MEMBER PROFILE FOR Alx1138-XBA
Average Overall Score Given: 8.06512 / 10
Total Forum Posts: 136
Reviews
Disney Epic Mickey 2: The Power of Two
In my 20 plus years on this earth (okay, okay, more than a few plus) I have been privy to very few epic moments. Sure there are the monumental moments that affect us all and even individuals in my personal life (yes you my darling wife) that have gone on to become outstanding personalities, but I cannot quantify specific moments or events that have earned the epic title. Therefore, it behooves me to think that a game developer would be so bold as to label a sequel as such. Now I know that the title is in reference to the events that take place in the game and that said events were showcased in the original title, however such a bold statement is akin to a nine year old exclaiming that ‘this is the greatest game ever’; absolutely unfounded and without merit.The original Epic Mickey was introduced in 2010 with exclusive distribution for the WII entertainment system. This title was touted as a more mature take on the famous mouse with darker tones and even darker story. But as the launch date approached the exclusivity of the game with the WII became clear as it was revealed to be a kid’s game with a unique idea.
So here we are in 2012 and Junction Point Studios is sharing the limelight with Blitz Games Studios in order to bring the “Epic” title to a wider gaming audience. Now on the XBOX 360, surely this should have a deeper appeal and open the opportunity to expand the story for more advanced gamers. Sadly however, it seems that this just expands upon the existing story without offering any truly advanced gaming mechanics.
This time round, gamers will see Mickey returning (to the scene of the crime) to Wasteland, joining his past compatriots to repair past damages and to address the seemingly helpful efforts of the ‘Mad Doctor’. Helping Mickey along the way are many of the residents of Wasteland with a great emphasis coming from Oswald the Luck Rabbit. Oswald is the leader of Wasteland and not only helps to guide Mickey through the various environments but also becomes a sort of extra hand in an effort to expand the games functionality. Again Mickey is armed with his paint and thinner to alter his surroundings in order to achieve certain goals. While Oswald provides an electrical jolt or ‘helicopter’ style ears to glide through areas.
The game play itself isn’t entirely unique, the platform gaming style has been around for ages but having the mix of 2D and 3D style platforming makes nice use of the surroundings. As with most games of this fashion the true antagonists are the controls and the camera. In third person mode you use the two control sticks to move and to control a targeting reticule. The targeting reticule shows where your streams of thinner or paint will go but your camera will almost invariably fight you every step of the way. The side scrolling platforming does away with the default camera placement and instead showcases a point of view that leaves many of your targets just off screen. You will, in short order, resort to hastened leaps of faith rather that timed jumps just to keep frustration at bay.
The ‘Power of Two’ in the games title is meant to showcase the co-op aspect of this title and should be as simple as working together for a common goal. Now consider for a moment that my gaming partner was my very capable daughter and that both of us had to endure the incredibly lackluster camera while watching through the traditional split screen mode and I’m sure you can imagine how quickly this reverted to a one person game. In single player mode you are meant to still retain a sense of co-op as many of the tasks require elements from both characters. And it is at this moment that the games horrible AI decides to rear its ugly head. The game clearly needs me to utilize Oswald’s shock feature and he should be running nearby post haste, instead the AI decides that Oswald doesn’t want to be in the same vicinity as Mickey and keeps him just out of reach.
The games visuals and sound are by far the titles saving grace. Personally I caught the Disney magic late in life and still the number of references to the numerous Disney characters, movies, places and things is astounding to encounter in this game. You are instantly transported into the sense of wonder, exploration and adventure and I honestly couldn’t wait to see what reference I would come across next. The environments are well established and utilize the Disney properties only when necessary. Visually the only downfall is the use of the thinner and paint that Mickey wields. Rather than having any substantial impact, these tools can only be utilized in predetermined areas for predetermined goals.
The core sounds are joined with excellent voice acting for all of the characters and even some of the musical numbers show evidence of how much importance sound plays in the game. Sure some of the audible cues for gameplay will grate after a time but the often sweeping score offsets any annoyance I may have felt.
That being said, I can’t help but imagine what the board meeting would have been like after the ‘success’ of Epic Mickey on the WII:
Director A: Well this has gone well even though we created misleading storyboard art and released it to the public as concept drawings.
Director B: I think we could have done better if it had been available on those more mature consoles A: Great idea, let’s do more ‘concept drawings’ and re-release it on other consoles.
Director B: That won’t work, gamers are far too media savy to fall for that one again.
Director A: Well we have to do something to expand this cash Clarabell (Cow, get it…).
Director B: Let’s just change around the environments, make it almost co-op and release it as a whole new title.
Let’s face it, the Disney media empire is here to stay and for the most part they seem to come out on top (except for Eddie Murphy’s Haunted Mansion). The foray into the gaming media has been a long time coming and Mickey deserves to have a firm foothold in the genre. Developers need to accept that it’s time for the mouse to take some risks otherwise they should revert to stamping the games with the Disney Jr. seal and be happy they didn’t release Snow Dogs: the Game.
Overall Score: 6.1 / 10
F1 2012
Overall Score: 8.4 / 10
The Amazing Spider-Man
Overall Score: 8.8 / 10
Prototype 2
Overall Score: 8.3 / 10
Kinect Rush: A Disney-Pixar Adventure
Overall Score: 7.7 / 10
Saints Row: The Third
The dictionary defines a game as being 'an amusement or pastime', and video is defined as 'moving images stored as a series of static images' while the term video game (first coined in 1973) is defined as 'any of various games played using a microcomputer '. While all of this, very educational, information is invaluable there is no doubt that the term video game needs to be updated and in my opinion. Video game can be likened to the idiom for playing games 'to act in an evasive, deceitful, manipulative, or trifling manner in dealing with others' (over a virtually anonymous network, of course). And if we were to even consider using the playing games idiom then surely, beside the definition, there would be a photo of the Saints Row: The Third logo.Saints Row: The Third maintains the collaborative efforts of Volition Inc. and THQ while moving way beyond the foundation of the first two Saints Row titles. Although Volition Inc. saw early success working with Interplay Entertainment on its Decent and Freespace titles, THQ acquired the development team in early 2000. This team up has resulted in 2 of THQ's ongoing titles; the Armageddon series and of course, the Saints Row series among other individual titles.
The Saints Row series has come a long way since the days of being considered a GTA clone. And although some of the initial styling was similar to that other open world title, those that have embraced the Saints Row game play have come to understand that the main difference is that of its outlandish story lines. While most video games today struggle to base themselves in real world situations, the Saints Row series offers up true escapism and entertainment through over the top scenarios.
Saints Row: The Third takes the sense of over the top and outlandish to a whole other level. Finally, the game embraces its own nonsense and throws the player into the role of 'master of mayhem'. There are some out there that may question such a strong claim but this is an open world title where you start the game at near the top of your success. All indications are that the Saints have mastered the sleepy little burg of Stilwater and are, rightly, recognized as the immortal/immoral superstars that they are. Along with the notoriety comes the sponsorships: an Energy Drink, Clothing Line and even Bobble-head dolls. But success is only a personal measure, just because the general population worships you doesn't mean that life is going to be all bank robberies and beaches.
The game does have some interesting game mechanics as well. Your character is 'fully' customizable, from the clothes, to the hair, right down to the shape of your chin. This may not be something new to gaming but the shear scope of the customization is hard to nail down. As you acquire clothing and tattoo stores, your inventory rises dramatically and when you start purchasing the plastic surgery stores, it opens up another dimension all together. With the plastic surgery stores you can change your entire look, your voice, your size, and even your gender can switch back and forth almost at will (not for me, but I'm sure there's a demographic that has been looking for this option for years). As you refine your character, you don't want to throw away the efforts you've put into finding just the right ear shape and THQ has you covered; you can simply upload your character to the Saints Row site for a sort of cloud storage. When you're tired of running the streets as a naked woman, you can upload her and download your old furry outfit, or pimp outfit, or steampunk outfit, and get right back to the zany antics.
Customization doesn't end with body parts either. Using your cell phone you can access the Third Street Gang and outfit them as well. All the outlandish costumes, male or female, what cars they drive, you can even decide what types of taunts they will offer your foes. Buying up outlets of 'Rim Jobs', a mechanics dream (put that together however you wish) allows almost endless changes to any of the automobiles you end up owning. Paint, tires, body work, graphics, underbody lights, its all at your disposal.
The story based game will take a casual gamer well over 16 hours to complete. With the numerous, and equally outlandish, task based missions there are at least 25 hours of game play here. But whats more, is that the developers have structured different parts of the story to play out in different ways, so that when you're done going through, you can go back through the campaign and make other choices to add a few more hours of unique game play.
There are a number of improvements over past Saints Row titles including more cohesive driving and controls, a streamlined story, and the graphics but something that hasn't changed is the dedication to the sound of the game. Once again we see some great voice acting coming through the extensive lineup of characters and the soundtrack is truly incredible. All of your vehicles have access to a series of radio stations, each with their own unique lineup. It seems however that the developers went to great lengths to ensure that the songs are not just fillers or background noise but rather as a part of the game as a whole. Everything from Beethoven to Mozart, Marc Durst to ILS, ABBA to Winger and even Kanye to Alec Baldwin is included to make sure that regardless of the situation you find yourself in there will always be a little music to help set the mood.
Overall Score: 8.9 / 10
Rage
Obviously the game has a number of RPG elements to it. You will encounter a lot of people and many of them have tasks that you can choose to assist with. As you travel around the world some tasks will be necessary to get from one place to another whereas other tasks will be necessary simply to survive. But the gameplay is extended through many of the different branches the tasks offer and with the numerous mini-games found in the clans. These mini-games range from simple five finger filet, to a holographic twist on a game of craps to a futuristic styled, in game, trading card game which allows you to use found cards (showcasing friends and enemies you encounter) along with a 'starter' deck.
