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Review
By:
Nick
Arvites |
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Developer: |
FASA Studios |
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Publisher: |
Microsoft |
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# of Players: |
1-4 (1-16 Link & Live) |
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Genre: |
Action |
| ESRB: |
Teen |
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Online: |
Yes |
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Accessories: |
System Link, Xbox Live (online play, DL content, scoreboards),
In-game Dolby Digital, HDTV 480p |
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Date Posted: |
11-19-03 |
The tale of Crimson Skies twists back to almost the launch of
the Xbox Live service. Originally intended to be one of the original
titles, it was eventually delayed several times and even almost
cancelled. Now, after at least one development team and multiple
delays, Crimson Skies has finally arrived. Was this title
worth the wait and the positive hype, or did it crash and burn?

The Crimson Skies universe may seem confusing to someone new to the
series. Crimson Skies takes place in an alternate 1930s. In this
time period, the United States started to splinter with prohibition
and finally disintegrated after the stock market crash. Regions of
the United States are now independent countries. This led to the
destruction of interstate railroads and road travel, and led to the
rise of air. Zeppelins are now the major transport device used in
this world, and people use planes more than cars or trucks. Air
power is the main tool of the militaries in this world, and each
country has its own air force. However, criminals soon took to the
air to also gain power. These air pirates can range in effect from
the petty bandits you encounter in the former Southwest to the
Chicago-based organized crime head Jonathan “Genghis” Kahn. This is
where you come in. Players take the role of Nathan Zackary, leader
of the pirate group “Fortune Hunters.” Using their Zeppelins, the
Fortune Hunters launch raids to further their gain. This does not
mean that players assume the role of a bloodthirsty, ruthless
criminal. The Fortune Hunters can easily be compared to the Crimson
Skies equivalent of Robin Hood. The Crimson Skies product line
originally started off as a tabletop role-playing game from the
creators of Battletech/Mechwarrior. It eventually
spawned a somewhat technical PC flight simulator titled “Crimson
Skies” and followed the adventures of Nathan Zackary. After FASA
games went under, the license was sold off to Wizards of the Coast,
who started to make a collectable figures game based on the
universe.
After that brief history lesson of the franchise, gamers need to
remember the following about this title. It is not a flight
simulator. There. I said it. While the PC game released a few
years ago was a flight simulator in every aspects, Crimson Skies:
High Road to Revenge is not. There are no in-cockpit viewpoints,
nor are there all sorts of technical and physical limitations. The
game was designed with action as the primary focus, and the
developers intelligently decided that gamers shouldn’t have to
memorize a 500 page flight manual (as seen in the PC’s Falcon 5.0
series) to have fun. If anything, this game plays much like the
Rogue Squadron series. While you do have stalls every once in a
while, and you do have different planes with different abilities,
players do not have to worry about rudders, elevators, G-force, gun
ammo or structural limitations of the planes. The differences in
this game and the PC counterpart are similar to the ones present
between the MechAssault and Mechwarrior games.
With this in mind, the control scheme is designed to be easy to
learn and tough to master. The game uses a dual thumbstick control
mode. The left stick steers the plane, while the right stick
controls rolling. In order to perform some aerial acrobatics, you
click on the right thumbstick and point the two sticks in a certain
direction. These automatic tricks will do perfectly fine during the
single-player campaign, but don’t expect to get too much success by
relying on them heavily during Xbox Live. Using the right thumbstick
properly gives a more precise control over the plane and allows for
some tight and responsive flight tactics. The right trigger fires
the primary weapon (guns). This weapon has unlimited ammunition, so
don’t worry about conserving. The left trigger fires the secondary
weapon. These weapons range from rockets to magnetic missiles to the
telsa cannon (lightning). The X button allows you to switch into a
different plane, or an AA gun, or activate missions. The Y and B
buttons control turbo boosts and brakes respectively. The A button
zooms in for the AA guns/Gyrocopter and switches to the rear guns on
the Brigand.
This game looks beautiful. The worlds are actually alive, complete
with air-traffic, other zeppelins, and living cities. Over the
course of the game, players venture through the southwest, an island
in the pacific, Chicago, and South America. Each environment looks
amazing, and there are even weather effects like fog, sun-glare, and
rain. The planes and Zeppelins look great, as do the cities. Even
with the intense graphics, Crimson Skies still runs extremely fast
and smooth. There are absolutely no slowdowns, which really helps
the game’s fast-paced action.
Missions set up similar to Grand Theft Auto or Tony Hawk 4.
Players arrive on a stage and are free to explore the stage.
Generally, there will be an initial even that the players are thrust
into (shoot down something, protect something, etc), but after that,
players have to discover missions for themselves. There is one major
thing that you have to do on each stage, but there are several other
missions you can undertake in order to earn money. You can race
against a clock to win bets, earn money stealing cargo and running
stolen goods, and earn money by helping clear bandits. Sure, there
aren’t tons of missions like in Grand Theft Auto 3, but this
makes the game much less linear and allows people to either explore
every little thing or just fly through the missions by achieving the
required goals.
