Sunday, December 4, 2011

Assassin's Creed: Revelations


This week will be my last proper "review" until next year. I'll be coming back on January first for my GOTY blog, so I want to take this opportunity to say that 2011 has been a great year, and I want to thank you all for reading these things. I'll see you all next year! Now, Assassins Creed!

STORY
If you haven't played the last AC game, first off, why are you here?? Second, there will be spoilers. Massive spoilers as far as AC: Brotherhood is concerned.
Don't say I didn't warn you.

The game starts off where brotherhood stopped; Desmond's mind has shut down, and his fellow assassins have put him in a safe zone of the animus til they can find a way to help him. Inside this safe zone, he meets Subject 16, who informs Desmond that to rebuild his fractured psyche, he must bring closure to the genetic memories of both Altair Ibn La-Ahad and Ezio Auditore Da Firenze, so that the Animus may seperate these memories from Desmonds own.

Meanwhile, in Ezio's memories, the Italian Assassin Mentor is on a pilgrimage to uncover the secrets of the great Altair, hoping to find answers to his own questions of whether his life has been spent well or not. Along the way, he also becomes embroiled in a political struggle that has Turks and Byzantines (both Templar and non) vying for control.

The high level of story telling and writing that the Assassin's Creed franchise is known for continues with Revelations; the game has some of the most likeable characters to date. Unfortunately, the main opposition to Ezio's cause lack the characterisation of the conspirators of AC2 or the Borgias of ACB. However, characters such as Yusuf Tazim and Sofia Sartor are instantly likeable, much like Da Vinci in the previous titles.

If you're one of the naysayers who criticized the series for the far fetched conspiracy theories used as the story's basis, then ACR may not change your mind. However, if you like big plot twists and out there ideas, then ACR will keep you entertained.

PRESENTATION
Assassin's Creed: Revelations is the best looking AC game to date, which is no easy feat. The improvements aren't hugely noticeable when compared to AC: Brotherhood, but the subtle improvements are there. Character models and faces, for instance look amazing (Altair's features have improved significantly since his last appearance).

The soundtrack will sound very familiar to long time players, which isn't necessarily a bad thing. When the danger picks up, the music does too, and it all really helps the games high adrenaline atmosphere in these moments.

Voice acting continues to be fantastic, with the ever present Nolan North providing Desmond's voice. Ezio's voice actor returns, and Altair sports a more realistic middle eastern accent in his sections.

GAMEPLAY
The gameplay of Assassin's Creed has always been a high point; the combat, platforming and puzzle sections have always been top notch. So it baffles me as to why Ubisoft would add pointless gimmicky mechanics into a near perfect formula, thus taking it down a notch.

I'll start with the good stuff, the stuff that has been polished over four games to a mirror shine. The combat is as fast and fluid as ever, with a little added difficulty in the form of a larger variety of enemies. The kill animations are extremely brutal, and very fun to watch.

The platforming fares a little worse. That's not to say it's been ruined. The parkour gameplay is still fast and frantic, but some pathfinding issues make certain sections of the game rather frustrating.

Another frustrating feature would be certain "optional objectives" for 100% sync. Alot of the time, they turn the missions into stealth missions, which would be fine, if the enemy AI didn't fluctuate between absolute retard and omnipresent psychic. Assassin's Creed Brotherhood didn't have these problems, so I'm wondering where these ones have sprouted from.

As far as new mechanics go, there are 3 main additions: Den Defense, The hook blade, and bomb crafting. To start with the bad news, Den Defense just does not fit in. After capturing templar towers, you gain Assassin Dens, which can be attacked at any time. When they are attacked, a mini tower defence game activates. It seems totally out of place and can be seriously frustrating at times. Especially when you realise that it's only compulsory if you want to get 100%.

On the other hand, we have the hookblade and bomb crafting. The hookblade is handy for getting around quickly, and it helps to make the platforming that little bit more fluid. It also allows Ezio to use Ziplines, which are awesome for getting from A to B in style. Also new are the bomb crafting mechanics, which allow for large varieties of tactical, diversionary and lethal bombs to be created, of different triggers and blast radius'. Both of these are useful and fun to use. unlike Den Defense.

Oh, and before I forget; the Subject 16 puzzles of previous games have been replaced by a strange first person platforming section covering Desmonds memories. They seem a little strange at first, but become a nice break from the otherwise hectic gameplay of ACR. The narrative behind these sections is worth a listen, if you can get behind the gameplay.

REPLAYABILITY
Assassin's Creed Revelations has a great sandbox that invites players to just run around in, as well as a story that, despite it's linearity, warrants multiple playthroughs, a buttload of collectibles to find and side quests to embark upon, and a fun and improved multiplayer component to mess around in.

Assassin's Creed: Revelations is the kind of game that the word "Replayability" was made for. Believe me, theres at least 20+ hours of gameplay here.

OVERVIEW
Assassin's Creed fans, this game is most definitely for you, though the tainting of this game through the pointless gimmicks may ruin the experience for you somewhat. For newcomers to the series, maybe start with AC2 and work from there.

ACR has a fantastic story, andx the gameplay (for the most part) is perfect. The visuals and audio are spot on, and Assassin's Creed: revelations is a worthy addition to the series. Now, to wait until December 2012 for the final chapter in Desmond's story. Note: Not the final AC game.

OK Guys, I'll be back on Jan 1st for my GOTY blog. See you all then!

Sunday, November 27, 2011

The Elder Scrolls V: Skyrim


Let's not waste any time, and get into the review I meant to do last week. Get your sword and shield, and put on your boots, Skyrim awaits!.. And it might pay to bring a coat and pants or something. Your privates will freeze off otherwise.

STORY
The game begins with your character on a prison carriage with a group of men headed for execution. It is revealed that civil war has broken out in Skyrim, between the empire and the Stormcloak Rebels (a group who wish for an independant Skyrim). Being mistaken for one of these rebels, your character is taken to the executioners block, but a chance dragon attack facilitates your escape.

Through the earlier quests in the game, we learn that your character is Dragonborn, a being with the ability to slay dragons and absorb thier souls. It is up to the player to fulfill their destiny, and stop the world from being destroyed.

As far as stories go, Skyrim is a fairly interesting one. It uses the old story telling gimmick of "Destiny" but ESV:S never forcesm players to follow its interesting, yet cliched story. Players have the freedom to go and make thier own stories, without ever having to do a proper quest, outside of the opening one.

PRESENTATION
The Elder Scrolls V: Skyrim is by no means the best looking game of this generation. It probably doesn't even stand up well against other games released this month. What it does do, however, is far surpass the technology used in Oblivion, the last Elder Scrolls game.

Thats not to say Skyrim looks bad, however. The environments are varied, and the weather effects make the land feel almost alive. Also there's a substantial amount of detail in the game, whether it be on flowers or in-game items such as swords or books. The occasional texture pop in ruins this slightly, but not too much.

The sound design is fantastic, with the Dohva chants being delivered with force, while very subtle orchestral music punctuates the more quiet times in Skyrim. Beastly noises deliver a suitable sense of danger when your character is initially weak, and voice acting has vastly improved since the last game.

On e last point of interest; Skyrim's menu system is one of the best and easiest to use that I've seen in some time. The map, Skill trees, Magic inventory and item inventory are all mapped to directional buttons after pressing B or Circle. Its a visually interesting and intuitive way of presenting the games options.

GAMEPLAY
Skyrim is, first and foremost, an RPG. As hardcore as they come. And Skyrim offers a multitude of choices and skills with which to personalize the way you play. Do you play as a sneaky khajit thief with a penchant for archery? Or maybe you make a Breton battlemage, wielding a blade in one hand and fiery destruction magic in the other? The choice is yours, and most choices are completely viable.