At its core however, Rage is a FPS, and there is no doubt it is a FPS from Id software. Once again, with a stroke of luck, the survivors are near geniuses when it comes to creating weapons. There is the traditional pistol and shotgun and even the popular sniper rifle. However each of these throwbacks will have some unique ammunition for you to utilize. On top of old faithfuls (all covered with...) come the over the top weapons, like the striker crossbow using 'mind control bolts or electro bolt, you know, when a traditional arrow just won't do. Or the sentry turrets or sentry bot or the very popular wingsticks, which are essentially 3 blades set together in near boomerang configuration with the sole purpose of decapitating your enemies and then returning to the thrower. Apparently your gloves can withstand the hit but no one has thought to make a turtleneck out of the glove material.
Visually the game has its ups and downs. First and foremost the games visual atmosphere is terrific, with beams of light playing off different materials and you can't help but think 'now this is how I'd lay out a small town, should the world ever be destroyed by an asteroid and I'm left to rebuild'. But it's the array of characters that really showcase the visuals. Many titles will give you a few different character models to shoot at and sometimes they vary the outfit they're wearing but Rage features unique characters for each clan. Within these clans there are different character models and each of these models, even if they look the same will attack, dodge and even die in any number of ways. So even though you're shooting your 50th Shrouded Clan member, his destruction will not be at all predictable. Add to this the fact that even though you may hit him in the same area his reaction and level of 'carnage' will be varied; it may seem like a minor detail but it's a welcome visual addition.
There are a couple of issues with the visuals that are a bit off putting; while the developer has done a terrific job in creating a landscape truly worthy of being named post apocalyptic, the Id Tech 5 engine seems to rely heavily on 'painted' backgrounds. The backgrounds are very detailed and suit the look and feel well but seeing skulls hanging on a string simply scream 'shoot me' and having these same skulls stand motionless as I lay 10 rounds into them immediately takes you out of the game, suspending the enjoyment. As well many of the articles that you scrounge for are found because they are sort of flashing/glowing objects, I understand this is necessary to keep you focused on your task but it seems strange that you have to pick up one small bottle while a vase next to it is completely immobile. Finally it seems strange to me that a game with so much development time and with such attention to development still has so many visual 'pop ins'. Detail in the distance should be muted but having it 'pop in' abruptly just creates confusion.
Rage is easily an 18 hour plus title through the single player campaign stretching out to 20 and more with the many side missions, races and tasks. Interestingly the game is spread out over 3 disks and while the game does suggest you load it onto your hard drive, the load screens only come up as you enter major areas. While the load screens can take some time to establish I was only put out a couple of times, otherwise they offered minor breaks from the onscreen mayhem.
As of this review I have not had the opportunity to really enjoy the multiplayer, that will come next week with the official release. However I will say this, the multiplayer offering seems to cover all of the bases, split-screen and network multiplayer, races and co-op based multiplayer, vehicle customization, leaderboards, private and open matches. It looks like there may be a whole other title, in terms of game play time, just in the multiplayer.
In the end, Rage plays similar to what may be a cross between Red Dead Redemption, Red Faction and a (not red) racing title, but it does so in traditional Id Software style: unique gameplay, tonnes of re-playability, over the top weapons, vehicles and destruction all wrapped up with a story second to none (believe me, there are some twists but the advancement of the story becomes just as intriguing as the gameplay itself).
So that Italian plumber may be a legend unto himself and there may be a raider of tombs that one day acknowledges its foundation but when it comes to the heart and soul of First Person Shooters, it is my opinion that Id Software laid the ground work, established the rules and is continuing to advance the outstanding quality of entertainment for us gamers.
Overall Score: 8.9 / 10
Cars 2: The Video Game
Overall Score: 8.7 / 10
Red Faction: Armageddon
Overall Score: 8.8 / 10
Full House Poker
The multiplayer, taking a hint from many of today's hits, is where the game really stands out. Once again facing off with 6-10 players you can choose to host a session and customize everything from the cards to the table and chairs and your outfit (when you beat the AI in a Pro Tournament Takedown you get the ability to wear their outfit in game). You could instead choose to join a session created by another gamer online, in ranked or unranked games. All of the sessions can award chips and experience, but the ranked sessions will award ranking points based on how many other players you outlast.
Although the multiplayer is a lot of fun, the Texas Heat sessions are a great example of what can happen with a well implemented gaming team. Texas Heat sessions are scheduled tournaments that last approximate 25 minutes. While the focus is on winning at the table there is a greater emphasis placed on garnering experience points. Points are awarded for making smart moves at the table and additional points are awarded, along with chips, at the end of each round, depending on how you performed. You will be placed at one of 3 'diamond' tables based on how well you've done in the past. Score well at the single diamond table and you'll be promoted to the double diamond where your pot starts off bigger and the wins can be large.
Continue to dominate at the double and you're on your way to the triple diamond table, starting off with a $250,000 bankroll and pots in the millions are common. Keep in mind that losing your bankroll will drop you down a level and cost you chips if your at the bottom. All of the multiplayer games will award custom cards, tables and 'names' from time to time by the Texas Heat sessions where some of the more top notch in game awards can be found. The final benefit to the Texas Heat games are having messages pop up displaying how your friends are doing or simply reminding you of how you're doing against the competition. This level of immersion is addictive....the time seems to fly by and you can't help but feel good when you finally pull out a flush.
Many gamers will give this title a pass simply because they aren't comfortable with their own knowledge of the game of poker. But Full House Poker is here to help...there are a lot of tutorials and help available in game and with a click of the left button you can instantly see what type of hand beats what.
I've never been a big gambler and I can say I've found it hard to write this review....not because I don't know what to write but simply because I am continually drawn back to play 'just one more hand'. If there is an improvement I could add is to create some form of real world reward for winning some of the Texas Heat sessions. If you need your games to have bullets and explosions this is not the game for you. But if you enjoy the idea of watching your Xbox doppelganger doing fancy tricks with poker chips, or if you like a game that expands your repertoire, while delivering a unique multiplayer environment, all for only 800 Microsoft points then don't miss out on picking up Full House Poker and go all in!
Overall Score: 8.8 / 10
Majin and The Forsaken Kingdom
Overall Score: 7.6 / 10
Homefront
Home Sweet Home. Is there any aspect of life that provides greater fulfillment than that of our homes. Our memories, our personal growth and accomplishments, our tears and joy are all contained within the walls. When we leave the house we long to return, to relax, to celebrate the end of the day. We are blessed in North America to have tied so much of our home life to our community involvement and in turn, to national pride. A big part of home involves taking in the world around us; watching with barely contained excitement as the country rally's behind the Olympics or flinching with abject horror as we hear of another senseless injustice. While we are able to take comfort amoung family and friends in our homes, it is our national unity that reminds us of why we call it home.There are many out there that once stated that our petroleum resources were secure and we'd never see $1 a litre for fuel. Very few ever foresaw the recent housing collapse and subsequent economic meltdown. There are some that have regularly dismissed the idea of the United States maintaining its status as a world wide superpower. Have any of us questioned the military dominance of North America? Could the events in the middle east be slowly eating away at how the world views our peace loving nation? Is it possible that North Korea could be systematically preparing for a global takeover?
As early as a few months ago the story line of THQ Studios and KAOS Studios newest videogame was dismissed as 'near science fiction', but much of what they have envisioned is quietly coming to pass: rising resource prices, economic and military uncertainty, skewed worldwide perceptions, the promotion of North Korea's Kim Jong Il's son to general and most recently the announcement that North Korea is developing an Electro-Pulse Weapon that has been used to jam South Korean GPS and communications equipment. Now as much as I would love to hail the development teams abilities to see into the future, I can tell you, I won't be contacting them to give me a heads up on upcoming lottery numbers just yet.
What the team at THQ and KAOS have done is to utilize the combined knowledge of the US national intelligence agencies along with the writing prowess of John Milius. Together they have created an experience that delivers genre defining storytelling. This is not simply putting a weapon in your hand and giving you targets; we are given a reason to fight, a reason to move forward....this is not a mystery to solve but rather freedom to strive for. And therein lies the heart of this unforgettable game.
We are first introduced to the 2027 vision of the Western United States following a calculated and largely decisive strike against this once great nation. Its citizens live in fear, surrounded by decay and death. The outlook is grim and the propaganda is overwhelming. As we are wrenched from the meager hovel we awake from and loaded onto a re-purposed school bus it is abundantly clear that we are under siege. Immediately your senses are invaded with the cries and devastation that is taking over. When the time comes, in all it's cinematic glory, you are eager and willing to take the fight to the enemy.
You are not alone in your fight; as you meet up with fellow resistance fighters you are introduced to the team that will help guide you through the fight ahead. The tough as nails and quick to the fight Connor Morgan, Rianna is the survivalist of the group, struggling to maintain a sense of right while fighting for the masses, Boone Karlson is the ex-policeman that has taken to lead this band and finally Hopper Lee, Lee is a Korean American and a hell of a mechanic, he continues to fight for his country even after his countrymen question his loyalties, simply because of his race. Along the way you will meet up with many other 'characters' that will both advance and hamper your cause, but it's this small group of guerrilla fighters that will form the cross-section of American freedom.
The game starts with you fighting in and through the suburbs of small town America; Montrose, Colorado. The story quickly identifies an opportunity to take the fight to the North Koreans on a grander scale and you find yourself scrambling from streets to rivers, from parking lots to big box stores, from fast food to fields all in an effort to overcome your oppressors. Keeping in line with the survivalist/oppressed narrative, you will find yourself wrestling with the moral decisions taking place around you and your enemies may not just be the invading forces.
The visuals are outstanding, although the character models could have used a bit more polish. There is a real sense of home throughout the game. Whether it be the sunset on the horizon over a group of homes or the way yards are littered with debris, everything is identifiable. The sense of familiarity is further demonstrated with the brands that the developers must have went to great lengths to utilize. You can't help but feel embittered as you take shelter in a White Castle or battle through a Tiger Direct store.
The sound is a shining example of how some attention to detail to the score can create an actual secondary participant in a videogame. I can't think of another FPS that has used sounds to such a degree as to evoke so many emotions, while maintaining pace and dialogue. This is so much more than the rat-tat-tat of a shooter; you are inundated with such an array of auditory input that your pulse will quicken with the beat and your heart will sink with the drone of the orchestra. The score was substantial to the point that the Homefront soundtrack was released on March 8th featuring all of the finer points to be heard in the game.
