The Warp Pipe - 16/03/08
By Matt K - Sun Mar 16, 2008 10:22am

This week's column will look at the overwhelming prevalence of open world games, go hands on with the soon to be released Dual Shock 3, and revisit Aladdin on the Mega Drive.
Open Wide
![]() GTA has spawned many shameless clones |
Don't get me wrong, many games that have employed free roaming gameplay mechanics are solid titles, and in some respects, have had features that go beyond what GTA has to offer. There are a whole score of issues with the games that use these mechanics though. The one that gets to me the most are the cities that are featured in these games. Many of these cities are empty, with very little in the way of artificial life and a limited number of places to see outside of the game's main missions; one of the big selling points of the GTA titles is that they feature living, breathing cities. Each True Crime game offered 240+ square miles of city to play on, yet in each case the city was lifeless and dull. No More Heroes is a more recent example, with shabby interaction between cars, and civilians that just seem like they don't belong there.
Much of the appeal of the free roaming game is the ability to do things outside of the main missions. GTA offers side-missions such as taxi, ambulance, police and fire fighter on top of mission sets like the ones featured in the main story. Most other open-world games just seem to think that allowing you to go anywhere in the city and throwing a bunch of crappy racing missions at the player is enough for them to compete with a GTA title. The Elder Scrolls titles have GTA beat in this respect though – I played 40 hours of enthralling side missions in Morrowind and Oblivion before touching the main story. There are cases where games have attempted to provide too much outside of the main story – trying to finish The Godfather is a long, tedious venture of capturing identical stores, trashing identical warehouses, and bombing identical compounds.
GTA's vehicular experiences are also inherently superior to every other open world wannabe. Many games boast particularly good soundtracks when inside the car (I'm a sucker for Scarface's 80s mix), but they don't take advantage of offering true in-game radio. Everybody loves Lazlow, but nobody has really tried to imitate it. It's not just the radio; the level of control over a vehicle in GTA is far superior. Cars in Saints Row and True Crime feel like they're attached to the road with magnets, making it impossible to create exciting crashes. Other games like Crackdown and Just Cause seem to suffer from boring road vehicles – who wants to drive a crapbox car when you can leap through the air, or hitch a ride on a jet's wing? GTA's driving is fun – who doesn't like a good ol' four-star police chase with suicidal police cars, evil road blocks and helicopters firing a stream of bullets from above. Few games offer the variety of vehicles that GTA does, though it did go a little far in San Andreas with the jet pack (as much as I loved it).
Will Rockstar North's run of awesome games continue? |
Some people always felt that Grand Theft Auto III was a fluke, that Rockstar North was at the right place at the right time, and that somebody would come along and do it better. Those people are fools – let's not forget that Rockstar North was formerly known as DMA Design, responsible for games such as Lemmings and its sequels and the rather awesome Unirally on the SNES. DMA were even part of Nintendo's third party "Dream Team" for the early days of the N64. As I mentioned earlier, many of the free roaming games on the market do things better than GTA – True Crime has a better hand-to-hand system, Crackdown has a better aiming system, The Godfather and Scarface do the whole empire building thing, Spider-Man 2, Incredible Hulk: Ultimate Destruction and Superman Returns let you play as superheroes. Many of these games are very fun, but they seem to focus on certain aspects of the open world experience – GTA has always felt like the total package. Until someone matches or exceeds that package, GTA will always be king of the open world.
Accessorise
![]() Toss that SIXAXIS in the bin, this is the real PS3 pad |
During my testing I ran through three of Sony's biggest titles – Resistance: Fall of Man, Ratchet & Clank: Tools of Destruction and Uncharted: Drake's Fortune, and one of the more vibration intensive games on the PlayStation 2, Rez. For some bizarre reason, Resistance didn't work despite being on Sony's list. Uncharted provided a very good level of feedback, particularly when using fixed machine guns, but the vibration can put your aim off a little. Ratchet & Clank had a rather weak implementation of feedback, giving a little bump whenever a weapon was fired, or Ratchet was hit, which was quite disappointing. Initially I felt that the level of vibration provided by the DualShock 3 was pretty weak, but a test run through Rez's first few levels gave the pad the best stress test of all, though it did serve to prove that the DualShock 2 packed a little more punch.
The DualShock 3 is a far superior controller compared to the SIXAXIS, mainly due to the stronger quality build and presence of force feedback. The level of vibration provided by the controller is a couple of notches down from Sony's previous generation of rumbling pads, which is a little disappointing. Still, this is the best pad you're going to find for the PlayStation 3, so get one as soon as possible.
Artistic License
![]() Disney and Sega had a license to print money in the early 90s |
Aladdin may appear to be another run and jump platformer, but its lovely, smooth animation, quality rendition of the movie's soundtrack, tight control and rewarding gameplay proved to be the root of its success. The game features 11 levels which more or less follow the events of the film, with a bit more sword play, obviously. Some of these levels proved particularly difficult, especially the magic carpet ride when escaping from the Cave of Wonders, and the final battle with Jafar. Bonus stages featuring the Genie and Abu could be accessed by finding icons hidden throughout the levels, providing skilled players with extra lives and gems.
Despite a tight production schedule and ambitious goal, Aladdin proved to be one of the finest releases of 1993, and the second-highest selling game on the Mega Drive. Dave Perry's career blossomed after the release of Aladdin and The Jungle Book, moving out on his own to form Shiny Entertainment which released several awesome games in Earthworm Jim, MDK and Sacrifice (before desecrating the Matrix license).
Quote of the Week
In an interview with trade rag MCV, Microsoft Europe VP of Interactive Entertainment Chris Lewis had this to say:When you start talking up your revenue numbers, you're really grasping at straws. See, the other hardware companies in the game industry are making a little thing called 'profit'. The only time we hear 'profit' and 'Xbox' in a sentence is when it's combined with the words 'has yet to make any.' |
Next Week