While an RPG at heart, Skyrim has solid action elements when it comes to combat. Strikes have a realistic weight behind them, whether you're dealing out the damage or blocking it with a shield. As far as first person combat goes, I've seen far worse in games that relied on it. Speaking of which, while playing in third person looked like a crap sandwich in Oblivion, its a perfectly viable choice here, especially if you want to see that new Daedric armour your character is sporting.

One feature that I really like is the levelling system. TES V never ties you to a class. You pick the skills you want to excel at, and you use them. Want to pick locks better? Pick more and more, til you get better. levelling up skills through repetition raises your level, and at each level you get a skill point to spend on a perk. It's a useful and logical way to make a strong, personalised character.

REPLAYABILITY
Skyrim is one of those games that you could play through many, many times with each playthrough being different. With the different starting races and play styles, coupled with the near infinite quests and dungeons, here you have a game that basically allows you to make your own story and adventure. Or follow the main path; player choice is truly paramount in this game.

OVERVIEW
The Elder Scrolls V: Skyrim is a fantasy RPG buff's wet dream. Player customization is truly impressive, both on the appearance and skillset sides, and the world has a lot of character to it. The amount of quests in Skyrim means that 100%ers are going to go absolutely mad, and theres a lot of sweet loot for those kinds of players too.

The game also looks and sounds impressive, and the gameplay is damn solid. If you're looking for a massive time sink, then Skyrim is the game for you.

Alright, Next week will be my last review for this year; with Assassin's Creed: Revelations on the way. After that I'll be back on January 1st with my yearly recap. See you next time!

Sunday, November 20, 2011

Saint's Row: the Third


This week, I thought I was going to review The Elder Scrolls V: Skyrim, but it turns out that Skyrim is HUGE. And I also got sidetracked playing another fantastic game; Saint's Row: The Third. So here's a review of that instead!

STORY
Saint's Row: The Third follows the story of Saint's Row 2 (Duh), where we find the heroes from the previous installment as worldwide celbrities, with a brand that spans clothing, movies and energy drinks.
After robbing a bank owned by Steelport's "The Syndicate", the gang begin to question whether they've lost thier edge or not; while they fight for control against the 3 gangs that make up the Syndicate, for control of thier new stomping ground.

The game is surprisingly well written, with interesting characters and over the top, crazy story events. You could be having a mid air shootout, then flying a tank then driving a car with a tiger in the passenger seat, all in the same hour.
The only problem I've seen with the SR3 story is that it occasionally skips entirely past certain plot points. Also, you may find that it moves very quickly, with big moments being completely rushed over.

PRESENTATION
After only a few minutes of playing Saints Row: The Third, I could easily tell that there had been significant graphical improvements over Saint's Row 2. Animations look alot more fluid, and the entire world looks more detailed. The only downside to this is that the world seems a whole lot smaller than Stillwater in the previous games.

The voice acting in the game is generally pretty good, however characters that we kn ow and love, Shaundi in particular, don't look, feel or sound the same. It feels very alien. Daniel Dae Kim reprises his role as Johnny Gat, while Hulk Hogan and Sasha Grey have cameos as main characters; all of whom play their roles very well.

The game as a whole feels much more cinematic, with huge set pieces and self contained missions. Helping this are the scripted soundtrack moments where licensed tracks play in sync suitable story moments. They're some of the best uses of licensed music I've seen since Red Dead Redemption (beating Gears 3 if only due to it happening more than once). The radio stations also have a wide range of music, from Latino, to Rap, to Heavy Metal; and everything in between.

GAMEPLAY
The gameplay in Saints Row: The Third is more solid than ever, with vehicle and shooting gameplay being refined to a near artform. There's a wide variety of cars and other vehicles to choose from, all of which handle as well as one could imagine, as well as looking visually distinct.

There's also a wide variety of weaponry, ranging from Rifles and Handguns, to Rocket Launchers and giant purple dildo clubs. What elevates the weaponry over what SR2 achieved, is the large amount of customization options available to players.

Speaking of customization, the character creator has kept it's status as one of the best character creators in the industry. There are an uncanny amount of facial feature sliders, as well as thousands of different clothing combinations for you to really make your own Saint. The customization also carries over to your gang, weapons (as mentioned above) and cars.

The over the top-ness of this game is most certainly a selling point, if only because you'll be hard pressed to find a point in which you're actually bored. And if you find yourself with very few story missions to do, then theres a whole bunch of over the top diversions to accomplish.

The addition of the Awesome Button spices certain mundane tasks (melee attacks, carjacking) up, but the awesome animations tend to get a bit overused by the end.

REPLAYABILITY
Saint's Row: The Third is one of those games that will always be fun to play, no matter how far through the story your are, no matter how many actual missions you have to do. However, on top of this already versatile game is a new Whored Mode, which pits you and a mate up against wave upon wave of enemies, with increasingly crazy stipulations.

Add to that the large amount of collectibles and side missions, and you'll be set for quite some time.

OVERVIEW
With the immense customization options available as well as a crazy open world to cause havoc in, Saint's Row the Third is the gaming definition of Freedom. On top of the craziness, the gameplay and story are both surprisingly solid. This is a game that doesn't take itself seriously, but can quite easily stand up to the mega blockbusters of this gaming season.

Next week is most definitely Skyrim. Or maybe Assassin's Creed: Revelations. See you next time!

Monday, November 14, 2011

Call of Duty: Modern Warfare 3


About 4 years ago, Infinity Ward developed what would become one of the best first person shooters of the decade. Snap back to today, and alot has changed. The line-up at Infinity Ward has been changed, and development for their latest game has been shared between them and Sledgehammer games, with Raven Software assisting. The FPS market has been flooded with greyish brown, gritty war games, so does Modern Warfare 3 have what it takes to hit that same high mark as 4 years earlier? Read on to find out!

STORY
Modern Warfare 3 begins right after the cliffhanger ending of MW2; so SPOILER WARNING!
The world is in turmoil after the Russian/American war in MW2 escalates into a full blown world war. Vladimir Makarov is still at large after beginning the conflict, and is using his resources to launch a series of terrorist attacks, while Soap and Price begin gathering funds to launch a counter attack to clear their names as public enemies.

The parts of the campaign that focus on Soap and Price kind of require you to have at least played MW2, if not CoD4: MW. If you're looking to just pick up and play, the whole World War 3 premise may be confusing for you. If you've experienced, and enjoyed the Modern Warfare campaigns before, however, then MW3 is more of the same over the top, summer blockbuster action you might expect.

The story may be out there, and have a fair few plotholes, but it could never be called boring.

PRESENTATION
While the graphics may not be as slick, or the lighting effects not as amazing as *other* games in the FPS market right now, Modern Warfare 3 runs at a smooth 60 frames per second, all the time, without exception. I've seen very few games run so well, despite the amount of craziness going on in a typical firefight in MW3.

The guns and explosions sound powerful, and really draw you into the experience. The soundtrack is suitably fast paced and loud; helping to raise the adrenaline levels. Voice actors for Soap and Price return, and while the supporting cast does great work with what they're given, no one, aside from Kevin McKidd and Billy Murray redally shine.
Timothy Olyphant excels surprisingly well as Delta squadmate Grinch, but doesn't have many lines with which to show this off.

GAMEPLAY
The strong CoD gameplay that we all know and love is most definitely back, just as we all remember it. The campaign remains as fast paced as ever, and if anything, the set pieces are even more spectacular than ever before. You'll be boarding submarines in the New York harbour, fighting down Wall Street, fighting through african slums and flying through the London underground into oncoming trains on the back of Ute's.

The core gameplay hasn't changed all that much, but the enemy AI seems more ferocious than ever. There's also some very cool new weapon attachments, including hybrid scopes and short range scopes for assault rifles and sniper rifles respectively. These attachments really open up another level of tactical playing.