Players only start off with one plane, but they almost immediately
gain access to a new one. New planes need to be found throughout the
game on the various maps. Some will be practically handed to you,
while others are located in more obscure places. The planes all have
different strengths and weaknesses. Some planes are Zeppelin
killers. These move slowly and have the same turning radius as the
Titanic, but have the heaviest armor and pack the most firepower.
Interceptors are extremely fast, but sacrifice most of the armor and
some of the firepower for this advantage. Dogfighters are the
all-around general workhorse of the game. Your starting plane, the
Devastator, is a dogfighter. It is balanced in every category
(speed, firepower, agility, and armor) and can be used in all roles.
There are two other planes: a seaplane and a gyrocopter. There are a
few missions that require a gyrocopter, but there are very few uses
for the seaplane. In all honesty, until I started playing on Xbox
Live, I was only using the Devastator in the single player missions
unless I was forced to use a different plane. The main reason why
you should change up the planes is to use a different special
weapon. You cannot change the special weapons or the regular weapons
on the plane. This lack of customized features is sure to disappoint
crossover fans of the PC game (which featured a build-your-own plane
mode), but it does allow it to be kept simple and somewhat balanced
in the online arena. One of the few problems with this title is
found in the planes. MechAssault got around the issue of a
limited number of planes by having alternate configurations.
Crimson Skies only gives one set of planes with one set of
configurations. Hopefully, this issue is resolved with content
downloads, but as of now, players will have to deal with the
selection of planes available.

The crown jewel of Crimson Skies: High Road to Revenge is the
Xbox Live multiplayer options. Unlike many other games, this one
allows users to take a guest on the Xbox Live service. Aside from
Mech Assault, I cannot think of another title that contains this
feature. This adds another dimension of playing with a local friend,
since you no longer have to fight only each other. The game modes
are Dogfight (deathmatch), Team Dogfight, Keep-Away (where you grab
an artifact and must hold it for a certain length of time), Team
Keep-Away, Flag Heist, and Wild Chicken (some sort of hybrid of all
the other modes). While these may sound like standard multiplayer
modes, they become far more enjoyable because Crimson Skies allows
up to 16 players to fly against each other online. This shear amount
of players makes the games far more interesting and harder for one
player to dominate. There are only five maps available for
multiplayer: Chicago, Arixo, Sea Haven, the Lost City (completely
enclosed ruins), and the Windy City (nighttime, partially destroyed
Chicago in the middle of a storm). The initial selection of maps may
seem small, but the action is intense enough to make this lack of
maps forgivable. Besides, the promise of downloadable content in a
few months will eventually deliver new maps and planes. There is
very little lag during sessions and the only technical problems with
the online component of Crimson Skies are very minor. The
voice chat features are not really up-to-par with some of the other
titles. The voice does tend to turn off during full 16 player games,
and it seems very cracky and distorted when it is on. However, given
the choice between very small amounts of lag and clear voice, I’ll
go with the almost lag-free games every time. The online menus and
lobby system has an untouched feel to it. While they do contain the
standard Quickmatch and Optimatch selections, the menu system does
not allow you to see how many people are in a certain game. A
network status light is also absent. There is also a glitch when
returning to the lobby after a match. The game will reserve a slot
for everyone who played in the last match, regardless if they leave
or not. In order to fix this, the host needs to go in and manually
change the slots to open. It’s a minor glitch, but it can wreak hell
on the servers if the host doesn’t know about this glitch.
The online community is evolving quite nicely. Unlike MechAssault,
where matches have eroded to Ragnaroks fighting Ragnaroks,
Crimson Skies players generally play with a nice mix of planes.
There really are no clear favorites, although most newbies prefer
the Devastator, and many of the top ranked players are flying Dust
Devils or Bulldogs. Personally, I prefer the speedy Coyote. The only
plane that really isn’t used is the Brigand. The Brigand, while
being the most powerful plane, is just a sitting duck. Crimson
Skies contains a ranking system that rates players based on
their performance. The basic principle is to kill more times than
you die. Rankings are on a star system. One dot is the lowest rank,
and then you gain up to four dots as you perform better. After four
dots, users gain a large star. This ranking system allows players to
see the general skill of the people they’re playing against, and
this feature is good for newbies trying to find an easy game to cut
their teeth as well as for experts trying to find a game appropriate
of their skills. The scoreboards track rankings for each of the
individual game types and for the overall score throughout all of
the games, and ranks it based on Weekly, Monthly, and All-time.
Highs:
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Multiplayer
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Awesome story
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Graphics
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Action
Lows:
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Minor
glitches
-
Needs more
planes
-
Needs more
multiplayer maps
Final
Verdict:
On its own, Crimson Skies is a rental. The story is good, but
it isn’t that good. However, the true strength is in the online
multiplayer. This game is the epiphany of what Microsoft wanted to
accomplish with the Xbox Live service. If you own Xbox Live, you
need to own this game because it justifies the entire service. Any
of the minor flaws are made up by the pure greatness of the online
play modes. Mech Assault used to be the premier action title on Xbox
Live. Move over MechAssault, Crimson Skies: High Road to
Revenge is the new king of action on Xbox Live.
Overall
Score:
9.9
Additional
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