Release Date: November 15, 2013
System Reviewed: PS4
Plays Like: Jak & Daxter, Your Worst Nightmare
Ed. Note: Reviews aren't back (seeing as the last one I did was November of 2012). It's just...goddamn, this fucking game.
Holy fucking hell, one game should not be this infuriating, this difficult, this...insanely designed to the point of making me want to shout from the roof tops:
"Mark Cerny should be forbidden from making games forever."
Knack is exactly that. It's one game that has so many flaws, it's remarkable to believe it came from the same man who worked on franchises known industry wide. Where Knack falls apart is the horrible combat and platforming segments; essentially, what you do as the player in this game.
The controller uses only three buttons: cross, square, and circle. Jump, attack, and invoking your special attack, respectively, are the only things you are allowed to do in this game. Your special attack is merely a modifier, in that it opens up to use square, circle, and triangle for some pretty devastating attacks (whirlwind, shockwave, and ranged attacks, in that order). While Knack's attacks are simple and straight forward, the actual "fighting enemies" bit is disastrously broken.
Showing posts with label review. Show all posts
Showing posts with label review. Show all posts
Tuesday, March 11, 2014
Monday, November 26, 2012
[REVIEW] The Walking Dead: Episode 5 - No Hope Left
System Reviewed: Xbox 360
What's Great: Fantastic end to a fantastic story. The revelation towards the end was a pretty good shocker...highlight the rest to read: the guy on the walkie was the guy who owned the car you ransacked at the end of Episode 2. He also knows (just about) everything you've done since the beginning of the game, thanks to Clementine and the walkie talkie. He serves more of a recollective purpose of the story, a way to reflect on your decisions thus far. I honestly didn't expect him to be tied in this way, and surprises are always nice. It's also not clear if Kenny actually died - at least in my playthrough - when attempting to save Ben (yes, he came along with me); I wonder if Kenny would've come with me if I had not saved Ben in Episode 4....
What's (Not So) Great: The season 2 cliffhanger. Goddamn, did I fucking yell at the TV.
Bottom Line: I...just...it's hard writing this. I knew what was coming, I knew how this would end, but goddamn it, Telltale, do you know how to pull at a man's heartstrings. I damn neared cried at the end, and I haven't done that since Final Fantasy X.
You owe it to yourself to play this in it's entirety. $5 an episode, $25 total, or $30 for the retail package next month. You won't be disappointed.
Grade: A
(I beat the game, made a few choices that actually fell with the minority of players, and nearly bawled like a fucking baby at the end.)
What's Great: Fantastic end to a fantastic story. The revelation towards the end was a pretty good shocker...highlight the rest to read: the guy on the walkie was the guy who owned the car you ransacked at the end of Episode 2. He also knows (just about) everything you've done since the beginning of the game, thanks to Clementine and the walkie talkie. He serves more of a recollective purpose of the story, a way to reflect on your decisions thus far. I honestly didn't expect him to be tied in this way, and surprises are always nice. It's also not clear if Kenny actually died - at least in my playthrough - when attempting to save Ben (yes, he came along with me); I wonder if Kenny would've come with me if I had not saved Ben in Episode 4....
What's (Not So) Great: The season 2 cliffhanger. Goddamn, did I fucking yell at the TV.
Bottom Line: I...just...it's hard writing this. I knew what was coming, I knew how this would end, but goddamn it, Telltale, do you know how to pull at a man's heartstrings. I damn neared cried at the end, and I haven't done that since Final Fantasy X.
You owe it to yourself to play this in it's entirety. $5 an episode, $25 total, or $30 for the retail package next month. You won't be disappointed.
Grade: A
(I beat the game, made a few choices that actually fell with the minority of players, and nearly bawled like a fucking baby at the end.)
Monday, November 12, 2012
[REVIEW] Assassin's Creed III
Release Date: October 30, 2012
System Reviewed: Xbox 360
Plays Like: Assassin's Creed: Revelations, Splinter Cell: Conviction, Red Dead Redemption
What's Great: I initially gave a skeptic's eye to the idea of the Frontier: a land devoid of buildings, save for a few shacks or outposts, full of Red Dead Redemption in Colonial America. It turned out to be better than I anticipated, considering the vast amount of trees and cliffsides that allowed for climbing/free-running.
The hunting, while given more of a spotlight during the the games various tutorials than Red Dead Redemption, is more robust, what with snares and bait. You can even scan clues laying about that will indicate a certain creature, which will add to the database for that region, and will ping one for you to track and kill. But unlike RDR, you shouldn't sell the pelts or teeth you get, but they end up being supplies for crafting.
Even though Ezio is no more, I enjoyed him up until Revelations, where he became kind of annoying. Connor is actually pretty cool, but he wasn't worth his salt until he became an adult and donned the Assassin's gear. After that, the game came together, and felt like a new entry in the franchise. It's more Assassin's Creed, which is something I love.
System Reviewed: Xbox 360
Plays Like: Assassin's Creed: Revelations, Splinter Cell: Conviction, Red Dead Redemption
What's Great: I initially gave a skeptic's eye to the idea of the Frontier: a land devoid of buildings, save for a few shacks or outposts, full of Red Dead Redemption in Colonial America. It turned out to be better than I anticipated, considering the vast amount of trees and cliffsides that allowed for climbing/free-running.
The hunting, while given more of a spotlight during the the games various tutorials than Red Dead Redemption, is more robust, what with snares and bait. You can even scan clues laying about that will indicate a certain creature, which will add to the database for that region, and will ping one for you to track and kill. But unlike RDR, you shouldn't sell the pelts or teeth you get, but they end up being supplies for crafting.
Even though Ezio is no more, I enjoyed him up until Revelations, where he became kind of annoying. Connor is actually pretty cool, but he wasn't worth his salt until he became an adult and donned the Assassin's gear. After that, the game came together, and felt like a new entry in the franchise. It's more Assassin's Creed, which is something I love.
Tuesday, October 23, 2012
[LATE REVIEW] Gravity Rush
Release Date: June 12, 2012
System Reviewed: Vita
Plays Like: Nothing else, really.
What's Great: The gravity controls are somewhat difficult to master, but once you do, you end up flipping and flying throughout the game, and that feeling of just going anywhere you want - literally, anywhere - is remarkable. Despite being able to just fucking fly everywhere, the level design is very intricate, even thought the main job (that I've been able to discern) is to hide the power gems and warp points. The various nooks and crannies, combined with tunnels, underground passages, hidden areas reachable only by gravity manipulation, the seemingly random staircases, the world itself has an interesting high level of detail, with all things considered
What's (Not So) Great: The camera can be wonky, especially when following Kat on a rough surface, such as the side of a building with jagged levels of windows. Combat isn't friendly early on, as once you start learning new moves (Gravity slide kick and the spin drill attack) it becomes confusing on how to properly implement them, but you will eventually get the hang of it. Unfortunately, until get the hang of combat, the clunky camera can make combat fucking horrendous.
Bottom Line: Gravity Rush is a game you should play on your Vita. It's on par with Uncharted: Golden Abyss in terms of execution of a new game on new hardware, as these are, quite possibly, the best games on the system to-date. That may change come this holiday season, but if you want a game that's going to make you regret buying the system less and less, you have to play this game.
Grade: B-
(Played the game to it's completion, story wise. Earned a 58% of Trophies collected (2 being Gold), going out of my way on various occasions to grab those shiny fuckers known as Power Gems. Killed only one Rare Nevi and earned 'Top Cat' Trophy; that's the full respect of the townsfolk.)