MULTIPLAYER GAMEPLAY
Since the single player campaign has remained largely untouched in terms of gameplay, I figured I would talk about the multiplayer side of things for a while. The Perks and weapon unlocks return from previous games but with some changes. The CoD points from Black Ops have disappeared, and Pro perks require less annoying challenges to complete. The unlocking process seems more simple and less annoying than last time.

Weapons now level up independantly from players, and with each level comes new attachments, weapon specific perks and skins. This all helps with the personalization of the multiplayer, but the lack of customizable emblems, and gun tags makes it feel less personal than the last CoD game.

REPLAYABILITY
When you look at the single player campaign of CoD, you're getting 8 hours of gameplay, max. However, add in the copious amounts of multiplayer there to enjoy as well as the return of the Co-op "Special Ops" missions; which now includes a survival mode.

The survival mode, might I add, is a surprisingly large amount of fun, and a good way to learn the multiplayer maps.

OVERVIEW
Call of Duty: Modern Warfare 3 is exactly what CoD fans have been waiting for. It's fast paced, over the top and contains solid gameplay; all the while never being *too* serious, being more of an A-Team sort of movie feeling game as opposed to a Black Hawk Down.

The multiplayer is as addictive as ever, and while it isn't as team based as other games on the market, it's certainly more pure fun. On top of that are the fun, if extremely challenging Spec Ops levels. If you're a fan of the series, you'll love MW3 as much as any other CoD game.

Sunday, November 6, 2011

Uncharted 3: Drake's Deception


Y'know how I said I normally reserve my picks for game of the year till the last Sunday of a year? Well, seems I should have followed my rule this year, as Uncharted 3 shows us it's never to late in the year to deliver an action packed, but also emotionally stirring story to our consoles. So, this week, no proclaimations of GotY, just a review of a truly amazing game, made by a group of talented people.

STORY
Uncharted 3: Drake's Deception puts players in the shoes of proffessional explorer/treasure hunter/thief, Nathan Drake, as he and his mentor, Victor Sullivan, follow the clues left by T.E. Lawrence (Lawrence of Arabia) and Sir Francis Drake, to find Iram of the pillars; a legendary lost city, also known as the Atlantis of the Sands.

Also searching for this lost civilisation, is Katherine Marlowe, an older woman who had a hand in Sully and Drake's initial partnership, who's search for Iram of the Pillars is much more sinister than anyone knows.

The story is well written, with very human characters who are very easy to like. Victor Sullivan in particular feels like that hilarious, rough around the edges uncle that everyone loves. Conversely, the villains are all suitably dispicable, and you'll find yourselves rooting for the heroes til the very end.

Uncharted 3 seems to focus more on the relationships between these loveable characters, and it just makes them even more memorable. The actual adventure at hand benefits greatly from the new knowledge that we get regarding Drake and Sully's relationship.

PRESENTATION
Uncharted 3 is without a doubt the best looking game I've seen this year. Character animations are all very lifelike; Nathan runs his hand along the temple walls as he walks near them, or stumbles wearily down the sand dunes of the Rub' al Khali desert. Little touches like these make the game feel very cinematic.

The lighting effects and other environmental effects, such as water and sand, all look very cool. As Drake walks across sand, his foot leaves a realistic imprint, and the sand falls down slopes in the dunes as you might expect it to in real life. The water effects from the previous titles remain, and it's cool to see Drake's clothing get wet only where it touched water.

The voice acting is top notch, with Nolan North, Richard McGonagle and Emily Rose reprising thier roles as Nathan Drake, Sully and Elena Fisher respectively. Rosalind Ayres and Robin Atkin Downes (Capelli- Resistance 3) do brilliantly as the bad guys, Katherine Marlowe and Talbot as well.

GAMEPLAY
The gameplay of Uncharted remains mostly unchanged, but you know what they say, why change a good thing? And let's face it, Uncharted 2 is one of the best games to hit this current console generation. What Uncharted 3 brings to the table are the same solid mechanics, just fine tuned a little.

The biggest improvement in the gameplay department concern the melee combat of Uncharted. In U2, the melee combat, while good, was often neglected do to it's near uselessness in armed combat. In Uncharted 3, however, I found myself ignoring the guns in favour of fisticuffs when things got a little too close for comfort. This may be due to the more intuitive reversal/strike system, or the new special moves available. Pulling a grenade pin from an enemy's grenade strap and kicking them away while they panic and fumble for the active explosive is really satisfying, as is using a wrench on a nearby table to whack a guy over the skull.

The gunplay is still very solid, with a more vertical feeling in some sections; with Drake literally fighting up walls while climbing them. The variety of guns available is interesting, and they all feel pretty different to each other, making your choice of firearm somewhat more meaningful.

The platforming is also as solid as ever, but I often found myself looking at the beautiful scenery instead of moving, which would occasionally lead to a death. No matter, however, as the checkpoints are often very reasonably spaced together.

The only real complaint I have about Uncharted 3's gameplay is the return of the stealth sections. While it's entirely possible to just open fire on a pack of goons and bypass the whole annoying thing, I personally like to play games the way the're meant to be played. So if I see a stealth section, I expect it to be reasonable to do it without being spotted. Uncharted 3's foes, however, possess some kind of foresight and super hearing, so that when one of them so much as catches a glance of Drake's dirty jeans, everyone in the area is alerted to his presence. This is just a small complaint however, and as I said, the gunning down approach is just as viable as the stealthy approach.

REPLAYABILITY
Uncharted 3 has a fantastic single player campaign that I plan on going through again and again, if only to re-live the epic moments in Drake's globe trotting adventure. However, on top of the near-perfect single player, theres a vastly improved multiplayer feature to partake in as well.

With a vast amount of class customization available, and I can see myself playing for a while.

OVERVIEW
Uncharted 3 is the reason why I love gaming. It's the whole package; great visuals, solid gameplay, well written and delivered story. The story delivers so many epic moments, with such amazing visuals, that you could be excused for thinking that it was a high budget hollywood blockbuster. Except with better writing.

So here we have a game that's nearly perfect, following up from one of the best games of this generation. I personally believe that Uncharted 3: Drake's Deception nailed it, and surpassed U2: Among Thieves. If you thought differently, let me know, I'm always looking for some intriguing feedback from these things.


So next week, I'll hopefully be reviewing Modern Warfare 3. I say hopefully, because my PS3 is going in for much needed repairs, and thats the system I pre ordered for. Might get it on 360 too. We'll see. See you next time!

Sunday, October 30, 2011

Battlefield 3


This year has been host to a number of great shooters so far, but few have been more anticipated than Battlefield 3. After seeing magnificent trailers of infantry, land vehicle and aerial vehicle combat; I must admit that my I was hungry for BF3 as many of you were, I'm sure.
Let's get on with it, and see if Battlefield 3 really does live up to all the hype.

STORY
The story takes place in an interrogation room in New York, as Staff Sergeant Henry Blackburn is questioned by two CIA Agents, who believe Blackburn is some kind of traitorous spy. The games missions take place in flashback sequences as Blackburn recounts his story; of how he and his squad were sent after PLR leader Al Bashir, quickly unravelling a greater conspiracy involving Russian arms dealers and an international terrorist named Soloman.

Now, it's hard to go into Battlefield 3 without subconciously comparing it to the Call of Duty series. EA has made it very apparent that BF3 is the CoD killer. However, as far as I can see, the story in BF3 is trying to be as over the top and action packed as the Modern Warfare games. While a lot of us love the over the top action movie feel of CoD, what BF3 tries just feels weak in comparison.