Suggestions:
Overall Score: 9.3 / 10
De Blob 2
One of the most valuable aspects of our society is that which makes us each different. If all that we were to experience were even remotely close to past experiences, then much of what we see...or hear...or smell...or taste...or even touch would lose all of its mystery and wonder. I believe it is one of the many reasons why the sense of deja vu is so unsettling; the entire core of our being shudders at the very thought of reliving past events.This may seem like a very strange introduction to, what should be, a child like escape gaming title. I will say, my kids enjoyed the look and feel of this game but it is the more subtle nuances that touch a cord while I played. Throughout, I was able to sense undertones of inspiration from everything from 'V for Vendetta' to Star Wars (episodes I, II and III), complete with a dramatic reveal of 'the pseudo good guy is really the bad guy' sort of vibe. It's almost a classic case of the industrialized bad guys against the free loving colorful good guys, with the INKT Corporation reinvented as a tax free religion. While I was initially tempted to downplay these aspects I think its important for gamers to understand the value that the developer put in creating an outstanding story, while creating an incredible game.
DeBlob2 is the sequel to the Wii exclusive DeBlob. Because of the critical reception received for the original game, the games developers saw the opportunity to expand their reach across consoles. Now Blue Tongue Entertainment takes a second break from their many movie/TV titles to introduce the world to the paint filled hero. Once again, THQ Studios is at the helm of the DeBlob title and they have even gone so far as to include the title as one of its core games for spring of 2011.
DeBlob is not alone in his quest and, while its not immediately clear, most are returning pals from the original game. Each of these pals, Pinky (Pinky is a playable character for a second player...that player can assist DeBlob by shooting at enemies), Arty, Bif, Zip and Prof, offer unique tactics so that there appearance adds something new to the game.
Of course, for every good is a bad and the Inkys come in all forms; Spikey, the Elite, the Heavy Inky and Shepherds that utilize remote control hypno-disks to pick you up to drag you to your doom. They truly are the Stormtroopers of this colorful world, intimidating but not too bright. And when it comes to the various missions this could almost be seen as a travel game; you will travel from Paradise Island to Blanc Town visiting everything from the Inktron collidor to the Prism Zoom and even a epic visit to the Rocket Range.
Various in game power ups that are level specific but really amp up the enjoyment level to avoid any kind of monotony. Keeping in line with this unique game you will find power ups like Magnetism, Rainbow power, wrecking ball and even a special bomb power up! There are several types of 'collectables' within the game like the '2D' light-bulb images that are used as a type of currency. This currency can be redeemed at the menu screen under upgrades or in game at special locations (usually at the end of a mission). This currency can be used to add extra lives, increase size (allowing you to carry more paint), add armor, lower charge costs or to expand the amount of ammo the second player can carry. You can also stick around at the end of a level to complete certain tasks. This clean up can be revitalizing of the vegetation, painting any remaining buildings or freeing cult members from their bleached exteriors.
The controls are easy enough for youngsters and intuitive enough so even the most seasoned gamer can get lost in the story. The left trigger is used to target different aspects while the A button is used to slam and the right trigger is used to charge your targets. The Y button is used to bring up in game info and the gps type guide. The left thumbstick is used to move around while the right thumbstick controls the camera (the left button will bring the camera behind blob). The camera is sometimes annoying but it is by far an improvement over many of the games I've played.
Loading screens between the major levels are good for grabbing a snack and include a 3-5 panel comic style graphic to help outline some story items. There are minimal load times within the major levels, in fact they only happen when transitioning underground so they are not at all noticeable when you are in game.
For all of the emphasis we put on graphics it's truly refreshing to recognize a game for outstanding sound. DeBlob2 injects the kind of rhythm and background music that allows the sounds to become characters themselves. To become energized by the music playing or to build anticipation through sound as you apply another layer of paint is truly inspired. I'm not much of a completest but I couldn't help but feel elated as the tempo increased in time to the color I was applying on screen.
Besides having a second player jump in as your sidekick there is a 'Blob Party' game mode allowing you to cooperatively paint an entire section of town. Personally, I wasn't able to immerse myself into this game mode. As fun and stylized the actual painting is, its the challenges and tasks that had me drawn back to the single player game mode.
My favorite part of playing this game has been that I know I am not the target demographic. The developers clearly understand that to reach a broader audience games must be relate-able for youngsters while maintaining pop culture references, that only us 'grown ups' are likely to identify. It helps to have such a well rounded story with likeable characters but this is just the kind of game I can put on even when my kids are in the room.
Suggestions: DeBlob2 is sure to have a strong following and I'm certain DeBlob3 is on the horizon (there have been announcements of multimedia entries like a TV series: ala Sonic or Pac Man). A comprehensive multiplayer component and more challenging game modes (just lock Pinky in a trunk for a while) would be welcome additions to the franchise.
Overall Score: 8.6 / 10
Tron: Evolution
Overall Score: 8.3 / 10
Pinball FX 2
Overall Score: 8.8 / 10
MySims SkyHeroes
Flib, shubba nard. Lorned putta im saba wicheb slumm? Catiplat, shim nubbem leb. Before you ask; no I have not been drinking before settling in to put together this latest review. I am simply trying to put to paper some of the nonsensical jabbering, that the characters of the Sims universe use as they go about their day. If you are any kind of experience gamer you have likely spent a number of hours (enjoyable or otherwise) immersed within the Sim world. And like any rational Human being you have also spent a number of restless evenings attempting to translate the ramblings of our Sim counterparts (of course, I also spend restless nights translating the ramblings of many of my coworkers....so this could be just afflicting me).Way back in 1989, game designer Will Wright developed Maxis studios and introduced the world to the the Sim universe with the release of SimCity. What began as a city planners nightmare quickly became one of the biggest selling series in gaming and it helped to solidify a new genre of video games. The Sim universe came to include hotels, farms, and even ants. But it wasn't until early 2000 that we had the opportunity to interact directly with the residents of these Sim worlds. The Sims immediately became the biggest selling PC game in history and several million gamers spend endless hours in one of any number of the series sequels or spinoff offerings. The Sims made their console debut in 2003 and while titles haven't been as well received as the PC iterations, the developers at Maxis continue to seek out a firm footing in the console marketplace.
Thus, Maxis has created focused Sim based games that utilize many of the unique iteration and control aspects of the console market. Which brings us to the introduction of 'MySims: Sky Heroes'. MySims: Sky Heroes (MS:SH) is the first of 5 MySims titles to be released on a console other than Nintendo and it is the first to create MySims based characters from other gaming titles, including Mass Effect, Army of Two and Medal of Honor.
The story driving MS:SH is very straightforward. You find yourself among the wreckage of a fighter plane, with more than a touch of amnesia. Lucky for you, there are friendlies around, that somehow have no idea who you are or where you came from. These friendlies turn out to be fighting to rid the world of MorcuCorp and company founder, Morcubus, out of the skies to eliminate fear from the world. This is the first indication that the game is 'meant' for younger gamers....there are no underlying plots or depth to the story. The visuals of the characters should have been the first clue, but the price tag had me thinking otherwise (more on that later).
The story missions take place throughout the world allowing you to 'pick' where to go next....the story is linear and the mission types are limited. All missions will be either a race, a dogfight or a 'destroy the objective' (really just dogfight with stationary enemies) style. All of the missions can be frustrating at both ends of the spectrum. Races are of typical offering: if you're in first place someone will be able to fire off some sort of weapon to slow you down, whereas is you are behind you will (sometimes) be able to take out the person in front of you. All of the rubber-banding, psychic AI, and wildly ineffective weapons are in play that we've come to expect from these types of games. And really that's where the race aspect falls apart....not only have we seen this before but we've seen it much better. The dogfights and objective based modes are more challenging and somewhat more satisfying, however; it can really irritate even the most seasoned gamer to have your teammates acting as anything but on your team. Once again there seems to be programming in place to delay you slightly but then to allow you to come out on top every time.
The visuals are of typical Nintendo quality, seemingly catering to a younger audience. The problem of course is that we are playing on the Xbox 360...we've seen other titles simplify the graphics but this one doesn't even try to improve upon its predecessors. That isn't to say they're bad....just disappointing. The game features some interesting weapons that react well on the Xbox but they are all lacking on the 'game' level. I get it, the developers want to stay true to the genre...weapons that work with airplanes, but if our characters can be 1/3rd the size of our planes then we should be able to expect more than just missiles, shields and mines (there is the Tornado and Supernova but there should be more like this).
The game has some minor customization that is quite favorable. You are able to choose from wings, tails, engines and more; as the game progresses you can unlock even more choices. Painting each of your pieces and adding a 'logo' is nice but again you are locked into a template style that isn't always flattering. There are options to 'tune' your airplane but once again it is limited and doesn't have a great amount of effect on the actual gameplay....you can finish out the entire game without ever needing to upgrade. Customizing your character is akin to the customizing in many other 'bargain bin' titles and the developers could have easily increased the options here.
There is an added gameplay component included with up to 8 player online and 2 player split screen local multiplayer. However, the matches are equally lackluster and competent players will become bored quickly, whereas casual gamers will often be over matched. This being said it is refreshing to be able to play a split screen game with my kids where 'letting them win' takes very little effort.
MySims: Sky Heroes followed a formula that worked very well on a more kid friendly console. The title could have been ported well, but at a $50 price tag the game comes off as poorly developed and begs for a child audience. The problem seems to be that the games challenges are too hard to grasp for children. My children are ages 6 and 9 and both had difficulty grasping the core gameplay. It would seem the title is geared toward a 12-15 age group with age 6-10 graphics and an aged 25-35 price tag. Needless to say I don't think there are many individuals that fit this necessary demographic.