Tuesday, October 16, 2012
[REVIEW] Dishonored
Release Date: October 9, 2012
System Reviewed: Xbox 360
Plays Like: Deus Ex, Thief, BioShock
What's Great: First and foremost, the one thing I loved the most was the art direction. Thanks to art director Sebastien Mitton (BioShock 2) and designer Harvey Smith (the original System Shock, as well as the first two Deus Ex games), working with Viktor Antonov - the lead director on the game, who also helped create Half-Life 2 - you have this wondrous world, built on parts from steampunk, crossed with gothic architecture, and a little BioShock Infinite, as well. Fame isn't what I'm getting at here, it's the history these gentlemen have. With wondrous games under their belt, out on store shelves and praised by critics, you have this amalgamation of brilliant ideas that culminate in a blend of fantastic art direction and level design.
Going with said level design, the multiple ways to achieve your goal is splendid, being given various ways to complete objectives. You may start out with "kill this guy" as your objective, but on your way to the boat to depart, you are given a side mission to "spare this fellow", and by doing so, you open up another method of taking out your target. Hell, you may even befriend a particular shopkeep who offers to take care of a hit, but requires the combination to an aristocrat's safe in his abandoned home as payment. Furthermore, and it must be said, the absolute beauty in the game design is that you can go through your game and not kill one...fucking...soul.
Finally, there's the Chaos system, which doesn't act as a morality system, but more of how stable the game world is. With the rampant rat plague in the world, it turns our victims into "weepers", who spew the plague forth from their mouth, and attack anything but their own kind. The more dead bodies you leave in your wake, the more food the infested rats have, and with a food supply, their numbers grow, infecting more people. Further in the game, a higher Chaos in the world means more rats, more weepers, and more, well, chaos in the game, making it more difficult (or easy, depending on how you look at it) to make your marks. The Chaos system - combined with some key choices throughout the game - will eventually tell the end-tale to your story.
What's (Not So) Great: Unfortunately, when you spend more time to the gameplay, level design, and art direction, some things get put to the wayside. Key point: the story. Not only is it convolulted, it's burdened with many sub-plot-points. I can see it as a way to help build this new fictional world, but you have (let's count): Orwellian government control on the rise, plague-infested rats, whale oil, magic, kidnapped princess, and prohibition...there is a lot going on in the game world. Just let Penny Arcade take the lead on this one.
The controls can be difficult to learn, as a few things - such as trying to subdue an enemy from behind - may not be as clear to the game as they are to you; there have been many a time where I have hit [RB] to choke a guy out, and I just bring my sword up to block. The lack of a map is the one thing that absolutely bugged the shit out of me. There are even maps you find in the game of the layout, but for some reason, you can't bring it with you and reference it. I can see in areas where a map may end up breaking the game, but if you are the former Empress' bodyguard, who is in a seemingly not-so rag-tag group of misfits, who have access to armaments and a hideout the government has yet to find, you'd think you could carry a piece of parchment with a map on it.
Mission history isn't great. I wish we had something along the lines of Skyrim, at least, where the dialogue in the mission history menu would update itself when you perform a major milestone in your current mission. Instead, we get a "Kill this guy" line, and the blurb off to the right is just about the main target, and not about the currently selected (sub)mission.
Bottom Line: With a bevy of developers with a hell of a repertoire to boot, Dishonored has shaped up to be a hell of a fantastic new IP. The ending doesn't necessarily hint at future installments, but considering Dunwal is the capitol of just one of the four islands that make up the Isles (and that Corvo had been sent away to those islands prior the beginning of the game), there is, no doubt, more to explore in this world.
Grade: A
(Completed the game on Normal difficulty, earning 24 out of 50 Achievements, totaling 430 GamerScore. To avoid spoilers, I earned the "Just Dark Enough" Achievement, which indicates I had a low Chaos level when beating the game. If you want to see what that means, highlight the following text: a successful rescue of Emily put her on the throne, and rescuing Piero and Sokolov helped create a cure for the plague. Corvo, himself, played out his duty as bodyguard to Emily, and upon his passing, was buried in the same tomb that the Empress herself was buried.)
System Reviewed: Xbox 360
Plays Like: Deus Ex, Thief, BioShock
What's Great: First and foremost, the one thing I loved the most was the art direction. Thanks to art director Sebastien Mitton (BioShock 2) and designer Harvey Smith (the original System Shock, as well as the first two Deus Ex games), working with Viktor Antonov - the lead director on the game, who also helped create Half-Life 2 - you have this wondrous world, built on parts from steampunk, crossed with gothic architecture, and a little BioShock Infinite, as well. Fame isn't what I'm getting at here, it's the history these gentlemen have. With wondrous games under their belt, out on store shelves and praised by critics, you have this amalgamation of brilliant ideas that culminate in a blend of fantastic art direction and level design.
Going with said level design, the multiple ways to achieve your goal is splendid, being given various ways to complete objectives. You may start out with "kill this guy" as your objective, but on your way to the boat to depart, you are given a side mission to "spare this fellow", and by doing so, you open up another method of taking out your target. Hell, you may even befriend a particular shopkeep who offers to take care of a hit, but requires the combination to an aristocrat's safe in his abandoned home as payment. Furthermore, and it must be said, the absolute beauty in the game design is that you can go through your game and not kill one...fucking...soul.
Finally, there's the Chaos system, which doesn't act as a morality system, but more of how stable the game world is. With the rampant rat plague in the world, it turns our victims into "weepers", who spew the plague forth from their mouth, and attack anything but their own kind. The more dead bodies you leave in your wake, the more food the infested rats have, and with a food supply, their numbers grow, infecting more people. Further in the game, a higher Chaos in the world means more rats, more weepers, and more, well, chaos in the game, making it more difficult (or easy, depending on how you look at it) to make your marks. The Chaos system - combined with some key choices throughout the game - will eventually tell the end-tale to your story.
What's (Not So) Great: Unfortunately, when you spend more time to the gameplay, level design, and art direction, some things get put to the wayside. Key point: the story. Not only is it convolulted, it's burdened with many sub-plot-points. I can see it as a way to help build this new fictional world, but you have (let's count): Orwellian government control on the rise, plague-infested rats, whale oil, magic, kidnapped princess, and prohibition...there is a lot going on in the game world. Just let Penny Arcade take the lead on this one.
The controls can be difficult to learn, as a few things - such as trying to subdue an enemy from behind - may not be as clear to the game as they are to you; there have been many a time where I have hit [RB] to choke a guy out, and I just bring my sword up to block. The lack of a map is the one thing that absolutely bugged the shit out of me. There are even maps you find in the game of the layout, but for some reason, you can't bring it with you and reference it. I can see in areas where a map may end up breaking the game, but if you are the former Empress' bodyguard, who is in a seemingly not-so rag-tag group of misfits, who have access to armaments and a hideout the government has yet to find, you'd think you could carry a piece of parchment with a map on it.
Mission history isn't great. I wish we had something along the lines of Skyrim, at least, where the dialogue in the mission history menu would update itself when you perform a major milestone in your current mission. Instead, we get a "Kill this guy" line, and the blurb off to the right is just about the main target, and not about the currently selected (sub)mission.
Bottom Line: With a bevy of developers with a hell of a repertoire to boot, Dishonored has shaped up to be a hell of a fantastic new IP. The ending doesn't necessarily hint at future installments, but considering Dunwal is the capitol of just one of the four islands that make up the Isles (and that Corvo had been sent away to those islands prior the beginning of the game), there is, no doubt, more to explore in this world.
