature-stripping that seems to plague EA's sports lineup for the 360. Seriously, what's the deal the NBA Live 06's single season mode and where are Madden's create a player options? Of all their games, I had the most fun playing FIFA for no other reason than the game seemed to flow really smoothly. As soon as I picked up the controller I was lobbing crossing passes and orchestrating clutch stops on charging offenses, all with a slick framerate, detailed player models, excellent game announcer voices, and immersive crowd chanting. The individual player expressions were great to see, especially during celebration sequences and when the referee started handing out yellow cards during a brief onslaught of slide tackling I orchestrated. I can see FIFA 06 turning into one of those addictive and long-lasting experiences over Xbox Live."