Overall Score: 6.8 / 10
Fist of the North Star: Kens Rage
Overall Score: 5.4 / 10
Super Meat Boy
Overall Score: 9.2 / 10
F1 2010
While there are virtually numerous different ways to set up your vehicle, your team and even your opportunities to improve...the core of the game is actually the driving. This is where much of the polish begins to shine. The tracks are beautiful, all are true to their real life locations including many of the minor dips and packed grandstands. It's important to have someone else play the game (even momentarily) just so you can truly appreciate all of the effort that went into recreating these world renowned locations, as you won't be able to take your eyes away from the track immediately in front of you while you're behind the wheel. While driving, the feeling of speed and tight corners is, likely, the best I've experienced in any racing title. There are moments of sheer frenzy as you approach a grouping at speed, searching for the best line out of a corner.
As I mentioned earlier, the highlight of the game is the weather. The differences the weather makes to the track, to the other drivers, to your tires and even to the AI drivers is significant. Because the weather can change through a single race you need to plan ahead and have your pit crew ready for whatever mother nature might throw at you. For this reason (and so many others) your tires will be a topic of great consternation (note that in game 'tire' is spelled 'tyre'...for that true F1 feel) and you will need to spend a lot of time getting to know the options available to you.
Custom match multiplayer will allow you to set your own preferences or jump into others sessions based on your own gameplay requirements. Along with custom matches there are quick mode multiparty matches. There are 4 modes that offer distinctly different styles and criteria to complete. Pole position takes you through a 20 minute qualifier to determine your place....of course the faster your time the better your position. Endurance has you run through a race with dynamic weather...you will have to pit in this one so plan accordingly. Sprint is a quick 3 lap race in dry conditions. Finally, Online Grand Prix has a 15 minute qualifying race to determine your starting position before launching you into a 7 lap race (you have to pit at least once) with dynamic weather conditions.
New gamers to the Formula 1 series will be surprised to see 10 second penalties for 'causing a collision' (its his fault for being so jittery) or for cutting a corner to close....luckily you can set these 'rules' to realistic or reduced mode. And of course there are specialized systems to assist even the biggest arcade racing fan such as automatic drive-trains, driving line indicators and other options to keep my lead foot in check. Don't be fooled though, even the reduced mode will keep you well within the F1 mode of racing. Those that are fans of these open wheeled speed machines will enjoy being behind the wheel and are apt to choose the manual shifting style and it is for this specific individual that this genre will truly shine.
However, I do not fit into that category, and while there were options to have time trials and quick races, in order to play through and improve my standings in a season I had to endure countless hours of practice and qualifying laps all to be penalized for being too aggressive (taking the inside corner and forcing the other driver away from his line). It took a long time before I even advanced to the front of my own team. While I am discouraged at spending so much time for so little reward, there is a real sense of accomplishment in finally reaching these milestones.
In order to release a true Formula 1 experience Codemasters has included numerous tools to fine tune your own individual racing style, and true to the sport, saving half of a second can mean the difference between simply finishing or finishing at the top of your game and being the envy of all your peers. I applaud the developer for putting in the effort needed to create this great game and I also applaud anyone that reaches the top tier of F1 2010.
Overall Score: 7.8 / 10
Plants vs. Zombies
Overall Score: 9.1 / 10
Scott Pilgrim vs. the World: The Game
Overall Score: 8.8 / 10
Clash of The Titans
Overall Score: 6.0 / 10
DarkStar One:Broken Alliance
Overall Score: 6.9 / 10
Limbo
Overall Score: 9.0 / 10
Naughty Bear
Overall Score: 4.5 / 10
Tiger Woods PGA Tour 11
On the control front we see the new 'Focus' innovation. These options did take some time to get used to but thanks to the tutorial and the new 'Skills Challenge' I was having my shots dancing with the flag pole. The Focus feature allows you to perform more advanced shots by boosting your shots, adding spin or showing a clear shot line for putts. The focus feature bar fills up as you create clean shots and depletes as you use it (a tough lesson to learn when your trying for a 40 foot putt). The Skills Challenge is sort of what it sounds; a series of challenges designed to increase both your understanding of the controls and your ability on the course. Its here that the best new innovation is showcased...the ability to level up your player by gaining experience points. These XP points are earned through the skills challenges and through your play on the links. On the links there are points for hitting greens and fairways in regulation, placing your ball close to the pin and any other way that showcases how well you're doing. When I started my first tournament I was lucky to hit 210 yards off the blocks but through more play and completing challenges I'm now able to dust off at almost the 300 mark. Although initially frustrating, having an award system set up like this encourages more repetitive play whereas in the past I would have sailed through early matches and past up opportunities to advance.
There are several different mini games and various game modes....in other words there is a lot of interesting things for even the most casual of gamers. The PGA Tour Season has you playing through a full season with your goal of making the cut for the FedEx Cup. To qualify for the Cup you must accumulate points throughout the season and only the top 125 golfers will earn a spot on the playoffs. The biggest and, in my opinion best addition to the game this year is the inclusion of the Ryder Cup. You can enter the Ryder Cup as part of the career mode or from the main menu (I suggest cutting your teeth on the tour to ramp up your skill settings or you will be woefully outmatched); and then choose your sides...the long standing US vs. Europe rivalry is paramount in creating your 12 person roster. The Ryder Cup is a welcome addition to the Tiger Woods series and really works to draw you in, personally, to the matches and events taking place....you feel as though you have a real investment in place every time you step up to the ball.
There is the included online play but ramping up the interest is the new Online Team Play. Team play consists of up to 24 players splitting into 2 groups and working together to achieve victory. Usually online modes like this (especially for golf) are boring and repetitive but this time out we get to see the arcs of the shots as each player hits allowing you to more closely gauge your competition. Not only are there achievements to be earned (naturally) but the addition of increased stats and notoriety online is a great motivator for online play. Add the EA Sports Gamernet and you finally have a truly playable online sports franchise.
In all, Tiger Woods PGA Tour 11 has lots to offer gamers whether new to the series or even a jaded traditionalists like myself. This may not be the most revolutionary release in the title but its nice to see some little extras. Moving forward my concern would be that EA Sports continues to try to become that 'real life golf replacement' they seem to herald themselves as. Instead I would like to see them embrace the escapism that console gaming represents....I can curse and scream at a little round golf ball any time I like....what I really want is the chance to play like the pros in 3 easy steps (if you saw me play the links you'd know it's never going to happen in real life). Throw in the occasional explosion and a beverage cart and I will sign on for life.
Overall Score: 8.5 / 10
Crackdown 2
Life is full of little, unexpected surprises. Who would have thought that the longest running television series would be a cartoon. Who would've imagined that the province of British Columbia would welcome the likes of Variation (see: Xboxaddict forums). Imagine the shock in realizing that Symmetric sounds good on a podcast. I am amazed that a guy like me has such an incredible Wife and Daughters. And I'm sure I wasn't the only one surprised by the quality of a 2007 Xbox game that, we all believed, was used only to introduce gamers to Halo 3.That underrated, overachieving title was, of course, Crackdown; developed by Realtime Worlds and distributed by Microsoft Game Studios. While the original developers had discussed the sequel option it became evident by the 3rd quarter of 2007 that Realtime Worlds and Microsoft had some 'communication issues'. Then at E3 2009 the announcement was made that Ruffian Games would take over the development of the sequel (Microsoft held onto the intellectual rights). Interestingly and as a side note, the Scottish team at Ruffian are comprised primarily of former Realtime Worlds team members. I guess the communication issues between Realtime and Microsoft continue.
With the sequel firmly in the confident hands of the Ruffian Games studio there were several issues to be addressed. How is the story going to advance; should the game take place in the Pacific City that everyone knows; how can they improve on the unique offerings featured in the original and how can they push the limits of the Renderware engine?
One of the most pleasing aspects of this second offering is the story. While some might dismiss the twists and turns, most gamers who are paying attention, will appreciate the depth to which the developers have created a worthwhile tale. It's 10 years since the Agency has cleansed Pacific City of its sinful path and while the 'gangs' have dispersed, it would seem that, a new 'freak' virus has enslaved the populace and that renegade 'Cell' factions are at war with the Agency to bring real justice to our beloved metropolis. The story is told through several different venues, each as rewarding as the next. The first of which are the audio logs...throughout the city there are various logs to be found.... as well as a series of radio broadcast logs there are Agency and Cell logs that share different points of view. Our good friend the, the verbal to our visual, the 'Agency Director' (confidently voiced once again by Michael McConnohie) guides us through the different holes in the plot while adding to much of the intrigue. Anyone that plays the game will think they have the answers to many of the mysteries presented in the game but I'm certain that almost everyone will be pleasantly surprised by the unexpected.
Your mission throughout the game is to reactivate a series of unique generators that work in unison to power specialized 'Sunburst' bombs...these bombs of direct sunlight are implanted into underground freak catacombs before being activated. As the Agent you will have to activate the generators, then infiltrate the catacombs before guarding the bombs while they charge. Because the bombs are essentially concentrated ultraviolet energy they are harmless to humans but devastating to the freak populace. The freaks themselves seem to only populate during sundown and it's in these dark hours that the streets come alive with a seemingly endless number of these freaks. The freaks are presented as mindless and varied savages; some will attack you straight on, while others will throw poisonous fluids, jump to great heights to attack or run at you to tackle you down. In later levels some freaks are presented as gigantic beasts hell bent on destroying you and the Sunburst bombs.
The day/night cycling is a welcome touch and while the freaks are your focus at night the game introduces the 'Cell' to fill in much of your daytime needs for wanton destruction. The Cell gathers in strategic locations within the city and their main actions are to undermine the Agency and, as such, your efforts to rid the city of the freaks. The Cell are presented as a rag tag rebellion group which really brings to mind the Star Wars mythos. Their weapons, clothing and vehicles are a cross section of cobbled together pieces that work surprisingly well against you and the Agency. Taking over the Cell strongholds will allow the Agency to insert their own tactical locations so that vehicle and weapon drops are at your convenient disposal. While the first encounters make these foes seem to be pushovers, you will find yourself in way over your head in no time at all.