Grade: A
(Completed the game on Normal difficulty, earning 24 out of 50 Achievements, totaling 430 GamerScore. To avoid spoilers, I earned the "Just Dark Enough" Achievement, which indicates I had a low Chaos level when beating the game. If you want to see what that means, highlight the following text: a successful rescue of Emily put her on the throne, and rescuing Piero and Sokolov helped create a cure for the plague. Corvo, himself, played out his duty as bodyguard to Emily, and upon his passing, was buried in the same tomb that the Empress herself was buried.)
Saturday, October 13, 2012
[REVIEW] The Walking Dead: Episode 4 - Around Every Corner
Release Date: October 10, 2012
System Reviewed: Xbox 360
Plays Like: The other Walking Dead chapters; The Secret of Monkey Island
(Ed. Note: It goes without saying, but some may find spoilers in here, despite them not being blatant. You have been warned.)
What's Great: It's really hard to say great things about this, as I don't want to spoil anything here. The episode starts strong, plays strong, and ends very well. This episode doesn't see too many people die this time around (as opposed to the rack of people that were offed last episode), but you do get your hand at killing a shitload more walkers.
What's (Not So) Great: Everything to date that's been questionable still applies: odd controls, strangely worded decisions, outcomes that don't necessarily fit. It may be the downfall of point-and-click adventure games.
Bottom Line: This episode has probably been the best one so far, as it contains some pretty heavy twists and turns within the group, and not to mention it ends on a bit of a cliffhanger. Having your group with you is probably the most satisfying while venturing into a barricaded town. There was a slight emotional event towards the end, which may end up being a bit of foreshadowing for the final episode.
Grade: A-
(Played the entirety of the story, being lumped into the majority of the rest of players with all decisions, except for the first one.)
Sunday, September 23, 2012
[REVIEW] Mark of the Ninja
Release Date: September 7, 2012
System Reviewed: Xbox 360
Plays Like: Shadow Complex, 2D Castlevania, Metroid
What's Great: Classic, two-dimensional exploration. There have been games that have dabbled with stealth in 2D, but this game almost nails it. The controls, once mastered, make you feel like a ninja, as you're flying across the screen, grappling to a fro, ducking into air vents, hiding out of sight.
Terrorizing guards is a absolute treat. The game's stealth is done to a point, where you could distract one guard, who's mid-conversation with another, while you dangle down from a perch point, haul him up
Lastly, the stealth improvements are phenomenal, especially the whole "fog of war". You can't see what your character literally cannot see. Whatever is out of his line of sight becomes blurry, and any enemy that was once visible that walks away becomes blurry, then disappears, with his own last known location appearing. There's even the rings of sound that emanate from their source, be it footsteps or a dart that hits a surface.
What's (Not So) Great: Some may find the structured way that new abilities are doled out a bit of a downer, as your ability tree is slowly unlocked as you beat story-missions. One of the most powerful moves is the last thing you learn (part of the whole "tattoos give you powers" line), but is tied to a suit you have to wear, rather than an innate ability, such as freezing time. Then again, it's a trade-off, but it'd be nice to be this "all powerful" ninja.
Bottom Line: Mark of the Ninja has quickly shaped what other stealth games should be doing. Be it a new Shinobi title or Metal Gear Solid: Ground Zeroes, every game within the genre should take some pointers from this game. The guys and gals at Klei have been on a rampage since N+, followed up with the Shank games. The entire game is great, and comes highly recommended to many gamers.
Grade: A-
(Played the game in it's entirety, but wasn't masochistic enough for New Game+. Earned 22 out of 30 Achievements, worth 265 points.)
Friday, September 7, 2012
[REVIEW] The Elder Scrolls V: Skyrim - Hearthfire
The Elder Scrolls V: Skyrim - Hearthfire
Release Date: September 4, 2012
System Reviewed: Xbox 360
Plays Like: Minecraft, The Sims
What's Great: It's something else to do. We've spent a hundred hours in the game killing and wandering, so being able to relax and build a house and adopt some kids is nice. Adopting is probably the oddest part out of the entire expansion, especially for those that never started the Dark Brotherhood story line. With the raw materials, you're not out gathering them like ingredients; most can be purchased at a general store.
What's (Not So) Great: Tracking down a general store that actually sells glass or hay is probably the most frustrating, or even a sawmill that's willing to part with their lumber. I bought the plot of land just north of Morthal, and I ended up having to fast-travel to Riverwood just to buy lumber; the saw mill in Morthal never gave me the option to purchase lumber, and the general store is more of an apothecary's general store. Again, Riverwood ended up being my general store of choice here.
Bottom Line: A radically different expansion than what many were expecting before the official revealing, Hearthfire is more of a content add-on or a mod, rather than a full-blown expansion, like Dawnguard. If you like chores, then you may very well like this. It's an enjoyable content pack, as you can fully customize your own home, rather than buying one in-town and not being able to much outside of having the steward do it for you (even though you can hire one for your new house). It's not terrible, but if you've been playing for quite a while, you may have a ton of iron ores/ingots (like myself), and you can crank out a house in a matter of minutes, which reduces the perceived value of the expansion. Then again, it's only $5.
Grade: C+
(Bought the plot just north of Morthal, and built a full house with 3 wings. Stocked a ton of shit in the house, butnever put any kids in there ended up adopting the little flower girl in Windhelm.)
Release Date: September 4, 2012
System Reviewed: Xbox 360
Plays Like: Minecraft, The Sims
What's Great: It's something else to do. We've spent a hundred hours in the game killing and wandering, so being able to relax and build a house and adopt some kids is nice. Adopting is probably the oddest part out of the entire expansion, especially for those that never started the Dark Brotherhood story line. With the raw materials, you're not out gathering them like ingredients; most can be purchased at a general store.
What's (Not So) Great: Tracking down a general store that actually sells glass or hay is probably the most frustrating, or even a sawmill that's willing to part with their lumber. I bought the plot of land just north of Morthal, and I ended up having to fast-travel to Riverwood just to buy lumber; the saw mill in Morthal never gave me the option to purchase lumber, and the general store is more of an apothecary's general store. Again, Riverwood ended up being my general store of choice here.
Bottom Line: A radically different expansion than what many were expecting before the official revealing, Hearthfire is more of a content add-on or a mod, rather than a full-blown expansion, like Dawnguard. If you like chores, then you may very well like this. It's an enjoyable content pack, as you can fully customize your own home, rather than buying one in-town and not being able to much outside of having the steward do it for you (even though you can hire one for your new house). It's not terrible, but if you've been playing for quite a while, you may have a ton of iron ores/ingots (like myself), and you can crank out a house in a matter of minutes, which reduces the perceived value of the expansion. Then again, it's only $5.
Grade: C+
(Bought the plot just north of Morthal, and built a full house with 3 wings. Stocked a ton of shit in the house, but
Saturday, September 1, 2012
[REVIEW] The Walking Dead: Episode 3 - Long Road Ahead
Release Date: August 29, 2012
System Reviewed: Xbox 360
Plays Like: The other Walking Dead chapters; The Secret of Monkey Island
(Ed. Note: It goes without saying, but some may find spoilers in here, despite them not being blatant. You have been warned.)
What's Great: A continuation of the great story so far. It escalates fairly quickly, but it gets just as shocking as the last two chapters, so it definitely keeps you on your toes. Just like in the last episode, prior events do shape how things change and proceed, so you may want to freshen up on your decision choices before plunging into it.