The "shocking twists" lack any real emotional weight because we don't really have a feel for the characters. While the same could be said for CoD, can you say that you didn't feel a thing when Pvt Jackson died in CoD4? When something similar happens early in BF3, we haven't had nearly enough time to like the characters that it happens to. Had the game come out 5 or so years ago, then maybe we could applaud these scenes, but as it stands, they've been done before, and better.

PRESENTATION
While Battlefield's single player campaign falls somewhat short, the sights and sounds along the way are nothing short of brilliant. The graphics are solid and the amazing lighting effects accentuate that. The sunlight feels so natural on most of the levels, it's insane. There's also a high attention to detail when it comes to the destructible environments; in particular during the multiplayer.

The sound design is also fantastic, with the loud barking of machine guns really hammering through the tv. It helps raise the sense of immersion I felt while playing this game.
Voice acting, on the other hand was workable, but forgettable on the most part.

GAMEPLAY
Battlefield 3 has some of the most solid shooting mechanics in gaming today. Both the weapons and the soldier's movements have a nice sense of weight to it, adding to the "Warfare Sim" feel of the game. It's just a shame that the story took the over the top route and came up short, instead of taking the "tribute to the soldiers" realistic approach and being in sync with it's gameplay.

There are a couple of vehicle segments in the game, but aren't really worth dwelling on. While it's cool being able to drive a tank through vast plains, it's not as cool to sit in the passenger seat of a jet and push buttons as an AI pilots the damn thing.

Theres a big problem right there; the single player doesn't teach you how to play the multiplayer. I will get more in depth with the multiplayer later, but it needs to be said that any good game should introduce you to it's core mechanics in a natural way; a way that will basically train the player in MP Combat.

My only real problem with the single player gameplay (aside from the no jets thing) is the inclusion of quick time events. Not just QTE's, but QTE's that don't make sense. I would get using Right trigger to attack during one, but BF3 always seems to switch them up. While not difficult (they're unbelievably forgiving) it's just annoying that they're so random.

MULTIPLAYER
Let's face it, if you're buying Battlefield 3, the only replay value you'll need is it's multiplayer. Lucky for you, it's multiplayer is by far the selling point of this title. As opposed to CoD's run and gun, fast paced gaming; Battlefield 3 feels like a more tactical, team based shooter. I found myself not trying to benefit my own stats, but instead trying to better my team, and help them win rounds.

BF3 isn't quite as spoiled for choice when it comes to game modes as OTHER shooters, but it's main drawcard (Rush mode) is more than enough to satisfy your tactical hunger.

The destructible environments add a nice tactical element, as do the "suppressing fire" assists and the "multiple firing modes" found on each gun.

Now, back to what I was saying before: there is little to no instruction on how the Multiplayer works. For seasoned veterans, it's easy enough, until you get to the aerial vehicles. While I haven't piloted a jet as of right now, I did attempt to fly a helicopter. It lasted 2 seconds. Seriously, choppers have NEVER been this hard to fly in anything. Give me another few shots, however, and I might be ok. It's just annoying is all.

OVERVIEW
While I've always said that a game should be able to stand on it's single player campaign, I must say that Battlefield 3's multiplayer does make up for the short and utterly average campaign. Just be aware that if you buy on the 360, it'll pay to install both discs, as well as the HD textures (especially if you don't want the game to look like a blurry arse).

Next week, it should be an Uncharted 3 review. And tomorrow, seeing as it'll be Halloween, i may just have an inFamous: Festival of Blood review. If I'm feeling up to it.

Tuesday, October 25, 2011

Batman: Arkham City


I normally reserve my picks for Game of the Year until late December, but honestly, don't be surprised if Batman: Arkham City appears in the nominees. In fact, I can guarantee that it will be.
Arkham Asylum was one of the best licensed games of 2009, if not the best game overall. How does the sequel live up to Rocksteady's Dark Knight legacy?

STORY
After the events of Arkham Asylum, the titular Madhouse has been shutdown, and it's former Warden is now the Mayor of Gotham City. His first major act as mayor is to section off part of Gotham, turning it into a huge high security prison. The newly created "Arkham City" is put under the care of Hugo Strange; an intelligent, scheming man who knows the darkest secret of The Dark Knight.

After an interesting turn of events, Batman finds himself trapped, with the inmates practically running the asylum. Gang wars devestate the streets, while major players fight for power. And to top it all off, a certain "Clown Prince of Crime" is dying, and has Batman by the throat, forcing Bruce Wayne to aid his arch nemesis.

The story is well written, penned by Paul Dini, it's typical Batman. The villains are typically deranged, tragic and engaging; and there are a LOT of villains. From the psychotic Zsasz to the hilariously messed up Joker; the villains are a lot of fun. The plot has a reasonable amount of twists and turns, some more obvious than others. The game starts with a bang, and maintains momentum all the way through.

The only real criticism I can think of story-wise, is that with so many villains, it's difficult for Rocksteady to go into any depth with many of them. Some of the more unexpected encounters come and go before you can say "I'm Batman".

PRESENTATION
Aside from some sterile looking face animations of NPC's, the graphics are really good. The visuals are full of character, and Arkham City almost feels like another character in this very comic-book world. There are a bunch of iconic locations that Batman fans will definitely recognize, and it all adds to the authenticity of the world.

The soundtrack also adds to the atmosphere of the Arkham City, with soft tracks during the silent predator sections of the game, and loud, fast scores during intense combat sections. The feeling of panic once gunmen discover you is only intensified by the fitting soundtrack.

Definitely the highest point of the presentation aspect of B:AC is the stellar voice acting. Kevin Conroy and Mark Hamill reprise thier roles as Batman and Joker respectively; both killing in their parts. Fred Tatasciore and Nolan North also lend thier talent to Batman: Arkham City, but to be fair, every character is played perfectly.

GAMEPLAY
The strong gameplay of Arkham Asylum is not only retained, but refined for Arkham City, in almost every way. First off, where Arkham Asylum was set on Arfkham Island, Arkham City is a much larger open world playground. Now with a larger world to explore comes new ways to get around said playground.
Being able to grappel up to buildings, then boost over them to gain a more powerful glide is definitely awesome, and it feels perfectly Batman. The only thing that would have been more Batman would have been the use of the Batmobile. But I just don't see that working, so the gliding is perfect.

The freeflow combat from the previous game was certainly a high point, and it's been refined further in Arkham City. The simple to learn, difficult to master controls are the key to the mechanic's success; but Rocksteady have found ways to add more to it without over complicating things. All gadgets are now mapped to a quick use button, for fast and effective use mid-combo.

As well as shortcutting the gadgets to buttons, new gadgets have been added; such as the remote electromagnetic shock rifle and the freeze grenade, allowing even greater variation during fights.

The last main sector of gameplay is in the sheer variety of things to do in Arkham City. The Riddler trophies are back for the Batman to collect, as well as numerous riddles to find and solve. As well as that, there are various cases for the world's greatest detective to solve; and almost all of them are well put together and play out nicely, behind the main plotline of the game.

Some minor clipping issues occasionally affect the combat, making Batman miss counters that should be hit; but its a very minor problem.

REPLAYABILITY
With an engaging, action packed story, I can see myself playing Arkham City over and over for quite some time. Hell, a somewhat hidden easter egg will definitely have me coming back at least once a month til next September.
Aside from the fantastic experience, there's a new game plus feature, as well as the Riddler's challenge maps, Riddles and collectibles to complete and find.

OVERVIEW
Batman Arkham Asylum isn't a perfect game. The story is a bit too Villain stuffed, the combat does bug out very rarely, and some might say that there aren't enough new gadgets or gameplay mechanics to keep the game more interesting than its previous installment. No, Batman is not the perfect game, but it's one of the closest games to perfection that I've seen in some time. If nothing else, it's the definitive Batman game, and my bet is that it always will be.