Along with the core story line are some interesting augments. When you have cleared an area using a Sunburst bomb nearby Freak breaches become active. These secondary targets are a kind of escape route for trapped Freaks and your job is to control the breach until the Agency can send air support to permanently seal the break. While taking over Cell strongholds offer all the daylight thrashing you can handle it's important to not let up. Strongholds will rise up to take over previous Agency controlled locations unless you eliminate any nearby threats.
The game-play truly expands on what we've come to expect from the Crackdown franchise. Pacific City is bigger and better while still maintaining its familiarity. Almost all of the aspects of the original game are here but modified in ways as to not feel foreign and there are several new additions to add to the entertainment. And for the die-hards, don't worry, the orbs are back! Crackdown 2 takes orb collecting to the next level; there are Agility Orbs, Driving Orbs and Hidden Orbs but now we find Renegade Orbs. Renegade Orbs will challenge your abilities by 'running away' from you...that's right, you'll have to chase them down to absorb them.
The orbs work in the same way as in the original game...working to level up your players abilities. With increased agility and driving skills you'll also need increased strength (take out opponents with melee attacks), increased firepower (let the bullets fly, head shots garner larger increases), increased explosive skills (big booms equals bigger booms). With these increased abilities come additional ways to introduce your enemies to a new kind of hurt. The most satisfying attacks are, by far, the melee attacks. Sure its nice to snipe someone over a large distance, take out groups with top notch automotive skills or even pin them to vehicles using specialized weaponry, but to be able to toss a car into a crowd of freaks, watching as they dissipate to ash, is almost inspiring. For the hardcore escapists try attaching a vehicle to a post using the mag grenade then pick up the post and swing for the fences...then watch as the carnage ensues.
The games controls are immediately familiar to anyone that enjoyed the original Crackdown, even if its been a while since you've picked it up and, as always, the opening tutorial will have even new gamers up and jumping in no time. The difficulty levels are very reasonable, offering you your choice of Fragile, Tough, Ruthless, Psychotic and Sadistic. When starting the game you are given the option of picking your players features by choosing one of four available looks, as well as choosing one of four uniform colors. All of the over the top controls are back; the fast running, the insane jumping even the vehicles return with the likes of the Cruiser, the Buggy, the Supercar, the SUV and the Tank. As an bonus feature players will be able to add to their selection of weapons and vehicles by simply aquiring enemy items and bringing them to your strategic locations (as with any option some items will remain locked until you have the required ability level). You can quickly get to where you want to be (after the tutorial) by utilizing specific drop points; this can allow you to get back into the game when you re-spawn or when continuing the following day. Your new abilities will help you with various 'races' placed in different areas of Pacific City. The game extending moments will tax even the strongest of players....there are Rooftop Races, Road Races, Vehicle Stunt Rings and new to the series, Wingsuit Stunt Rings. That's right, when you get to a certain level with your agility you are granted the Wingsuit but don't fool yourself....it's a lot less flying and a lot more falling with style.
Online play is a stellar part of the game...being able to jump into and out of other players games proves extremely satisfying especially if you have increased abilities that can help out another gamer. Being able to bring in 4 players to a cooperative round should be something introduced to all new Xbox games. Beyond that, the multiplayer matches were limited as of this review but while interesting in the offering they don't seem to offer anything exceptionally new....hopefully my mind will be changed as the game is released to a wider audience.
The sound and visuals are beyond the offerings featured in the first installment. On their own they are more than satisfactory. For the unitiated, the original game offered almost revolutionary visuals with the heavy black borders and detailed surroundings however, I did expect a little more with this new game because of the stellar job done 3 years ago. The draw distances are up to par and the sound reacts like you expect...really the only negative is that it feels like its been done before.
Which brings us to a few of the games issues....while the newly designed Pacific City is immediately familiar, there are many areas that are completely ignored in this title. Also at the start of the game you are able, by foot, to get to any area on the map but it is extremely frustrating to be able to use window ledges to scale buildings in some areas and not others. I know the game wants to control the accessibility of the player while maintaining the sandbox feel but why not just remove the accessibility of the ledges to a height that matches our abilities. And while being able to jump into others games to help out is gratifying I often found myself wishing someone would jump into my game to help me out on some of the harder missions....to the point that I was inviting other gamers to quickly get by certain areas. This new option could easily be abused by someone looking to breeze through the game and would really lower the gamers enjoyability overall (only the most advance players can use the helicopters and watching someone else mow down the masses with missiles can really frustrate you as you chase yet another Orb. And finally why in multiplayer, can I use a wider variety of uniform colors (I should be able to wear yellow in my single-player game).
All in all, Crackdown 2 delivers more of what we loved in the original game while adding enough nuances to drive a very compelling story. For Ruffian to bring the game to its current level is outstanding and anyone that picks this up is in for at least 12 hours of intense single-player action (20 hours plus for the completest and an endless amount of opportunities for gamers that wish to show off their abilities. Is the game perfect? Not yet. Could it be? Well I for one am eager to see where the 'Soap Opera' that is the Crackdown intellectual property takes us next. Just please Microsoft, don't create another 3 year hiatus....but don't rush one to print either....just do it right. If only it were that easy (all of us reviewers would have nothing to do).
Overall Score: 9.0 / 10
Split Second
In my professional life (you wouldn't believe me if I told you), I often reference the saying that 'everything we do, every decision we make, every time we venture into the uncertain we are but a split second away from absolute failure'. This reference is used to encourage clients to take the next steps but also, to ensure that they look forward in their planning.Now in my gaming life I have the pleasure of stepping into the frantic, yet highly entertaining, new arcade racing title from Black Rock Studio and Disney Interactive Studios called Split Second. While this aptly named title is not a new genre for Black Rock (other titles include Pure, MotoGP and a couple ATV titles) I was surprised to see the Disney Interactive Studios logo. Disney, to me, brings images of cartoon dogs, talking mice and a century worth of animated magic for kids. So when I saw that Disney was involved I immediately lowered my expectations on the title and I was preparing myself for a rather short lived and bland experience. Perhaps the recent acquisition of Marvel Studios or even the reestablished relationship with Pixar Studios, it would seem as though, that little Disney logo seems to be cropping up into more and more mainstream entertainment medias.
Let me assure you readers, this is not Mickey's Speedway....instead this is the wonderful result of what happens when game developers play a couple rounds of Burnout Revenge after watching Arnold Schwarzenegger in The Running Man. While the interpretation is new, it's actually the finished product that sets it apart from what we've all seen from other offerings.
I admit that I have wasted, in the past, a few hours playing 'simulation' style racing games like Nascar, Forza and the like, I have always been a gamer looking for a little escape. When I want realism I spend a few hours on the 401 or the expert track; the Don Valley Parkway from 4-9 on a Tuesday (not always fast, but it's really important to judge your distances). For me the pinnacle of racing titles has always been the aforementioned Burnout Revenge; I don't enjoy being behind the wheel of a race car going 120 MPH always turning left but experiencing the thrill of twisted metal while flying through unimaginable explosions (mmmmm....explosions) is where Split Second has me by the proverbial short hair.
The story for Split Second is relatively straight forward. You drive as part of a 'reality television show' against a ruthless group of drivers determined to make it to the finish while creating as much carnage as possible. The game is split into 12 episodes comprised of 6 events per episode; the events themselves are made up of races, timed events and tracks in which you frantically try to elude the many paths of destruction thrown at you. It is within this format that I first found myself in absolute awe. Most racing games are pretty straight forward, whereas Split Second goes to great lengths to insert you into this television drama, complete with the idea that each of the tracks are simply set pieces available for your manipulation.
Split second encourages you to draft opponents, take jumps, drift through corners and endure near miss catastrophes by rewarding you with Power Play Points; these points in turn fill up a 3 level bar. By using a single bar, at the right time, you can cause minor events in the game including: explosions, dropping various items onto the track (and hopefully the other players), activating various machinery to disrupt the race field and generally create possible hazards for all racers. But by saving up and using all 3 bars you can create truly catastrophic events like, oh I don't know, how about.....bringing an aircraft out of the sky to wipe your opponents out or if your up to it...completely demolishing 6 lane bridges!
Whether using the minor or major events you can either create opportunities or wrap yourself up with the carnage you create...you are not immune to your own devastation. While you are hard at work making the world around you erupt, it's important to remember that your opponents are doing everything they can to put you in harms way....while you're focused on having explosives drop from a helicopter keep your eyes out; as your opponents are trying to launch a bus into your driving lane. Initially I thought this concept would be a great one-off...something that is neat to see but quickly boring. However, the ease of use and the intuitive setup really works to heighten the intensity during game play. And don't worry this is not another cart racer with Mario-esque power up tendencies; you truly have to work to establish your dominance in Split Second. Activating Power Plays may seem like the ticket to a win but you will need to be just as diligent in establishing a strong race time to finish within the top 3.
The game offers along with the season mode (including quick play) a fully realized Multiplayer mode. Multiplayer pits you (you guessed it) against other players through Xbox Live. What's interesting and somewhat disappointing is that you keep your stats that you accumulated in the single player campaign; in other words your best car in multiplayer is also your best car in the multiplayer mode. In theory this sounds like a great idea; it gets you playing through the single player in order to get better in multiplayer. The downfall of course is that you will almost always be playing against gamers that are better than you (yes, even you Variation). What really hurts is even trying the multiplayer before you've gotten past the first 6-7 episodes in the single player....you are simply left watching tail lights as higher end vehicles race toward the sunset. It would have been nice to have the option to be in matches with similarly ranked racers rather than tossed into the next available match.
The visuals are outstanding; there is a tremendous amount of polish on this title and you are immediately drawn into the television series format. The explosions, while substantial, do not feel over the top (yeah, because I've seen so many real life explosions)...the lighting in all instances just feel right and you are put to the edge of your seat in very short order.
The sound is also an amazing game element....it seems that many game studios have seen what TV series have done; making the sound as much a critical element as the visuals themselves. This is the 4th title I've played this year that makes the effort of wearing headphones more advantageous than just turning the volume up...the closer you are to the sounds the more immersed you will be in the game as a whole....instead of just playing, you feel as though you are part of the moment.