What's (Not So) Great: The story's escalation. In the second chapter, shit didn't happen until later in the tale, whereas here, it goes down within the first 30 minutes or so. I still find issue with the controls (moving the cursor with the right-stick, and making decisions with the face buttons isn't exactly prime, nor is using the D-Pad for choices as an alternative, forcing you to move away from the left-stick). Some of the reaction times during fights seem to have been shortened, so you may find yourself dying more than you did previously.
Bottom Line: The entire story arc is getting better, with some of the side-stories either coming to a close, or escalating beyond belief. During the first hour or two, I had Ron Burgandy's voice calmly saying:
The game is getting better, what with twists and turns become more prevalent. The ending wasn't as shocking as the last, and there was more "to do" than there was story, but it still has me anticipating Episode 4.
Grade: B
(Played the entirety of the Episode. Kind of hard to tell you what I did, considering that there's not much branching off you can do.)
Friday, August 31, 2012
[REVIEW] Darksiders II
Darksiders II
Release Date: August 14, 2012
System Reviewed: Xbox 360
Plays Like: The Legend of Zelda, God of War, Prince of Persia
What's Great: The combat has gotten much better, as your magical prowess is expanded, and the abilities you can use are actually worthwhile. The magical abilities are far more useful than the crap that War had, as these abilities grow on with one another in the skill tree. The game world definitely feels larger, especially with the different realms that you do visit; they rarely feel like "mirror worlds" of one another. Having Despair (your horse) from the very beginning is so goddamned welcome after the debacle that was the first game.
What's (Not So) Great: The GUI and the gun. Learning that the UI team was fired back in March only helps to aid my hatred for the menus. It's generic, it's old, it's terrible to look at. It works (hardly), but it's ugly. The worst offender in the menus are the stats. If I'm looking at changing my gear around, why is it showing what the numbers are going up to rather than what they going up by?
For example, let's say I have a cowl equipped that grants an additional 20 point of Defense. If I find another shoulder piece that's better, but doesn't offer that much added Defense, it shouldn't be showing "▼16", but rather "▼4", as in the new piece of equipment is dropping 4 points; this makes it seem like you're dropping 16 points of added Defense, but it means it's dropping to an increase of 16 points. This forces you to go to the currently equipped item, memorize it's stats, then go back, and see if it's worth the minus 4 points for the added 5% gilt drop. There's also the issue that some item stats actually don't appear when viewing another item. Having a gauntlet that grants an extra 5% Experience is great, but when you see a better one that gives a whole bunch of stuff but added Experience, show me that the extra Experience rate is being removed, rather than not show it at all.
What should have happened was show the stats of the currently selected item, then the stats of the currently equipped item, and compare stats between the two. You know, like every other fucking RPG out there. THQ axing the entire UI team 5 months before the release was a detriment, because it's evident that a programmer finalized the touches, and not a graphic designer; it's functional, but ugly as sin.
Bottom Line: Looking back at my time with the first Darksiders, I thoroughly enjoyed the game, but it had the little annoyances that bugged me. Two and a half years later, THQ delivers with a promising sequel, not only making the game feel richer, but the nuances I had discovered were calmed. Was every issue I had fixed? No, not quite; matter of fact, with a new RPG system, there arises several issues. However, Darksiders II is a worthy sequel, and, with THQ this close to going under, I hope that we see more entries in the series.
Grade: B
(Rented the game from GameFly, finishing the game on Normal difficulty. Never went too far out of my way for tokens or non-essentials, but if there was a treasure chest, you can bet your ass I went after it. Obtained 33 Achievements worth 530 GamerScore over 17.5 hours.)
Release Date: August 14, 2012
System Reviewed: Xbox 360
Plays Like: The Legend of Zelda, God of War, Prince of Persia
What's Great: The combat has gotten much better, as your magical prowess is expanded, and the abilities you can use are actually worthwhile. The magical abilities are far more useful than the crap that War had, as these abilities grow on with one another in the skill tree. The game world definitely feels larger, especially with the different realms that you do visit; they rarely feel like "mirror worlds" of one another. Having Despair (your horse) from the very beginning is so goddamned welcome after the debacle that was the first game.
What's (Not So) Great: The GUI and the gun. Learning that the UI team was fired back in March only helps to aid my hatred for the menus. It's generic, it's old, it's terrible to look at. It works (hardly), but it's ugly. The worst offender in the menus are the stats. If I'm looking at changing my gear around, why is it showing what the numbers are going up to rather than what they going up by?
For example, let's say I have a cowl equipped that grants an additional 20 point of Defense. If I find another shoulder piece that's better, but doesn't offer that much added Defense, it shouldn't be showing "▼16", but rather "▼4", as in the new piece of equipment is dropping 4 points; this makes it seem like you're dropping 16 points of added Defense, but it means it's dropping to an increase of 16 points. This forces you to go to the currently equipped item, memorize it's stats, then go back, and see if it's worth the minus 4 points for the added 5% gilt drop. There's also the issue that some item stats actually don't appear when viewing another item. Having a gauntlet that grants an extra 5% Experience is great, but when you see a better one that gives a whole bunch of stuff but added Experience, show me that the extra Experience rate is being removed, rather than not show it at all.
What should have happened was show the stats of the currently selected item, then the stats of the currently equipped item, and compare stats between the two. You know, like every other fucking RPG out there. THQ axing the entire UI team 5 months before the release was a detriment, because it's evident that a programmer finalized the touches, and not a graphic designer; it's functional, but ugly as sin.
Bottom Line: Looking back at my time with the first Darksiders, I thoroughly enjoyed the game, but it had the little annoyances that bugged me. Two and a half years later, THQ delivers with a promising sequel, not only making the game feel richer, but the nuances I had discovered were calmed. Was every issue I had fixed? No, not quite; matter of fact, with a new RPG system, there arises several issues. However, Darksiders II is a worthy sequel, and, with THQ this close to going under, I hope that we see more entries in the series.
Grade: B
(Rented the game from GameFly, finishing the game on Normal difficulty. Never went too far out of my way for tokens or non-essentials, but if there was a treasure chest, you can bet your ass I went after it. Obtained 33 Achievements worth 530 GamerScore over 17.5 hours.)
Tuesday, August 7, 2012
[REVIEW] Deadlight
Release Date: August 1, 2012
System Reviewed: Xbox 360
Plays Like: Shadow Complex; Limbo; Trine
What's Great: My kind of game. Deadlight is a classic 2D platformer that dabbles in action elements, but is more 2D than 2.5D, in that, the visuals and environments are fully 3D (much like Shadow Complex), but the game is strictly up/down, left/right movement. There are no upgrades to your weapons, but you do gather a handful of different weapons to work with, such as an axe or shotgun. The story, while a tad shallow, does pick up the pace later in; the twist, while some could guess at, is a nice surprise, one that hasn't been used all that often as of late.
What's (Not So) Great: Some puzzle solutions are not incredibly obvious, but not a huge hindrance. Climbing and jumping - key elements of a platformer - aren't as solid as you would hope, especially when it comes to climbing down, which has been my biggest issue; the window of opportunity to tell Randall when to grab a hold of a lower ledge is sporadic. The spoken dialogue is fucking horrendous, and the writing could be just a smidge better. Shadows (what this game calls their zombies) can be deadly when there are more than one, which is what it should be, however, several axe swings later, they still haven't lost a limb, their head, or at least fallen over; combat en masse is the burden to this game.