Love Batman? Get Arkham City. Love solid combat and a lot of side missions and collectibles? Arkham City will not steer you wrong.


Hope you guys found that informative, and next Sunday I'll be bringing you a review of RAGE (most likely). Or perhaps Battlefield 3.

Monday, October 17, 2011

EB Games Expo Re-cap


Hey guys! What a great couple of days I had at the EB Games Expo with my awesome girlfriend. It was such a great experience, and it allowed me a great sneak peak at lots of fantastic upcoming game.It was a weekend full of motocross riders, fireworks, games, cosplayers and even more games. So I'll just get on with it, this is what happened during my time at the EB Games Expo. FYI, when I refer to "we" I mean myself and my girlfriend.

SESSION ONE
Our first session at the EB Expo was kicked off with a quick presentation involving a montage of awesome trailers accompanied by rock music, and the monster energy drink motocross riders. The opening event was pretty cool, but once it was over, the real show began. We were set loose onto 10000 square metres of gaming for 6 hours, and most would say it wasn't enough. Luckily we had another two 6 hr sessions to get.

First up for us was the Uncharted booth, where we played a chapter each of the upcoming Uncharted 3: Drake's Deception. The excerpt I played was the "Burning Chateau" chapter from some of the earliest demo's. I'm glad to say that Drake's Deception handles as well as, if not better than, it's predecessors. Drake moves naturally and the combat, both melee and ranged, feel solid and the controls work well.
Lauren (the Tophat Girlfriend) played the cargo plane chapter that has been seen recently, which I played later in the weekend; so I'll get to it later. Lauren isn't the most practiced of gamers, but she felt that Drake's Deception was easy to pick up and play, with no direction or help.

After we left the Uncharted booth, we made a bee-line to Saint's Row The Third, which was situated conveniently close. As Lauren perused the new clothing options, I had a look at the character creator. With so many clothing items, and customization options, you could play as anyone you choose, in theory. After creating my purple ponytailed, musclebound, hung-like-a-horse pirate, I exited the lastic surgeon and started busting faces and performing nutshots.

While the customization has improved somewhat (despite it being amazing in SR2), the controls are a bit of a mixed bag. They work well enough, but they've been changed since the last Saint's outing. They felt quite a lot like GTAIV's control scheme, but don't fear. The car physics feel as Saint's-y as ever, whereas the on-foot physics have a significant amount of weight added to them, making them feel more powerful and more realistic, without compromising the over-the-top action.

Next on the agenda was Batman: Arkham City; which had an obscenely large line attached to it. During the hour-long wait, however, I got a chance to play some of the Darkness II. Now, never having played the darkness, I didn't know what to expect. However, the colourful, slightly stylized visuals helped me get sucked into a game that eventually allowed me to dual wield weapons as well as slice dudes in half with demon tentacle arms. The action in this game is nice and varied, as well as solid and visceral. It's satisfying being able to pick up a pole and impaling a person on it, then being able to throw his buddy down an alleyway to his doom.

Finally, the line for Batman dwindled, and it was our time to put on the cowl. But not after whipping some thugs with Selina Kyle's Cat-of-Nine-Tails first. Catwoman feels fast and agile, possibly quicker than the dark knight. Playing as the femme fatale is a lot of fun, but let's face it, she's no Batman.
After kicking ass as Ms. Kyle, Batman is tasked with saving her from Two-Face, giving us a short amount of time to do as we wish in the new Arkham City. I spent my first outing beating people up as Bruce Wayne, and boy, does he have some new moves.

Certain takedowns can bring down more than one opponent, and the reversal button is a lot more flexible than in the previous game. Batman is still able to take on more foes than a few, and it feels powerful to be back in his boots. Batman also has a lot more freedom in his movement, with the pitch of his glide being controllable, allowing you to divebomb down and regain altitude.

Our time with Arkham City was cut short by the attendant, but little did they know we'd be back. oh yes, we would be back.

After a quick lunch, we were back in, looking at the Lollipop Chainsaw trailer, as well as some sweet tech. Seriously, the Batarang ps3/360 Controllers are completely awesome. I want one. Now.

Back on the game side of things, my lovely girlfriend and I lined up for the Assassin's Creed multiplayer LAN party. It was an intense battle, but I come up 800 points over the nearest follower, who coincedentally was Lauren. The multiplayer plays much better than it did during the Beta, with very few glitches hindering the experience.
The "Honourable Death" reward feels a lot better than the game not registering your stun attempt at all, and it feels good to at least put up a fight. The amount of customization is pretty cool too, with custom symbols being on display during our play-time. For my efforts, they gave me postcards. Win!

For the remainder of the first session, we played parts of Sonic Generations. I played the green hill zone, but as current Sonic. While I feel that Sonic lost his way when he went to 3D, the "Current Sonic" variations on levels feel really good, and the blue hedgehog retains his speed throughout. As with the demo earlier this year, Classic "Chubby" Sonic still feels great, and hey, we love 2D.

SESSION 2
As the first session ended, we made our way out of the convention centre, and quickly went back in, Session 2 wristbands on tight. As soon as we got a chance, we went straight to the Skyrim line which, as we had foreseen, was really really long. Luckily, someone had seen us wandering near the line before, and invited us to come to the next session available.

As we were lead into the box like room in the middle of the showroom floor, we were greeted by a large projector screen and a dozen "Lovesac" beanbag chairs. As Lauren and I settled into the marshmallow like seat, the film started running. If you've watched the Skyrim demo from E3, then you know pretty much what we saw. I must say, however, there were extra bits that I'd never seen before. Not a whole lot to really dwell on, however. Got a sweet poster out of it though.

After leaving the Skyrim theatre, we went straight to the Battlefield 3 line, which stretched farther than the Batman and Skyrim lines combined. Whether it was worth it or not, I'm still not entirely sure. After the attrocious wait, we played through part of the mission "Operation: Guillotine", where your character is tasked with taking out machine gun nests and clearing out an enemy building with the help of his squad.

All in all, Battlefield 3 feels really good. The weapons have a nice weight to them, and the audio accompanying the game is loud and powerful. Shooting down enemies has a satisfying feel, and while it isn't as action packed as a CoD game, the core gameplay felt more grounded than any recent CoD game ever will.

While we were at the EA Booth, Lauren and I decided to check in on our favourite Commander, Shephard. The demo we played begins with familiar face Mordin Solus telling us about the fertile female krogan he has come across, and informs us that she is central to helping an alliance between Turians and Krogans against the Reaper threat. After a quick cutscene, Cerberus operatives crash the party, like the jerks they are.

The cover based combat is as strong as ever, with Commander Shephard feeling more agile on the battlefield than he used to be. Also welcome are the re-addition of grenades to your standard arsenal; as these come in serious aid when you're faced with massive shield carrying opponents. If the action for the rest of the game plays out like this, I'm confident that Mass Effect 3 will be one of my games of the year.

On our way out, we checked out some others playing Need For Speed: The Run. It looked really good, with fluid graphics helping the gameplay seem really fast and entertaining. If it plays anything like NFS: Hot Pursuit, the gameplay will be more than enough to match the high quality graphics.

After visiting nintendo's little area; during which we saw the awesome looking Kirby's Return to Dreamland (I Think) and Super Mario Land 3D (when I discovered that the 3DS hurts the fuck out of my eyes), we wandered back to Warner Bros booths, and tried out LOTR: War in the North.

While I am a huge fan of Lord of the Rings, I found that War in the North didn't really scratch any itches. I suppose the gameplay was solid enough, I wasn't really given enough instruction, or enough context to make me care about the game or its characters. I did enjoy taking off goblin heads as the dwarf, however, so I may check it out when it finally hits store shelves.