The game does have a few faults, not the least of which being your AI opponents. I can see the merit in making sure that players feel as though other racers are hot on their heels but with Split Second you are never more than a Split Second away from second place. Even during a flawless race and have dodged every obstacle the AI players are still right behind you...even when you've sent all of them into the wall on every lap. Another issue I have is with some of the Survival races...many have you dodging various incendiary devices like missiles and explosive barrels....the missile dodging races however seem to feature a range of track environments with tight corners and sloping hills both of which severely hinder your ability to accurately identify the missiles impact zones.....I found that these missions specifically relied as much on luck as they did any real skill on my part.
In all, I think Black Rock has really established itself as a powerhouse in the arcade/action racing genre and Split Second is on the top of my racing pile. It's refreshing to see developers exploring new options rather than just adding another year onto the title. I'm encouraged that there is already DLC available and time will only tell as to what improvements we may exess of what's on the horizon, here's hoping another studio doesn't sit down to play this title after watching Arnold's Jingle All the Way or we may just experience the end of gaming as we know it.....
Overall Score: 8.8 / 10
Shrek Forever After
Overall Score: 8.4 / 10
Alan Wake
I am a reader...let me rephrase that....I am a voracious reader. There are few things I enjoy more than an engaging story that has me awake at 2am frantically taking in each new revelation as though it were visual oxygen. My preferences are vast but my distastes are as equally varied. I enjoy sci-fi, non-fiction and a hodgepodge of magazine genres; but by far my guilty pleasure (at least where reading is concerned) has always been psychological horror fiction. The likes of Dean Koontz, James Patterson, Douglas Clegg and (of course) Stephen King litter the treatise of my personal escape.There has always been a sense of escapism to the literature I choose. The same can also be said of the games I play. As much as I seek to be entertained I am also looking to displace my day to day moments with the whim and disposition of some other individual. This can be said of most gamers; I believe we are all seeking to throw ourselves into moments or situations that are removed from our comfort zone....in a sense we are seeking the experience that lay just outside our own moral imperative.
With this, I introduce Alan Wake. To many this is a familiar title whereas to some this seems to have come out of virtually nowhere. For the uninitiated Alan Wake was first announced at E3 way back in 2005; expectations for the title have run the gambit between disillusionment and frustration. Early teasers had gamers eager for the release which, according to developers, was never far off (hah). Well here we are 5 years later and Remedy has finally given a firm release date and as expected, gamers have ramped up pre-order numbers to epic py Entertainment is a game developer based in Finland that has seen outstanding success with its Max Payne series (before the sale of the title to Take-Two Interactive). The two Max Payne titles from Remedy introduced (cohesively) the bullet time game play style and intense story driven action. The story was so instrumental to the game that the movie adaptation quickly followed featuring big name stars but, unfortunately, much of the atmosphere was lost to fancy cgi effects.
Alan Wake, at first glance, seems to be the pinnacle of the Max Payne gameplay but in reality, it is more the culmination of years of development teamed with a truly dedicated gaming studio. It is clear that Remedy is approaching the title with the kind of confidence that only 5 years of development can deliver.....but is it truly worth it for today's gamer?
Alan Wake (the character) is a novelist at the top of his game but, as happens to many a writer (hmmm?), he has been struck by the dreaded writers block....2 years of writers block! In order to get the juices of creativity working his adoring wife, Alice, thinks a trip to out of the way and historic Bright Falls is in order. Unfortunately for Alan, his wife is quickly abducted and his life seems to spin into a deep dark spiral of despair and sorting out who or what is twisting his life beyond recognition becomes his only ambition. The game opens with the sweeping vistas and wide shots that are on par with any production featured on the tube today. You are introduced to our hero and get a sense of why he and his wife are here during a brief ferry ride to the town of Bright Falls. During these initial moments it is almost impossible to 'play the game' as you will want to really soak in your surroundings (something you'll want to do time and again throughout your visit to Bright Falls).
I want to be very careful throughout this review to ensure that I don't give away any of the surprises; therefor the review may seem short (and perhaps I'll add to it after a time) but I believe I will address many of your concerns.
By far the first thing that strikes you as you begin your journey in this game is the absolute epic scale of the production value. The story is presented as episodes in a series, you get a true sense that you are involved in the development of a big budget television series. At the end of the first episode and moving into the second I literally stood, mouth agape and replayed the sequence over and over at least 5 times. I was that struck by the framing of the episodes. You are inundated with information throughout your game time; and it is this information that will hold the key to everything. I've often heard about the light vs. darkness aspect of the game (truth be told I thought it might end up being a Star Wars title) and it is this aspect that is the core gameplay. In light you are safe but in darkness you're faced with some of the most creative atmospheres I've ever encountered in a game. More than once I was startled beyond what any 'horror' movie has ever done (this is done without gore or even a drop of blood); there was even a moment that I had paused the game and my oldest daughter noticed what was on screen and her simply stated 'wow Dad... that's creepy' speaks volumes to what gamers can expect.
The controls are at first vaguely familiar but within moments I couldn't believe how fluidly the character reacted to my directions. I was put off at first when I heard that this will not be an sandbox world environment; however I quickly changed my mind when I realized how vast Bright Falls is even without the open world roaming. When looking around you are not faced with the usual jolting of a video game character instead you are treated to the gentle swaying that we experience in real life which just further draws you into the depth of the game. Many of the game elements allow you to focus in on specific events and having this tied to a click of the left thumb controller really adds to the feeling that you are directing the involvement. All of the controls and movement come really naturally and having the ability to switch from left to right of the 3rd person action is a big plus.
The sound is very understated in this title. I don't mean that it is low or that it doesn't work I mean that it doesn't try to take center stage; instead it becomes an instrument to further compel the story itself. Yes there are intense moments and there is spectacular voice acting but the sound itself becomes a character in the story rather than just some background noise. This title also carries a stellar list of songs from numerous artists (titles unlock as the game progresses) that are sure to find their way into all of our collective conscience as the game takes off.
Although I had touched briefly on visuals, I'd like to get into some of the detail regarding the different characters and some of the encounters you'll experience; however this would give away a significant amount of the game design, and that can take away from your individual experience. So let me say this....you will not want this game to end, you will not want to take the straight path, you will want to seek out every corner of the game. You will be amazed at the scenery, the scope of the visuals and the details featured throughout (keeping true to the television formula, you will even get a kick out of some of the more clever product placements...a
Now, you can chalk it up to the absolute rush of endorphins I've had simply by having this title in hand after a 5 year wait, but I found it very difficult to find fault in this title. That being said there are a few issues. Some of the character models (during cut-scenes and, sporadically, throughout the game) have some series lip syncing issues....I would have liked to have seen more time fine tuning this aspect of the game because it does tend to (briefly) pull you out of the moment. Re-playability and the decided lack of any sort of multiplayer is a concern in today's gamer market; however I can easily see myself returning to many of the earlier stages to identify some of the minor clues I had missed (and to round out achievement points. Multiplayer would be very difficult for this type of game and Remedy has vaguely hinted at addressing this issue by stating that additional episodes will be available and that 'Alan Wake' is simply the initial groundwork for an ongoing series (syndication anyone? Lol).
There are so many things I want to go over in this review....the lake.....the sheriff.....the doctor.....the ending.....and Alice, poor sweet Alice.....but I don't want to ruin it for anyone out there. My advice is to get this game, invest in the minimum 11 hours of game-play (on normal....go for nightmare to really extend your time) and be a part of the next generation in story based game-play. I can now add Sam Lake (the games lead writer) as one of my top fiction writers.
You have to imagine, Finnish actor Ilkka Villi portrayed, and became the model of, Alan Wake....but he finished working on the project in 2007. So what could have possibly been the delay in bringing this game to the masses? It is my belief that we as gamers and the industry in general simply have not been ready until now; Alan Wake is the foundation from which we will expect all character driven stories to follow from now on.
Now why would the developer allow reviewers to post their comments almost 2 weeks before the North American release.....because the developers know they have a hit and they want to reassure anyone that might be fence sitting.
Its a good time to be a gamer!
Overall Score: 9.3 / 10
How to Train Your Dragon
Overall Score: 8.1 / 10
Metro 2033
Overall Score: 7.7 / 10
Toy Soldiers
Controls are virtually seamless, you are directed with specific tasks and you try to complete them by placing different units within the play field. You can upgrade, sell, repair or take control of any of your placed units. When in control you take a third-person perspective of the surrounding area and influence the outcome with your actions; do you take out the soldiers or the planes first? There are 4 difficulty settings to ensure that even the most novice gamer can progress through the game. The more you play the more you become engrossed with the different tasks and milestones to be found throughout; from trying to score the 'General' rank to filling out the nostalgic rations box.
The sound has great moments and frustrating moments. The in game sounds of the battlefield are excellent; you are compelled to work harder, aim straighter and even celebrate when completing basic tasks but some of the games musical soundtracks are hard to take for an extended period. The music is traditional early 1900's songs that are thankfully only most prominent during the loading and menu screens.
As a pleasant addition to this title, the multiplayer offering is very enthralling. I was apprehensive at first because I really enjoyed the single player campaign and found it difficult to rationalize how playing one on one with another gamer could work. But the multiplayer adds an extra bit of strategy to you arsenal; rather than simply defending your 'toy box' now you are on the offensive against your opponents 'toy box'. Multiplayer is only 2 player, online or split screen, and only offers 5 unique maps but going up against, and trying to outwit, a live player does take all of the cunning and luck of any other title I've played.
The breadth and depth of this title is outstanding. To have it offered as a 1200 point Xbox Live Arcade title is stellar. To finally have a real male gender based toy around the house is everything I could have wished for. There is a demo of this title available for download and while it does outline the basics, it does not even begin to showcase why this title is sure to be the most downloaded Arcade title ever.
Thanks Signal Studios, you've set the bar very high...wow you truly have a challenge ahead of you.