Bottom Line: This is a fun game, do not let others tell you otherwise. If you are a fan of classic platformers, you'll fall right in line here. This may be another post-apocalyptic zombie game, but a great, fresh take on the genre; don't expect anything like Left 4 Dead, but more akin to The Walking Dead episodic game currently out there, as it's more focused on story and exploration, rather than zombie maiming. It is fairly short, so some may have a hard time swallowing that $15 price tag. If need be, wait until a sale, but you may be kicking yourself in the ass when that sale comes, as you didn't experience this game now.
Grade: B-
(Downloaded the game from Xbox LIVE Arcade for the full 1200 MSP. Played the game entirely, earning all 30 Achievements, taking just under 2 hours to complete the game altogether.)
(Ed. Note: I updated the 'Plays Like' field to be more accurate; referencing 15+ year old games isn't necessarily a good way to do it.)
System Reviewed: Xbox 360
Plays Like: Shadow Complex; Limbo; Trine
What's Great: My kind of game. Deadlight is a classic 2D platformer that dabbles in action elements, but is more 2D than 2.5D, in that, the visuals and environments are fully 3D (much like Shadow Complex), but the game is strictly up/down, left/right movement. There are no upgrades to your weapons, but you do gather a handful of different weapons to work with, such as an axe or shotgun. The story, while a tad shallow, does pick up the pace later in; the twist, while some could guess at, is a nice surprise, one that hasn't been used all that often as of late.
What's (Not So) Great: Some puzzle solutions are not incredibly obvious, but not a huge hindrance. Climbing and jumping - key elements of a platformer - aren't as solid as you would hope, especially when it comes to climbing down, which has been my biggest issue; the window of opportunity to tell Randall when to grab a hold of a lower ledge is sporadic. The spoken dialogue is fucking horrendous, and the writing could be just a smidge better. Shadows (what this game calls their zombies) can be deadly when there are more than one, which is what it should be, however, several axe swings later, they still haven't lost a limb, their head, or at least fallen over; combat en masse is the burden to this game.
Bottom Line: This is a fun game, do not let others tell you otherwise. If you are a fan of classic platformers, you'll fall right in line here. This may be another post-apocalyptic zombie game, but a great, fresh take on the genre; don't expect anything like Left 4 Dead, but more akin to The Walking Dead episodic game currently out there, as it's more focused on story and exploration, rather than zombie maiming. It is fairly short, so some may have a hard time swallowing that $15 price tag. If need be, wait until a sale, but you may be kicking yourself in the ass when that sale comes, as you didn't experience this game now.
Grade: B-
(Downloaded the game from Xbox LIVE Arcade for the full 1200 MSP. Played the game entirely, earning all 30 Achievements, taking just under 2 hours to complete the game altogether.)
(Ed. Note: I updated the 'Plays Like' field to be more accurate; referencing 15+ year old games isn't necessarily a good way to do it.)
Tuesday, July 17, 2012
[REVIEW] Lollipop Chainsaw
Lollipop Chainsaw
Release Date: June 12, 2012
System Reviewed: Xbox 360
Plays Like: Bayonetta, MadWorld, Devil May Cry
What's Great: Suda 51 doesn't censor himself, and his crude humor shines through. With lines like "I'd never thought I'd be rescued by someone with such great tits", or "I'm going to go home and masturbate to you", Suda's mind is at all times present. The combat, while sometimes unresponsive, is addicting. I'm not sure what makes it so, but I first walked into this very skeptically, and each time I put it down, I hesitated to pick it back up. Each successive time I did, I found myself playing longer and longer. Health, while non-regenerative (thankfully), is in the form of lollipops, and they are in an abundant supply.
What's (Not So) Great: Where to start? Combat is unresponsive (as stated above), with combos not registering fully. You'll get the hang of the timing, but it's not like you'd expect: rather than press X 4 times then Y twice, you press X until you memorize each pom-pom attack, and once you see her do her jump/dive and roll, you know to cram on the Y button until the super combo hits. The upgrade system/store is incredibly annoying, especially hearing that goddamned lollipop song; I learned to hit Mute on my remote once I came to a shop. There are no previews for combos, nor do they give you more information than a one-liner in the shop (there really should have been a training hub that would allow you to practice combos). One gripe I do have is that, while you can exchange 500 Gold zombie medals for 1 Platinum, there's no way of reversing that exchange; why can't I trade in my one Platinum coin for even 100 Gold medals? Successive upgrades, such as for health or strength, shoot up drastically in price, making you grind your way through Sparkle Mode and plan your attacks accordingly, lining up zombies for multiple take-downs in one swipe. Grinding is not fun, especially for money.
Bottom Line: I'm a huge Suda 51 fan, so when I first heard he was doing a zombie hack-n-slash, I was pretty ecstatic. When it was succeeded by "starring a voluptuous cheerleader with a chainsaw", my heart sank, then rose. The game itself is one of those games that, if you live with your significant other, be prepared to be judged, as I was. Despite the story being utter horseshit (compared to Shadows or No More Heroes), the game can be surprisingly addicting. There are many flaws in the combat, and with a genre that has many forefathers that have nailed the execution, the sequel - if there is one - should take some major cues from games such as Bayonetta and Devil May Cry. I feel that, if Suda 51 does create a sequel (a rarity in his studio) for this game, I feel there is so much more room for improvement, and I do welcome a sequel that fixes those issues. Despite my rampant negativity towards the game, it is a game that can be fun, but only to a very small niche.
Grade: C
(Lollipop Chainsaw was obtained through GameFly, played on Normal, completing the campaign, missing one classmate. Played stage select to rescue the last student and replayed last boss fight to unlock "Happy Ending". Didn't bother with different modes.)
Release Date: June 12, 2012
System Reviewed: Xbox 360
Plays Like: Bayonetta, MadWorld, Devil May Cry
What's Great: Suda 51 doesn't censor himself, and his crude humor shines through. With lines like "I'd never thought I'd be rescued by someone with such great tits", or "I'm going to go home and masturbate to you", Suda's mind is at all times present. The combat, while sometimes unresponsive, is addicting. I'm not sure what makes it so, but I first walked into this very skeptically, and each time I put it down, I hesitated to pick it back up. Each successive time I did, I found myself playing longer and longer. Health, while non-regenerative (thankfully), is in the form of lollipops, and they are in an abundant supply.
What's (Not So) Great: Where to start? Combat is unresponsive (as stated above), with combos not registering fully. You'll get the hang of the timing, but it's not like you'd expect: rather than press X 4 times then Y twice, you press X until you memorize each pom-pom attack, and once you see her do her jump/dive and roll, you know to cram on the Y button until the super combo hits. The upgrade system/store is incredibly annoying, especially hearing that goddamned lollipop song; I learned to hit Mute on my remote once I came to a shop. There are no previews for combos, nor do they give you more information than a one-liner in the shop (there really should have been a training hub that would allow you to practice combos). One gripe I do have is that, while you can exchange 500 Gold zombie medals for 1 Platinum, there's no way of reversing that exchange; why can't I trade in my one Platinum coin for even 100 Gold medals? Successive upgrades, such as for health or strength, shoot up drastically in price, making you grind your way through Sparkle Mode and plan your attacks accordingly, lining up zombies for multiple take-downs in one swipe. Grinding is not fun, especially for money.
Bottom Line: I'm a huge Suda 51 fan, so when I first heard he was doing a zombie hack-n-slash, I was pretty ecstatic. When it was succeeded by "starring a voluptuous cheerleader with a chainsaw", my heart sank, then rose. The game itself is one of those games that, if you live with your significant other, be prepared to be judged, as I was. Despite the story being utter horseshit (compared to Shadows or No More Heroes), the game can be surprisingly addicting. There are many flaws in the combat, and with a genre that has many forefathers that have nailed the execution, the sequel - if there is one - should take some major cues from games such as Bayonetta and Devil May Cry. I feel that, if Suda 51 does create a sequel (a rarity in his studio) for this game, I feel there is so much more room for improvement, and I do welcome a sequel that fixes those issues. Despite my rampant negativity towards the game, it is a game that can be fun, but only to a very small niche.