After the massive wait in the Battlefield line, it was no wonder that our time in the second session had come to an end so quickly. As I bought myself a t-shirt, we packed up our posters and headed for the door. We'd be back tomorrow, full of energy, ready to go back over the things we loved the first time around.

SESSION 3
As our 3rd Session began, we made our way to the arena to see some Live shows from some of the developers. First off, a Representative from Sony took the stage, heralding the amazing qualities of the upcoming PSVita. I was already sold on the device, but Lauren on the other hand was not. The showcase certainly changed her mind. After a quick showing of "Reality Fighters" which has a humorous charm to it, the presenter gave us a demonstration of LittleBigPlanet Vita.

Now, it's no secret that I love the LBP franchise, from the PS3 titles, to the PSP one. PSVita looks to have its own promising entry in the serious that utilizes most of the device's features (front and back cameras and touch-pads) to not only create levels, but to play them as well. As with it's PS3 brothers, LBPVita has a cute charm to it, which is as endearing as ever.

The Altered Reality technology that Vita brings to the table is also pretty cool, which is saying alot, seeing as I'm not a huge fan of gimmicks. If the videos were anything to go by, the Altered Reality features on the system will prove to be an interesting waste of time, if nothing else.

Following that was the Ubisoft Rep. with the Gamescom Demo of Assassin's Creed Revelations. And let no one tell you that it wasn't actual gameplay being played. I've seen that demo played well, and not-so-well now. But in all honesty, the game still looks fantastic, and the bomb crafting feature looks very interesting, if nothing else.
After a quick "Just Dance" demo, another UbiRep showed of Gunsmith in Ghost Recon: Future Soldier; featuring the Kinect.
While the feature looked pretty cool at E3, here it seemed a bit lacking, with the Kinect not being responsive to movements OR Voice controls.

Back out into the showroom for the last time, we made our way back to booths that we had wished we spent some more time at on our first day. We backtracked over Uncharted 3, Saint's Row the Third and Batman: AC again, trying to do different things to our last playthroughs.

Back at Drakes Deception, Lauren and I chose the alternate levels to our first choice. As I controlled Drake during the Cargo plane mission, I noticed a particularly cool new move in his repertoire. At one point, I pressed the melee button, and launched Drake down a drop at an opposing guard, promptly knocking him out in the process. This impressed me to no end.

Uncharted continued it's reputation as a highly cinematic game, when I had to jump Drake from a speeding jeep to the landing gear of the large plane. It was an exciting moment, even though it wasn't terrible difficult. That isn't to say I didn't see people fail at it.
After making my way onto the plan, I find myself in a fist fight with a large, very angry guard. If you've seen the recent trailers, you know this ends with him, and a lot of cargo, flying out the back end of the plane. After this, however, a gunfight ensues with many guards and Drake as you struggle away from the cargo bay door. Just as the fight begins to die down, a massive explosion tears a hole in the ship, sucking the enemies and Drake to an unknown fate. I guess I'll have to wait til November 1st to see how it turns out.

Rushing back over to the Saint's Row booth, I take a little time to fuck around with everyone. The shooting gameplay works really well, and guns are alot of fun to play around with. While none of this is new, I did find the "Awesome" Button. Now, the Awesome button is essentially the sprint button, except now it adds a touch of awesome to anything. Melee a guy? The awesome button makes you smash his face into the ground with enough force to make a jedi blush. Steal a car? Awesome button it! It causes you to missile dropkick into the front seat of the vehicle of your choice.

Once more over to the Batman section, and we're right back into the swing of things. Instead of fighting random thugs, I choose to try and get as far through the mission at hand as I can. It takes me to the courthouse, where two face is holding catwoman. After beating the ugly out of a dozen guys, a cutscene plays where Ms. Kyle takes some revenge out on Harvey. Near the end of the scene, however, someone takes a shot at Catwoman, which gives me a chance to use Batman's detective vision to deduce where the shot came from. It's a far better use of the feature than spotting tobacco traces and following them to the next target. Instead, a calculated trajectory of the shot directs us to the next location. Unfortunately, my time is done before I can follow it up.

Not wanting to waste the last few minutes of the Expo, we decide to go to the Modern Warfare 3 booth, at last. While we didn't have a 2 hour line to wait in this time, we also didn't have a playable demo. Instead, we were given a quick presentation on the CoD Elite service that was going to be implemented for MW3, which featured it's in depth stat tracking and connectivity features. As a whole, the presentation wasd pretty interesting, but it was nice to finally see some gameplay right at the end.

We were shown the dying minutes of a "Kill Confirmed" match, on the map Village (Or so I'm led to believe). Players have to pick up a fallen foe's dogtags to score points for their team. Kills are no longer enough in this game mode. If this demo is any indication of the multiplayer to come, then we have yet another solid multiplayer title to sink our teeth into this coming year.

And just like that, our time was over. We had seen and played alot of really fantastic games, and met alot of colourfully costumed characters. I look forward to it next year, and I hope all of you who couldn't make it enjoyed my little recap. Next week, I review either Batman Arkham City or RAGE. We'll See how far I get in either of them. See you next time!

Monday, October 10, 2011

ICO Collection

While I'm one of the first to proclaim games as a mature art form whenever the topic comes up, I find myself at a critical loss when looking back over my "artsy game" back log. You see, I had never before played a game by Team ICO, a developer who has two of the most highly praised games of the last generation. Luckily, those two games have recently been re-released as HD Classics, so I filled the gap in my arty repertoire. Time for me to let all of you know if they really are as good as people say they are.

STORY
ICO follows the tale of a young boy, cursed with horns on his head since birth, who is taken to a temple and locked in a chamber. After getting free, he meets a young, somewhat lost girl named Yorda. As he and Yorda try to escape the isolated, empty temple, shadow beings attempt to kidnap Yorda. As the game continues, we learn more about Yorda and the situation.

Shadow of the Colossus puts players in the tunic of Wander, a young man who enters a forbidden land to save the life and soul of his young love. To do this, he makes a deal with Dormin, an ethereal voice, who asks only that Wander find and slay sixteen Colossi who reside in this world. Despite being warned of dire consequences, Wander proceeds with his quest.

Both games have protagonist's who seem to have a great love or affection for their female companions, despite certain obstructions such as language barriers between Ico and Yorda, or the whole death thing between Wander and "Mono". The stories also have very few main characters for the duration, which gives the game worlds a sense of isolation and loneliness. The games are both well written, and its amazing to find that I cared so much for the characters despite the low amount of dialogue.

PRESENTATION
ICO and Shadow of the Colossus share a similar art style, with vibrant colours, as well as more light, pale pastel-like colours to add contrast. The world's in which the Team ICO games are set look almost like paintings in which we can move the characters around.

The graphics are pretty good, considering they're from last generation, and I must say, the Colossi benefit most from the HD makeover. They truly look intimidating, and thats part of their appeal. They actually feel COLOSSAL, as opposed to some of the truly huge bosses of God of War that don't feel that big at all.

These visuals all help to keep the games rather immersive, and the soundtracks of each game help the immersion factor along quite nicely. The music of SotC stands out in particular, with the music being rather soft and sparse during travel time, but really picking up and getting louder as the Colossi battles rage on.

Overall, Shadow of the Colossus is the more impressive of the two titles, both visual and audio-wise. Both are immersive, but SotC moreso, thanks to it's expansive, varied open world and the soundtrack that fits so perfectly with it.

GAMEPLAY
As amazing as the atmosphere in these games are, the gameplay almost lets them down; or at least one of them. ICO isn't the most technically sound game, what with most of the game being a massive escort mission , but it does help to convey how Ico feels about his companion. Having to hold her hand almost all the time may be a bit annoying, but it's as good a way as any to tie narrative to gameplay.