Overall Score: 8.4 / 10
Major League Baseball 2K10
Truth be told I am a gamer to the core, and when I say gamer I mean geek, not athlete. I did do a little rugby but after having my %@# handed to me on several occasions I gave it up for the pixelized goodness of professional sports console licensing. My favorites have always been the hockey franchises (I am Canadian after all...no offense to our neighbours to the south...yes this is being written less than 24 hours after the Olympic Hockey win). I have many friends that swear by the numerous and varied, football, basketball and baseball offerings and I have played matches for most of the titles. However, my last try at baseball was 2K's MLB 2K8. Anyone who has played 2K8 knows where I'm going here; the game was flawed on numerous levels and didn't work to draw in the non-sports oriented, casual gamers.
Thankfully, 2K Sports may have taken a couple of years but they seem to have addressed many of the issues of the past. Keep in mind that I won't be drawing on comparisons to past offerings in this review; I plan to simply showcase MLB 2K10...2K's the Bigs and the Bigs 2 are pretty good if arcade-ish and go a long way in entertaining the masses...okay, from now on, I'll only discuss 2K10.
Graphically the game is absolutely stunning; from a distance of 10 feet the gameplay cutscenes are as good as (if not better than) many of the sport networks telecasts. From the lighting to the players and even crowd in the stands (groups will scramble for balls that are hit into the bleachers and the spectator that comes up with the ball celebrates while the others cheer and jeer). Although I did notice a couple of very minor clipping issues; there are plenty of times that I would put the controller down to take in the visuals. While I can't say it's as good as being there, I can say it's the next best thing. It's obvious the care and detail that 2K has put into this game; each of the players have unique movements, stances and nuances; it is rare that you notice any movement on field that isn't entirely new.
The sound was great, even the intro immersed you into the baseball culture. The typical stadium sounds were spot on and the sound of the ball as it flies past for a strike and hits the catchers mitt is exactly what you want it to be; succinct and leaving you with a desire to really hit one out of the park. Add to the ambiance and excitement with the in game commentary from Steve Phillips, John Kruk, and Gary Thorne and you can't help but look around for overpriced beverages.
There is a ton of gameplay in this title. This is the classic 'Pitchers vs. Hitters' title with improved controls that essentially put the gamer onto the mound and into the batter's box. Most of the gameplay options are new but not surprising; from the Home Run Derby, practice drills, play online (not available as of writing this review but 2K promises to have fixed the issues surrounding MLB 2K9), manage a team and even follow a team through the Postseason. At the core of this release is the new 'My Player' gameplay mode. My Player allows you to create a unique player, customized to your specifications (favorite team, looks, left or right handed, etc.)and then immerse him into the Minor Leagues. From the minors you will earn points completing specific drills and in game plays. As you complete these tasks successfully your player will become better, faster, stronger; hopefully he'll become a six million dollar man and move up to the pros. Develop you player through the pros to reach the Hall of Fame. In my time playing I am still in the minors but I am enjoying the game more and more as I work to increase My Player's stats.
Ahhh Stats, what can we possibly say about stats? Some find them an absolute utter nuisance while others live and breath stats (I knew a group that would bet large sums on obscure stats...$1000 on who would break or replace a lace). This game is stuffed full of stats; from the commentators to the best place to throw the ball you are inundated with tons of seemingly useless knowledge. At first I chose to ignore the many numbers and facts presented but when I began to understand how to utilize these tidbits of information, well that's when the game really started to come alive. Knowing where and what a pitcher is most likely to throw increases the chances of hitting the ball; not just successfully but with accuracy. The game also presents real time stats on all of the players that updates on a regular basis.
During the actual Major League Baseball season the game adds additional features. First is the ability to play the same game that is being featured in the Major Leagues; if the Yankees are playing the Mets then you can step in along with the same lineup and starters (the commentators will even pipe up with updated stats). Also as an added feature for any baseball fan: MLB Today offers a scrolling display of actual, day to day, moment to moment, baseball news and information.
The franchise play is what you would expect...take your team through a season of play; different opponents, different fields,plenty of 7th inning stretches. This is still a baseball game; a good one but there is simply no way to amp up the intensity of facing another round of strike outs and fly balls. If you're not at all a baseball fan then this title simply won't be on your radar but if you are a fan then you have to consider how 'real' you like your console baseball title to be. If you like the strategy of going up against a winded pitcher in the 8th with 2 on and you're seeing an outside curve ball to your 3/2 count then this title is for you. But if you're like me and enjoy the occasional televised broadcast over beverages then I encourage you to try this one out. The learning curve is steep, often frustrating and the controls are almost revolutionary but it says a lot when after more than 5 hours of play I'm still in the minors and I've barely touched many of the other gameplay features. This title will keep you coming back and will try at every turn, to make you a stats fan.
Now I'm off to see if I can get 'Ken Laffrenier' above a .115 hit average (I wonder if I can bean the pitcher this time up).
Overall Score: 8.3 / 10
Blood Bowl
Overall Score: 6.0 / 10
KrissX
If there's one thing I enjoy in my video games, it has to be gratuitous amounts of explosions. Whether a top notch shooter ala Modern Warfare 2 or an over the top racer like the classic Burnout Revenge, I can't resist flashy graphics and loud noises.Which really makes me question why I find myself caught up with Blitz Arcade's (Blitz Game Studio's dedicated 'arcade' development team) latest offering to the Xbox Live Arcade. While this release is being produced with the assistance of gaming giant Konami, Blitz Arcade is most notable for their 'King Games'; the hit series of Burger King Adventure Games (the King series were originally meant for Xbox Live Arcade but instead sold in the chain stores because of the perceived quality).
KrissX (pronounced Chris Cross), is not my typical gaming experience. It was released to Xbox Live Arcade with virtually no fanfare and had most gamers feeling disconnected. Here we have a cartoon owl promoting a 'word style' game on arguably the most powerful gaming console available and during a revolution of gaming fueled by the likes of Mass Effect 2, Call of Duty and Assassin's Creed. Just what did Blitz, Konami and Microsoft expect us to make of this quirky title. After spending more than 2 hours straight on this one (and several hours overall), I think the parties involved wanted to remind us that gaming, after all the layers are peeled back, is still an intellectuals playground, populated by mind bending brain teasers.
At the core of this game is a sort of Scrabble meets the Sunday Crosswords. You are tasked with assisting Wordsworth the Owl to solve a series of puzzles. Game play modes include 'Quest', 'Time Attack' and 'Timeless', with the latter 2 modes being unlocked as Quest mode progresses.
Quest mode is simply a series of 150 levels(there are more than 3500 puzzles)showcasing the different puzzle modes. Most are designed like a crossword puzzle except that the letters are shown, all you have to do is swap letters to make the correct words. There are 'hint' balloons that pop up as you hover over individual word groups but they do tend to actually block some puzzles (further indicating the patient, thought provoking manner of the game). Other puzzle styles have a series of word rows and you must swap letters from words to create the proper series. Another style will have you solving an individual word scramble with the added challenge of completing it in a predetermined number of swaps. And yet another level will have you arranging letters in alphabetical and reverse-alphabetical order, again with the challenge of a predetermined number of swaps(this is much harder than is sounds). The Time Attack and Timeless modes are exactly as they sound; you play through a series of levels with or without a countdown timer.
Adding to the gameplay is the 'capture' aspect; as you complete puzzles special icons waft down and you are to tap the corresponding button. Correct sequences will add to your time and score. This tends to ramp up your attention as you find yourself wanting to get all of the icons. As you progress you are awarded with a seemingly endless supply of badges and achievements. Under many circumstances the novelty would seem underwhelming but the rewards are handed out in such a way as to keep you wondering what you can achieve next. The early levels are not very challenging but as the game moves along the challenges, and the modes become increasingly difficult; it wasn't long before both my wife and I were working on puzzles together (which as a gamer was a pleasant surprise).
With KrissX being offered for 800 gaming points, the 'price point' does seem a bit high on the surface, but those who give it a chance will be surprised by the addictive nature. While I have no doubt that anyone that picks up this title will find themselves many levels into it and contemplating the ever popular 'one more level' mantra I, personally, have to question the future of my gaming experiences. If I am so drawn to this game will I ever be truly happy again with the mind numbing pace of past gaming titles....Well of course I will be, but it's great to see developers mining all of the Xbox 360 capabilities not just trying to push the limits.
Overall Score: 7.8 / 10
Army of Two: The 40th Day
Overall Score: 8.9 / 10
Matt Hazard: Blood Bath and Beyond
Overall Score: 7.5 / 10
Alien Breed Evolution
Overall Score: 8.2 / 10
Guitar Hero: Van Halen
Most gamers have been exposed to the Guitar Hero franchise for quite some time and it can be difficult for them to offer an unbiased approach to GH:VH. Lucky for you, this is not the case where I'm concerned; I am one of the minority that have avoided the series because of the popular perception that 'you're just button pushing, not actually participating in the game'. I will say this, the addiction level in these games are incredible, not because you think you're actually playing the guitar but because of the sheer anticipation level...you can't help but want to do a little better or try a track on a harder level...I will definitely be pursuing some of the other titles in the franchise.
But let's focus on Guitar Hero: Van Halen. I am a child of the 80's, I had various color and lengths of hair, I went to every party that I possibly could, my entire life is a medley of 80's hits and Van Halen is featured prominently in my soundtrack. So for me GH:VH featured many of the hits I relate to but (you'll find this review is full of 'but') there is nothing beyond 1985 (I don't care what purests shout, Sammy Hagar was a vital and integral part of Van Halen ). I don't mean that there aren't any hits after '85, nor do I mean the tracks are limited after '85, I mean there are literally no songs after 1985. The limited selection isn't necessarily a huge issue, especially for me, but to add insult to injury there just aren't very many Van Halen tracks at all. Again, I don't mean not many #1 hits or that there are no B sides (older gamers know what I mean), I mean there are only 25 Van Halen tracks on the entire game. Being that the game is named featuring a group, I was shocked to see such shortsighted offerings from a great franchise.