Grade: C
(Lollipop Chainsaw was obtained through GameFly, played on Normal, completing the campaign, missing one classmate. Played stage select to rescue the last student and replayed last boss fight to unlock "Happy Ending". Didn't bother with different modes.)
Monday, July 16, 2012
[REVIEW] The Walking Dead: Episode 2 - Starved for Help
The Walking Dead: Episode 2 - Starved for Help
Release Date: June 27, 2012
System Reviewed: Xbox 360
Ed. Note: There are spoilers in this review, but they have been whited-out. Just highlight to read.
What's Great: A fantastic continuation of the story. I enjoyed how the story began, but now, you're making decisions for the group. The level of "disgusting" is ramped up, as, what I thought was a dream sequence ended up being the real deal (SPOILER!: I seriously thought that Lee was dreaming the situation with Mark being cut in half after being wounded by the bandits, and his legs being the main course dish everyone ate up). The game is starting to turn into that promised "tailored" experience, and I love seeing my changes being recognized by later chapters of this game.
What's (Not So) Great: Some decisions aren't handled the best way. For instance, divvying up rations was partially fucked, in that, why can't the kids share the cheese and crackers? Why can't I split up the beef jerkey between two adults? Haven't you people heard of the leap-frog schedule, where people alternate days of eating; it sucks, but the situation at hand it brutal. Other choices don't appear to have that much of a lasting, such as everything that happens between those on the dairy farm.
Bottom Line: If you've played episode 1, you should continue the story, no doubt. If you have yet to pick up the game because people said episode 1 was dull, you have every reason now to pick it up. The releasing of the episode wasn't exactly what I wanted - it took two months to get episode 2 - but I do appreciate that Tell Tale has acknowledged that, and states that episode 3 will be out in about a months time. This is going to be the longest month of my life.
Grade: A-
Release Date: June 27, 2012
System Reviewed: Xbox 360
Ed. Note: There are spoilers in this review, but they have been whited-out. Just highlight to read.
What's Great: A fantastic continuation of the story. I enjoyed how the story began, but now, you're making decisions for the group. The level of "disgusting" is ramped up, as, what I thought was a dream sequence ended up being the real deal (SPOILER!: I seriously thought that Lee was dreaming the situation with Mark being cut in half after being wounded by the bandits, and his legs being the main course dish everyone ate up). The game is starting to turn into that promised "tailored" experience, and I love seeing my changes being recognized by later chapters of this game.
What's (Not So) Great: Some decisions aren't handled the best way. For instance, divvying up rations was partially fucked, in that, why can't the kids share the cheese and crackers? Why can't I split up the beef jerkey between two adults? Haven't you people heard of the leap-frog schedule, where people alternate days of eating; it sucks, but the situation at hand it brutal. Other choices don't appear to have that much of a lasting, such as everything that happens between those on the dairy farm.
Bottom Line: If you've played episode 1, you should continue the story, no doubt. If you have yet to pick up the game because people said episode 1 was dull, you have every reason now to pick it up. The releasing of the episode wasn't exactly what I wanted - it took two months to get episode 2 - but I do appreciate that Tell Tale has acknowledged that, and states that episode 3 will be out in about a months time. This is going to be the longest month of my life.
Grade: A-
Tuesday, July 10, 2012
[REVIEW] LEGO Batman 2: DC Super Heroes
Alrighty, my first review after my spree of mini reviews. I'm still toying with the idea of a new review format, but in the meantime, I'm going with what works for now, but I will be adding
LEGO Batman 2: DC Super Heroes
Release Date: June 19, 2012
System Reviewed: Xbox 360
What's Great: A necessary change to the stagnant LEGO formula, LEGO Batman 2 shows that there is still life left in the idea of mashing LEGOes with [insert favorite intellectual property here]. I was highly skeptical of the first Batman game, but it proved to be fun, as you didn't have to keep up with established plot points from other franchises; you just grabbed a character and let it happen. The open world, similar to Hogwarts in the LEGO Harry Potter games, is a big improvement, as rather a cross section of places like Hogwarts, you have full control of the camera and can view just about everything.
What's (Not So) Great: I'm not completely sold on voice acting in the LEGO games. While the actors did a great job with their respective characters, I feel the miming from all previous games worked very well, and it was a great way to see how they attempted to convey their own speech to others, using props and whatnot throughout it. Despite being subtitled "DC Super Heroes", you don't get to play as Superman until about the 4th mission, and the rest of the Justice League doesn't kick until the second to last mission.
Bottom Line: The game does hold promise for the future of the franchise, especially with LEGO Lord of the Rings when that comes out, but I do fear that, if they don't attempt to bring in new elements to help make each successive game feel fresh, these games will just be re-skins of their predecessors. It's still a fun game, being able to play as the rest of the Justice League - even if it is at the end of the game - is rewarding, and the open world gives you plenty to do in-between missions, as well as after the game, something LEGO games put into each release.
Grade: B-
LEGO Batman 2: DC Super Heroes
Release Date: June 19, 2012
System Reviewed: Xbox 360
What's Great: A necessary change to the stagnant LEGO formula, LEGO Batman 2 shows that there is still life left in the idea of mashing LEGOes with [insert favorite intellectual property here]. I was highly skeptical of the first Batman game, but it proved to be fun, as you didn't have to keep up with established plot points from other franchises; you just grabbed a character and let it happen. The open world, similar to Hogwarts in the LEGO Harry Potter games, is a big improvement, as rather a cross section of places like Hogwarts, you have full control of the camera and can view just about everything.
What's (Not So) Great: I'm not completely sold on voice acting in the LEGO games. While the actors did a great job with their respective characters, I feel the miming from all previous games worked very well, and it was a great way to see how they attempted to convey their own speech to others, using props and whatnot throughout it. Despite being subtitled "DC Super Heroes", you don't get to play as Superman until about the 4th mission, and the rest of the Justice League doesn't kick until the second to last mission.
Bottom Line: The game does hold promise for the future of the franchise, especially with LEGO Lord of the Rings when that comes out, but I do fear that, if they don't attempt to bring in new elements to help make each successive game feel fresh, these games will just be re-skins of their predecessors. It's still a fun game, being able to play as the rest of the Justice League - even if it is at the end of the game - is rewarding, and the open world gives you plenty to do in-between missions, as well as after the game, something LEGO games put into each release.
Grade: B-
[REVIEW] Last batch of mini reviews!
What went from a daunting task became something I could easily achieve, thanks to the new job where most of the mini reviews were written. I do enjoy the format, but I believe there's definite room for improvement, something I'll be looking into. In the meantime, enjoy!
The Walking Dead: Episode 1 - A New Day
Release Date: April 27, 2012
System Reviewed: Xbox 360
What's Great: A fantastic recreation of the Walking Dead universe, all in on-rails, decision making. While some were quick to give the game shit, I'm on it's defense, saying simply this: the show is far less like Left 4 Dead and much more Heavy Rain. You are not running around, shooting zombies. In the series, it is heavily emphasized on stealth, no loud noises (read: guns), and establishing that foundation with other survivors you meet. This is recreated in the game greatly, and our decision now will alter the story, Mass Effect style.