The combat in ICO doesn't flow very well, but that may be because Ico is a 12 year old boy. One wouldn't expect him to be a force to be reckoned with. That doesn't excuse the poor combat, however, and if you're going to add it, it has to work as well as possible.
The platforming and puzzle solving on the other hand are a nice contrast, and work quite well. Theres something very relaxing about having a game where you just jump on things and open gates.

Shadow of the Colossus is yet another game with unique gameplay. While normally called an action adventure game, it's different from the usual Action Adventure fare in that it has a wide open world, populated by no enemies or NPC's aside from the 16 Colossi and Wander's deceased love. The game mostly consists of traveling on horseback to each Colossi's lair, followed by a near puzzle-platforming style boss fight with the aforementioned Colossus of the day.

As I wrote before, all of the Colossus battles are fun and frantic, and when your game consists of mainly 16 boss battles, then you'd better hope they were great. And as it turns out, on the most part, they are.

REPLAYABILITY
While not having any multiplayer modes or multiple choices during the story, I feel like I'll be playing the ICO Collection for a while to come. While I'm not a huge fan of ICO, Shadow of the Colossus has hit a high mark in my life as a gamer. I intend on making Wander's quest over and over again for quite some time.

OVERVIEW
While I preferred SotC over ICO, both are fantastic games. It's nice to not have to kill a hundred russian soldiers or blow up giant space crabs; and instead just experience two tales of companionship; one about saving a new-found friend, and the other about trying to hold on to a lost love. Both games deserve the title of classic, and it's great to see the games for such a reasonable price on the same disc. If you haven't played them and want a break from the killfest of other games, then Team ICO's HD Collection is probably right up your alley.

Monday, October 3, 2011

Driver: San Francisco


Thought it had been a while since I'd reviewed a racing game, and the release of Driver San Francisco has given me the perfect opportunity; especially since shooter season 2011 is sprinting towards us, ironsights at the ready. Have to say, though, Driver SF was surprisingly engaging, even when you remove the solid core racing. I'll get to that though. Lets start our engines and review this sweet ride.

STORY
Driver San Francisco is set six months after Driv3r, but if you haven't played that title before, don't worry. I haven't picked up a Driver game since the original, and I kept up with the story pretty well.

In summary, Driver: SF begins with Detective John Tanner and his Partner, Tobias Jones as they pursue a criminal named Jericho, who has hijacked the prisoner transport vehicle he was being held in.
During the pursuit, however, Tanner and Jones are hit head on by a truck. Afterwards Tanner finds himself with the ability to possess anyone behind the wheel of a car, which he uses to track down and catch Jericho.

The story, despite its outlandish events, is surprisingly well written. Jones and Tanner are genuinely likeable characters, and while the "shifting" premise may sound crazy, it's been worked into the story in such a way that it almost makes sense. At the end of the day, D:SF feels like Starsky and Hutch, but with some superpowers from Quantum Leap thrown in for good measure. The game has a fun story, and it's woven into the game mechanics more finely than many other games developed lately.

PRESENTATION
Driver: SF is an interesting game in terms of presentation. Visually, it's a mixed bag, with some pretty stunning CG cinematics and fantastic in-game car models; but the in-game human models aren't as stunning.
The visuals are somewhat varied, with city, dirt/offroad and seaside tracks available to speed across; and the colours are all rather vibrant and fresh.

The soundtrack is fairly mediocre, however, with some real gems amongst the bland tracks. Tracks by the Black Keys, the Prodigy and Queens of the Stoneage are only some of the artists who turn the soundtrack from virtual whitenoise, to actually not so bad.
The voice acting is pretty good, and the dialogue sticks within the fun confines of a buddy cop tv show. There's a lot of humour and wit in the script, and instead of coming off sounding like the writers were trying too hard, they lines are really quite funny.

GAMEPLAY
While the high quality story and voice acting tend to set Driver: San Francisco apart from the rest of the grid, it's gameplay maintains the high quality of arcade racing gameplay that we've come to expect from current gen racing titles, while innovating within the genre with one fantastic gimmick.

I was saying before that Driver: SF weaves story and gameplay together like few other games, and part of that is due to the Shift mechanic. After his accident, Tanner gains the ability to leave his body in auto pilot while he takes control of another driver on the road for whatever purpose he so chooses.

This leads to some fantastic side missions, such as helping some asian teens win some street races so they can afford to go to college, or taking control of a learner driver to make his asshole instructor wet himself just for the hell of it.

While providing great reasons to have side missions, the Shift mechanic also allows for new tactics while racing or pursuing criminals. Coming in last? Possess someone in the oncoming lane and drive them into your competition. Need to take down a criminal? Possess a truck with a ramp trailer and park it in the middle of the road, forcing them to go flying off and increasing the likeliness of them crashing.

Take away the shift mechanic, and you still have solid racing mechanics. The cars are fast, and drifting around corners is fun. Smashing into your opponents will always have an amazing cathartic potential, but this is somewhat balanced out by the stress caused by excessive rubber banding. I found that, quite often, my progress in a race wouldn't actually matter until the last few checkpoints. That being said, I've seen much worse cases of this (NFS: Hot Pursuit, I'm looking at you), and it's never really been a deal breaker in my books before.

REPLAYABILITY
This game honestly has enough side races, dares and pursuits to keep any driving game enthusiast entertained for a fairly long time. Alongside that are a buttload of unlockable cars and extra challenges to buy, as well as a fairly good, solid multiplayer functionality.
Funny thing is, though, I'd play Driver: San Francisco all over again simply because the story was lots of fun, and had a few really awesome moments that I'd love to play through again.

OVERVIEW
If you're in the mood for a solid racing game, you could do a lot worse than Driver San Francisco. It's got solid driving mechanics, and amazing range of cars and a fresh new twist on gameplay to help it stand out.
If you want a good story, then Driver San Francisco may just hit the right buttons for you. It's certainly a lot more light hearted than everything else out lately, but is that really a bad thing? The fun tone fit's perfectly with the gameplay and I think it'll be up there in my top 5 for this year.

Hope that helps you decide whether or not to get Driver: San Francisco. I'll be back next Sunday, with either a RAGE or ICO Collection review.
See you next time!!!

Sunday, September 25, 2011

Gears of War 3


The epic end to Epic's epic is upon us. And to be entirely honest, it's pretty epic. I've spent the last week on the edge of my bed, eyes wide at how far this franchise has come, and where, if anywhere, it could possibly go from here. But you don't want to hear about the future, if you came here, you came to read a review. So let's get into it.

STORY
The story of Gears 3 follows on 18 months after the story of Gears 2. The locust hollows have been flooded, and COG settlements on a previously uncharted island are being attacked by lambent infected locust. Driven out of thier new home, Delta Squad (led by Marcus Fenix) attempt to find and rescue Marcus' father after a mysterious recording implies that Adam Fenix is not actually dead, as everyone had believed.

The story is action packed, and conveys the feeling of desperation almost as well as the Resistance series, a series long recognized for it's hopeless, desperate setting. You can feel that this is the Gear's last shot at reclaiming their world again.

Returning characters from Delta Squad gain alot more character devolopment this time around, and as a result are much more likeable. You can also feel the friendship that has developed between these characters in some key scenes, which I really shouldn't mention for fear of spoiling some fantastic moments.

PRESENTATION
Gears of War 3 is an epic improvement of the sights and sounds from the previous games. On the visual side of it, Gears 3 seems a lot smoother in graphical quality, as well as more detailed and more colourful. While the older games were quite grey and black, Gears 3 has a very gold tinge to it, and while black and grey are still present, there are also some nice greens and blues in certain scenes as well.