There are 19 other tracks to round out the game. You read it right, there are only 44 tracks on a full price Guitar Hero game. This could be a good thing right? There must be a lot of hits (not by Van Halen) to round out the game but, First date by Blink 182, Safe European Home by The Clash and the Takedown by Yellowcard do not exactly shout big hits (even by '80's standards). The game does give some favorites like Master Exploder by Tenacious D, Space Truckin' by Deep Purple and the romantic ballad; Stacy's Mom by Fountains of Wayne. Unfortunately the more popular tunes seem to come in as desperate attempts to save the game, it almost feels like, at any moment, Rick Astley will pop in crooning to sooth the masses (not that it would have hurt this title).
There are a few things the game does well. The tutorial section is well fleshed out and including the option to play as a band (Guitar, Bass, Drums, Singing) is a nice appeal. Showcasing the Van Halen Guitar's as unlockables kept me looking forward, and the player customization adds an additional layer to the game (but really, an achievement for getting a tattoo, come on!). The on screen antics by David Lee Roth and the finger dancing by Eddie Van Halen take me back to simpler times but, by now, we should see better representations of the performers (Activision chose to showcase the current look of the performers, the true '80s look only makes an appearance after you complete the 'career') and there are only 3 guitar solos by Eddie included in the 25 Van Halen songs.
It should be most telling that GH:VH was offered as a freebie to those who pre-ordered Guitar Hero 5 (in the States only, Canadians and Europeans have been, once again, forgotten in the numbers game). This offering could have easily been kept to the 25 songs, named 'Guitar Hero: Van Halen, David Lee Roth edition' and offered as downloadable content with Guitar Hero 5. The 19 other tracks could have been offered as individual downloads (I believe some have already been featured in other GH offerings).
In reference to my opening paragraph, I did lounge comfortably and I did finally experience what the appeal of Guitar Hero is all about and the 'Rocking Out' was entertaining albeit incredibly limited. The game was vaguely enjoyable and the flashbacks to the glory days were lacking. If you got this as a freebie ,good for you, if you find it in the (heavily) discounted bin then try it out (it should be there by Friday).
Overall Score: 7.3 / 10
Saboteur, The
Overall Score: 8.4 / 10
Left 4 Dead 2
There is truly something to be said about spending time with new friends, sharing anecdotes and mindlessly mowing down wave after wave of ever increasing numbers of infected hoards. There's something to be said alright; WTF!Left 4 Dead 2, Valve's latest offering comes 365 days after its predecessor Left 4 Dead; and what a difference a year makes. Valve is probably best known for it's Half-Life and Team Fortress series of games, both of which have enjoyed a sort of cult following since their initial offering in 1998.
With the release of Left 4 Dead in 2008, I personally, didn't give the game the time it deserved to form a 'positive' opinion of the game play and let's face it, I knew Valve would be out with a refined version within a couple of years. It would seem the developers had the same thoughts in mind because the 2009 offering addresses many of the perceived shortfalls of the first release, in fact, this could be called Left 4 Dead 1.1. There hasn't been the expected gap between releases, nor is there a great amount of new story telling, but there is a real sense that the programmers listened to the gamers and moved beyond just the genre of 'Zombie shooter' to 'action/adventure title'. While the story on its own is intriguing there aren't any new or engaging surprises to enhance the tale.
There is a lot of content in L4D2, let's face it, as one of four players you are in the midst of a new wave judgment day and you have to survive ever increasing onslaughts from the newly infected attackers; there had better be a lot of content or you are simply a human shaped serving dish.
The 'infected' are not the mindless zombies your daddy told you about, yes there are the typical fodder that attack en mass but even these have unique individuals that were infected (apparently there were many individuals working in fire proof suits the day the infection took hold). These attackers are just tenderizer for the more specialized infected:
~Boomer, an overweight fellow with a penchant for projectile vomiting that brings swarms of other infected.
~Charger, this guy has attachment issues and openly charges our heroes causing a lot of panic.
~Hunter, this guy is sneaky, in a past life his skills would have found him spending many days dreaming of a plot line for Deer Hunter 2.
~Jockey, this is the one character that is especially close to gamers hearts, he takes control of our heroes and drives them toward trouble.
~Smoker, this orally fixated infected uses his 'tongue snare' to draw players closer and ensnare them for attack.
~Spitter, this little sweetheart is trouble alive or dead, alive she spits toxic vomit, dead she creates a pool of toxic vomit
~Tank, as gamers, we all knew this guy in high school, he's a brute...his aggressive tendencies make him even more satisfying to take down.
~Witch, I'm relatively certain I dated this one way back when, if you hear her crying, get away as quickly and quietly as possible or incur her wrath.
With the exception of the general infected and the witch, the above 'baddies' are playable characters in the Versus or Scavenge online modes. I strongly encourage experiencing the game through their eyes before taking them on as one of the heroes. Not only to identify weaknesses but also because it is intensely gratifying to experience the unique game play associated with the infected horde.
There are 6 modes of play featuring 4 match types. There is literally something for everyone and every mood. But the soul of the game is in its online modes, and it's here that the game shines. I'm not certain why single player is an option (other than for those 10 360 owners, without online, that just enjoy having a big white paper weight). Each of the game play modes offer its own take on the multiplayer style (including the single player campaign, complete with AI bots), and each of the modes are worthy of being considered.
~Co-op Campaign, play through the story mode; the finale of each of the 5 campaigns will leave your pulse racing
~Survival, your team against seemingly endless waves of infected, keep going till the last man is standing
~Versus, your one of the heroes or one of the unique infected, this is where dynamics really play out; you'll spend most of your replay time here
~Scavenge, again play as heroes or infected but now there is a method to the madness, and a time limit
~Realism, essentially many of the games 'hints' are off, you need to make it through with a heightened reliance on your team
~Single player, this is the same as the co-op but using AI bots, not nearly as satisfying.
Our heroes seem to stumble from one bad situation to the next and propelling them is the desire to see each other succeed which, of itself, is quite humorous. Having to listen to Ellis' Southeastern anecdotes makes you want to send a few bullets to his calves. The characters are a mishmash of the first game installment but the interaction has been improved, you find yourself wanting to give your only health pack to an ailing team mate (of course this is even more evident when the other players are your real friends)
Now for the bad news. There are game play issues but they aren't really deal breakers.
This is a very repetitive game, although initially, you're enthralled watching your ninja sword hack away at bits and parts of the infected, this losses its intrigue after you realize you've sliced your 50 baddies and you've only moved 20 feet. Luckily this feeling passes as you find two-fisted pistols and start laying waste to the horde
While the waves of enemies are continuous, having to restart an entire mission at the beginning is beyond frustrating; there are a serious lack of checkpoints in this game and to lose a level after having so much come at you is disheartening.
There are numerous collision detection issues. Again, not a deal breaker, and at times it is funny as s*** to watch the arms, heads and torso of the horde you've just slaughtered lay twitching through the door in front of you. But having bullets miss or have no effect on the infected can be infuriating and to have your team mates step in front of you while you're firing is the biggest kick in the #@ that can be experienced by this game.
Finally, the load times....sure its nice to have time to make a sandwich between levels but this is a gore fest of a game and not really conducive to eating while playing.
My suggestion to avoid all of these nasty issues is to stick with the multiplayer; load times are better and your buddy is less likely to want to be pasted in the back of the head by a shotgun blast. (and hopefully, you have some more able bodied friends to get you through the rough patches).
Whether or not you will enjoy this game really comes down to whether or not you picked up Modern Warfare, which came out only 7 days prior to the November 17 release of L4D2. Hardcore COD players will find the visuals unrealistic and the game play far too highly paced, as well the checkpoint issue will find many players abandoning the controller for extended periods of time.
But if you enjoyed the first Left 4 Dead, then you've been eagerly anticipating this installment and you won't be let down. This is a finely tuned re-installment of the game and one that includes the trademark visuals, sound, game play and tradition that Valve has steeped within it's most favored franchises.
Overall Score: 8.7 / 10
Diner Dash
Who among us has never wasted 'productive' hours dreaming of discarding our stressful 'careers' to live out the adventure and excitement that can only be offered by operating our very own restaurant? Can there be a more rewarding life experience than to see the expansion of your life's work in terms of 'two tops' and 'four tops'? Our story begins with office worker Flo dealing with stress by doing what most of us only dream of; running a 2 star restaurant.The porting of this "time management" style game comes to us courtesy of Hudson Soft. Created by Gamelab studios and published by PlayFirst, Diner Dash first entered the scene in 2004, wowing most casual players with it's ability to bring out the completest in any who attempted to turn the game off after 3 hours play. The series has spawned several sequels and many new variations of play.
The Xbox 360 Live Arcade version has carried over the frenzied activities and also offers new and exciting rewards; yes, even online multiplayer. Those new to the series will find there is a lot to see and do; from dealing with unruly customers to catering to some unique clientele such as the restaurant critic.
The Career and Endless play options have come through very well with the addition of achievement points for successful completion. The career and endless play have been the staple of the Dash series but the producers have included a very stimulating multiplayer online addition to the game. Online there are co-op and competitive modes for going one on one with friends and team battle mode for up to 8 players which ran very well with only the rare lag in play.
I will say this, both of my daughters have enjoyed the challenges in learning to control the on screen character but they have also become frustrated to the point that they have returned to playing the PC version rather than continue the Xbox offering (which frees up the console for me, hehe).
The visuals are better than expected. The layout has moved beyond to become more immersive but it can be easy to miss some of the more subtle details because of the amount to take in. There are minor issues (see: table dodging) but these become an issue as the game progresses.
The biggest disappointment in the game is the sound. The sound has the usual fare but certainly adding more variety could have been an option. Much of the gameplay consists of the digital dings and pings (outside of the occasional 'hrumph' and a few others) but the opportunity to offer more and even a few real voices was overlooked in this offering.
The sound is a sour point for me but it doesn't take away much from the enjoyment and playability. The controls are tricky and are not at all designed for kids, but as you adapt to the controller scheme you quickly see your overall control increase.
Overall this is a typical XBLA porting of a great game; easily identifiable, playable and most of all enjoyable. At 800 Microsoft points this is can be a great game to crowd (62mb) some of your hard drive space but I encourage you to try the demo first; if you enjoy the demo at all then you'll love the game.
Overall Score: 8.0 / 10