What's (Not So) Great: Some choices you are presented with in conversations don't necessarily match my thought process. It's been a while since I've played episode 1, but I remember the conversation with Herschel in the barn just before the attack had a question that I was dumbfounded with the choices. I'm sorry I can't make a direct reference, but some choices just don't match with what's going on in the game.
Bottom Line: I'll be very honest: I didn't get into The Walking Dead until I watched the season 2 finale at my parents house when it aired (no, I have not read the comics; I don't want to spoil the show, despite the differences in canon). It took a few months, but I ended up watching both seasons in about a week's time, and I was hooked. This game does so much service to the franchise, it's retarded. The decision making you're forced with is exactly what you see happen in the show or comics: do we do this? Are we going to help this person? Do we seek shelter here or later? Those dynamic conversations, despite their impact not visible by the end of episode 1, could drastically alter the game's story by the time episode 5 hits, presumably right before season 3 of the show begins. There is so much potential with the story, and I eagerly await the next installments.
Grade: B+
Release Date: April 27, 2012
System Reviewed: Xbox 360
What's Great: A fantastic recreation of the Walking Dead universe, all in on-rails, decision making. While some were quick to give the game shit, I'm on it's defense, saying simply this: the show is far less like Left 4 Dead and much more Heavy Rain. You are not running around, shooting zombies. In the series, it is heavily emphasized on stealth, no loud noises (read: guns), and establishing that foundation with other survivors you meet. This is recreated in the game greatly, and our decision now will alter the story, Mass Effect style.
What's (Not So) Great: Some choices you are presented with in conversations don't necessarily match my thought process. It's been a while since I've played episode 1, but I remember the conversation with Herschel in the barn just before the attack had a question that I was dumbfounded with the choices. I'm sorry I can't make a direct reference, but some choices just don't match with what's going on in the game.
Bottom Line: I'll be very honest: I didn't get into The Walking Dead until I watched the season 2 finale at my parents house when it aired (no, I have not read the comics; I don't want to spoil the show, despite the differences in canon). It took a few months, but I ended up watching both seasons in about a week's time, and I was hooked. This game does so much service to the franchise, it's retarded. The decision making you're forced with is exactly what you see happen in the show or comics: do we do this? Are we going to help this person? Do we seek shelter here or later? Those dynamic conversations, despite their impact not visible by the end of episode 1, could drastically alter the game's story by the time episode 5 hits, presumably right before season 3 of the show begins. There is so much potential with the story, and I eagerly await the next installments.
Grade: B+
Monday, July 2, 2012
[REVIEW] Moar reviews!
I Am Alive
Release Date: March 7, 2012
System Reviewed: Xbox 360
Ed. Note: Here's a quasi review of the game once I first finished it back in March.
What's Great: The sense of disparity between you and the others within the city. I absolutely loved the feeling of being afraid of not being comfortable whenever I move outside of my comfort zone, which is about 10 feet in either direction. Once the game was done, I realized that we only explored about 70-80% of the map that we were given (not counting the blocked off areas), but there was that north-western corner we never explored (at least I didn't). I enjoyed the ending very much, as it shows that those intermissions-as-cut-scenes we were watching via the camcorder were, in fact, being watched posthumously by Julie, with Adam's gear strewn across the table, heavily hinting at his death.
What's (Not So) Great: The climbing mechanics can get frustrating, and the shimmering silver accented hand holds don't really stick out all that well across, what can be seen by some, black and white backgrounds. I do wish that the climbing hooks you can place to rest were treated less like a perishable and more like an upgrade that you could retrieve (especially if you accidentally put one in the wall), but that would end up breaking the game. Not all of the map is explored, either (see above). Most confrontations can simply be averted by pointing a gun at people. Now, there is some brevity between raising your gun at someone and them not reacting as quickly as you'd like, or even not reacting at all, which I wish was addressed. There is that likelihood that, if faced at the raw end of a gun barrel, most of us would clam up and GTFO, but I felt that combat system wasn't as refined as Ubisoft had hoped it would be.
Bottom Line: The overall game I enjoyed greatly, and I'm glad the game saw the light of day in at least one form. I wish everyone would enjoy this game, but some people were just shitting on it, simply because their expectations were set too high. Probably because they had a throne in their closet to the few bits and pieces of promo art that were released when the game was first announced with the reveal trailer playing on a loop.
Grade: B-
Release Date: March 7, 2012
System Reviewed: Xbox 360
Ed. Note: Here's a quasi review of the game once I first finished it back in March.
What's Great: The sense of disparity between you and the others within the city. I absolutely loved the feeling of being afraid of not being comfortable whenever I move outside of my comfort zone, which is about 10 feet in either direction. Once the game was done, I realized that we only explored about 70-80% of the map that we were given (not counting the blocked off areas), but there was that north-western corner we never explored (at least I didn't). I enjoyed the ending very much, as it shows that those intermissions-as-cut-scenes we were watching via the camcorder were, in fact, being watched posthumously by Julie, with Adam's gear strewn across the table, heavily hinting at his death.
What's (Not So) Great: The climbing mechanics can get frustrating, and the shimmering silver accented hand holds don't really stick out all that well across, what can be seen by some, black and white backgrounds. I do wish that the climbing hooks you can place to rest were treated less like a perishable and more like an upgrade that you could retrieve (especially if you accidentally put one in the wall), but that would end up breaking the game. Not all of the map is explored, either (see above). Most confrontations can simply be averted by pointing a gun at people. Now, there is some brevity between raising your gun at someone and them not reacting as quickly as you'd like, or even not reacting at all, which I wish was addressed. There is that likelihood that, if faced at the raw end of a gun barrel, most of us would clam up and GTFO, but I felt that combat system wasn't as refined as Ubisoft had hoped it would be.
Bottom Line: The overall game I enjoyed greatly, and I'm glad the game saw the light of day in at least one form. I wish everyone would enjoy this game, but some people were just shitting on it, simply because their expectations were set too high. Probably because they had a throne in their closet to the few bits and pieces of promo art that were released when the game was first announced with the reveal trailer playing on a loop.
Grade: B-
Thursday, June 28, 2012
[REVIEW] Write all the (mini) reviews!!
Resident Evil: Revelations
Release Date: February 7, 2012
System Reviewed: Nintendo 3DS
What's Great: The 3DS gets a well-deserved console-like experience in the Resident Evil franchise. The visuals are great, controls are done surprisingly well (no, I did not use the Circle Pad Pro; I don't shop at GameStop), and inventory management gives you the impression of actual survival.
What's (Not So) Great: The same. Goddamned enemies. Over. And Over. And Over. Again. It may be restrictions of the 3DS game cart or of the system itself, but there should be more variety. I'm quite aware that other zombie game, or games that feature undead-ish enemies, are the same, but they have visually different appearances, and look different. I don't give a shit if they all attack the same, give me some variety. Something else lacking variety? The scanner. Each fill-up gives you a green herb. I understand it's similar to Super Mario and coins, but I want a scanner more like Metroid Prime and less like a useless piece of shit.
Chris and Jill's sections play dramatically different. Jill is narrow corridors on a ship that looks like the inside was ripped straight from a mansion, and Chris is more open-ended areas with a more action-oriented focus. It doesn't help, either, that you start as Jill looking for Chris, and then the next chapter, you start playing as Chris. Spoiler! Looks like he's alright...
Bottom Line: The game definitely has it's shortcomings, but it's solid overall. It's not fantastic, but it's terrible, either. If there is a sequel, I expect it to be leaps and bounds better. I mean, it's hard to fuck up "average", but then again, this is Capcom we're talking about...
Grade: C
Release Date: February 7, 2012
System Reviewed: Nintendo 3DS
What's Great: The 3DS gets a well-deserved console-like experience in the Resident Evil franchise. The visuals are great, controls are done surprisingly well (no, I did not use the Circle Pad Pro; I don't shop at GameStop), and inventory management gives you the impression of actual survival.
What's (Not So) Great: The same. Goddamned enemies. Over. And Over. And Over. Again. It may be restrictions of the 3DS game cart or of the system itself, but there should be more variety. I'm quite aware that other zombie game, or games that feature undead-ish enemies, are the same, but they have visually different appearances, and look different. I don't give a shit if they all attack the same, give me some variety. Something else lacking variety? The scanner. Each fill-up gives you a green herb. I understand it's similar to Super Mario and coins, but I want a scanner more like Metroid Prime and less like a useless piece of shit.
Chris and Jill's sections play dramatically different. Jill is narrow corridors on a ship that looks like the inside was ripped straight from a mansion, and Chris is more open-ended areas with a more action-oriented focus. It doesn't help, either, that you start as Jill looking for Chris, and then the next chapter, you start playing as Chris. Spoiler! Looks like he's alright...
Bottom Line: The game definitely has it's shortcomings, but it's solid overall. It's not fantastic, but it's terrible, either. If there is a sequel, I expect it to be leaps and bounds better. I mean, it's hard to fuck up "average", but then again, this is Capcom we're talking about...
Grade: C
Wednesday, June 27, 2012
[REVIEWS] Mini Reviews, Round 3!
Uncharted 3: Drake's Deception
Release Date: November 1, 2011
System Reviewed: PlayStation 3
What's Great: Absolutely fantastic video game. Story, visuals, gameplay, the way our voice/motion-capture actors portray their characters...everything comes together in a fantastic experience.
What's (Not So) Great: It doesn't surpass Uncharted 2 in terms of quality. Don't get me wrong, this is still a fan-fucking-tastic game. It's, simply put, not as good. It may just be me, but my expectations may have been set too high, considering how much better Uncharted 2 was than the first. It could be that Naughty Dog felt that they were riding on the curtails of the previous game, and could skirt a few things here and there. Whatever it is, I feel Naughty Dog should take a break and focus on a new IP. Oh wait, well, hello there, The Last of Us! How are you?
Bottom Line: The Uncharted series, in my eyes, is something that should be experiences by the masses. Just because it's not better than the previous game doesn't mean you should skip it. Play this game.
Grade: B+
Release Date: November 1, 2011
System Reviewed: PlayStation 3
What's Great: Absolutely fantastic video game. Story, visuals, gameplay, the way our voice/motion-capture actors portray their characters...everything comes together in a fantastic experience.
What's (Not So) Great: It doesn't surpass Uncharted 2 in terms of quality. Don't get me wrong, this is still a fan-fucking-tastic game. It's, simply put, not as good. It may just be me, but my expectations may have been set too high, considering how much better Uncharted 2 was than the first. It could be that Naughty Dog felt that they were riding on the curtails of the previous game, and could skirt a few things here and there. Whatever it is, I feel Naughty Dog should take a break and focus on a new IP. Oh wait, well, hello there, The Last of Us! How are you?
Bottom Line: The Uncharted series, in my eyes, is something that should be experiences by the masses. Just because it's not better than the previous game doesn't mean you should skip it. Play this game.
Grade: B+
Thursday, June 21, 2012
[REVIEWS] More Mini Reviews!
Resistance 3
Release Date: September 6, 2011
System Reviewed: PS3
What's Great: So much better than Resistance 2. The weapon wheel is back, in Insomniac fashion. Much to Ratchet & Clank fans out there, weapons are now upgraded based on how often you use them.
What's (Not So) Great: Still doesn't come close to what Resistance: Fall of Man did, and that was blow the pants off of people. I'm going to make an obscure music reference here, but Resistance is very similar to the band Finch: they blew up with their first (phenomenal) record, and each successive release was compared to the first, which never came close.
Bottom Line: It's still a great game to play. I didn't play using the Move controllers, even though I bought the Mayhem Edition (think of the R3 Doomsday Edition, but with Killzone 3 thrown in the bundle during Black Friday) for just $60. Don't pass on it because R2 sucked dick; it's a great game.
Grade: B-
Release Date: September 6, 2011
System Reviewed: PS3
What's Great: So much better than Resistance 2. The weapon wheel is back, in Insomniac fashion. Much to Ratchet & Clank fans out there, weapons are now upgraded based on how often you use them.
What's (Not So) Great: Still doesn't come close to what Resistance: Fall of Man did, and that was blow the pants off of people. I'm going to make an obscure music reference here, but Resistance is very similar to the band Finch: they blew up with their first (phenomenal) record, and each successive release was compared to the first, which never came close.
Bottom Line: It's still a great game to play. I didn't play using the Move controllers, even though I bought the Mayhem Edition (think of the R3 Doomsday Edition, but with Killzone 3 thrown in the bundle during Black Friday) for just $60. Don't pass on it because R2 sucked dick; it's a great game.
Grade: B-
Wednesday, May 2, 2012
[FUCK IT] Mini Reviews, Coming At'Cha!
Alright, so I give in. The incessant need for me to complain/praise games is taking a back seat to school and work, so now, I'm giving reviews this way: I'm taking my former reviews and streamlining them, giving you as much as you need to know, but not inundating you with crap.
Ready?
I'll be doing this is small bursts, with a small handful of games each post (something like 3-5 games each), so, you know, FYI.
Deus Ex: Human Revolution
Release Date: August 23, 2011
System Reviewed: Xbox 360
What's Great: Fantastic game, fluid controls, fairly easy to navigate maps, multitude of methods of finishing objective/taking out enemies. Hacking has to be my most favorite aspect. Shooting/cover mechanics of Rainbow Six: Vegas, interrogation aspects similar of LA Noire, inventory management of Resident Evil 4, stealth elementsstolen borrowed from Metal Gear Solid and Splinter Cell...it's like they took all of my favorite games and threw into in an orgy pit.
What's (Not So) Great: Maps can be very overwhelming at first and the upgrade system is not as robust as you think a cybernetically augemented man would have access to (most of the upgrades can be avoided). Story can be hard to follow, but fans will definitely pick up on the little things that confuse those who's first foray into Deus Ex is this game (such as myself)
Bottom Line: This is an absolutely fantastic game. Even if you haven't played the originals, DE:HR is something everyone should play, and it's in my list of contenders for Game of the Year.
Grade: A
Ready?
I'll be doing this is small bursts, with a small handful of games each post (something like 3-5 games each), so, you know, FYI.
Deus Ex: Human Revolution
Release Date: August 23, 2011
System Reviewed: Xbox 360
What's Great: Fantastic game, fluid controls, fairly easy to navigate maps, multitude of methods of finishing objective/taking out enemies. Hacking has to be my most favorite aspect. Shooting/cover mechanics of Rainbow Six: Vegas, interrogation aspects similar of LA Noire, inventory management of Resident Evil 4, stealth elements
What's (Not So) Great: Maps can be very overwhelming at first and the upgrade system is not as robust as you think a cybernetically augemented man would have access to (most of the upgrades can be avoided). Story can be hard to follow, but fans will definitely pick up on the little things that confuse those who's first foray into Deus Ex is this game (such as myself)
Bottom Line: This is an absolutely fantastic game. Even if you haven't played the originals, DE:HR is something everyone should play, and it's in my list of contenders for Game of the Year.
Grade: A
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