The voice acting is as good as ever, with old hands John DiMaggio (Bender from Futurama, Craig Marduk of Tekken fame), Carlos Ferro (Leo Da Vinci in Assassin's Creed) and Fred Tatasciore (Mario from Assassin's Creed) lending their talents to 3 of the main characters. Surprisingly enough, Ice T's cameo is more than (probably) anyone excpected, with Griffin being a possible jumping point for a new Gears universe game (perhaps).

The soundtrack for gears is suitably epic, and it works well enough, but the most interesting part is the use of licensed tracks. While theres really only one there, until the credits at least, it really hits home and intensifies the already extremely emotional scene. Basically, when it happens, you'll know.

GAMEPLAY
Gameplay remains largely unchanged from Gears of War 2, but let's face it... Cover based shooting is probably at the best it will be for some time. Lambent variations of the Locust enemies from previous installments are available to diversify your killing activities, as well as some new, messed up Lambent (mutating Drudges and Gunkers are the larger variety).

While the gameplay may not have changed much, the mechanics seem a lot more responsive. Each bullet impact seems like it has an effect and its satisfying to see an enemy go into the downed animation. And after that, you're able to hit them with an execution, which are all satisfyingly gorey. And theres a large variety of them. Which is awesome.

So in summary, theres not a lot new in Gears 3's gameplay, but it's all been polished to a mirror shine. Even the ally AI seems more responsive and less brain dead than last time; and that can be nothing but a good thing.

REPLAYABILITY
The campaign has plenty of collectibles to find, as well as the option to play it in 4 player co-op. Let's face it, even games that are shit become fun when you have a friend along for the ride. Add another two and it's like a party. With guns! On top of that, GoW 3 is a fantastic game on its own, and gets even better with some mates watching your back.

The multiplayer is also pretty fantastic, with a range of standard modes (TDM etc) and some not so standard modes, such as Capture the Leader or Wingman. The gameplay is still pretty solid here, and there were no glaring connection issues. Alongside standard multiplayer, there is also Horde mode (a wave survival mode) and Beast mode (basically a reversal of Horde).

OVERVIEW
To reiterate, this game is fantastic. There are few problems at this stage, with an interesting story, slightly more vibrant visuals and highly polished gameplay to back it all up. My only possible complaint is that some of the story points don't live up to the series' previous sense of scale. Most of the boss monsters have either been seen in previous installments, or just don't match up, scale-wise. But all in all, Gears of War 3 is a fantastic game, and if you own an X-Box 360, you really should get your hands on a copy.

So, I'm still loving Gears 3's multiplayer, but next week, I assure you, I'll have a review of Driver: San Francisco. See you next time!

Sunday, September 18, 2011

Dead Island


Just want to put a disclaimer up here, I've played through ALOT of this game, and I still haven't reached the end. I'm about 86% through the storyline, and I've done a buttload of side missions; but I don't see myself playing through to the end in time to get this review up (more on that later). So, lets get on with it.

STORY
Dead Island takes place on the tropical island of Banoi where a strange virus has turned the natives, tourists and resort workers into flesh devouring monsters. You play as one of the only 4 characters who are seemingly immune to the strange condition, and as such, you are tasked with finding out exactly what is going on, as well as providing supplies for the other, non-immune survivors.

The story, as it is, isn't the most riveting thing we've seen in games, but its by far not the worst. It works well enough in that it gives us some fairly interesting goals to pursue while trying to unravel the undead mystery. Without it, we'd just run around bashing zombie brains out. Though, that isn't bad.

PRESENTATION
Dead Island is most certainly NOT the best game you'll play this year. It'd have a hard time standing up against certain games from a few years ago. The graphics aren't particularly smooth, but zombies look suitably dead, and certain main characters have distinct looks that suit them.
The game has a number of visual hiccups, from textures taking a while to pop in, to waypoints on the map not showing up at all.

The sound design, on the other hand is fairly good, especially in the music and sound effect department. The larger zombies actually roar, and after playing this game for so long, it still makes me anxious. The sound track captures the somewhat depressing, desperate mood prevalent in the game, and it really works.

Voice acting is a bit hit-and-miss on the OTHER other hand, with there being more than one horrible aussie accent in the mix. That said, they aren't all bad, and it helps give the game a broader national scope than, say, gta 4 in (not) New York City or any other game that generally features an all american cast of characters. So, the voice acting isn't stellar, but its fun and diverse.
The playable characters fair a lot better, with some real experience in the form of Phil Lamarr (Futurama, Metal Gear Solid), Kim Mai Guest (Metal Gear Solid, No More Heroes) and David Kaye (Resistance, Spiderman: Shattered Dimensions).

GAMEPLAY
Here's where we get into the diseased, rotten meat of why Dead Island is a mostly enjoyable game. Zombies aren't new to our medium, but very few games actually feel like zombie games. So many use zombies just as cannon fodder, but never truly replicate the feeling of desperation or resourcefulness that one would think would come with a zombie apocalypse. Left 4 Dead did it, and I truly believe Dead Island has pulled it off as well.

Gameplay revolves around killing zombies, and fetch quests/escort missions; the latter of which we're all more than familiar with. What makes Dead Island fun is the way it lets you decide how you want to take on the undead hordes.
Do you go in guns blazing, or throw knives to soften them up before landing a killing blow? Do you bash in some brains with a mallet, or do you strategically dismember the horde with a katana?

Each of the above options is a viable solution to the undead problem, and they allow players to choose the way they want to play. Adding to this choice are the 3 seperate skill trees for each character, allowing for even deeper customization of one's play style.

The quests all tend to feel the same after a while, but the feel of the combat and amount of potential loot to grab certainly make up for it. Very few games do 1st person melee combat well, but dead island is certainly one of them. The amount of weapons is truly stunning, with mod blueprints available to customize your weapons and play style further.

Just a few minor issues, stop this game from playing perfectly. As I said before, visual issues pop up now and then, and occasionally get in the way of the combat. Aside from that, there are some minor collission detection hiccups, as well as a sometimes annoying (occassionally infuriating) autosave function that seems rather schizophrenic. Sometimes it doesn't autosave for a while, other times it autosaves every 5 minutes, causing yours truly to get stuck 86% of the way into the game because my AI escortee continues to get his head ripped off a minute after reloading.

In short, Dead Island's gameplay is THE reason to play this game. The visceral, satisfying combat makes the game feel powerful, while the shooting mechanics also feel like theres a tangible weight to them. Missions tend to feel a bit samey, but the core combat makes up for the games few gameplay faults.

REPLAYABILITY
While there are multiple characters to use in Dead Island, the initial choice doesn't mean much, aside from a few weapon specialties and different stats. There are no multiple endings, as far as I know, and aside from further exploration, there isn't much reason to play through the campaign again. Co-op is always fun, so i suppose theres an option if you feel so inclined.

OVERVIEW
To sum things up, Dead Island is one of those games that has quite a few faults, but the overarching gameplay is more than enough to save it. While Dead Island doesn't look great, aside from the landscapes, and the story is rather so-so, the violent gameplay at its centre is enough to make this definately worth a buy. If you like zombie games, you should really already have this. If not, go get it right now!

Also theres a half Australian Aboriginal ex-cop lady as a playable character. Thats certainly a rarity in gaming, so yea. Some food for thought.

Next week, Gears of War 3, the (possibly) final installation of the chainsaw gun wielding dudebro fest from Epic Games. See you next time!

Sunday, September 11, 2011

Resistance 3


Last week I didn't really have much to review and my internet was playing up a fair bit, so I neglected to post a review. To make up for that, I've done a marathon effort with Resistance 3 and completed it in less time than I would usually alot to a game. Luckily I took part in the multiplayer Beta in it's later stages, so I have a good idea how well that works without actually touching the "complete" version. Not that I dwell too much on multiplayer in these things anyway. So, let's get into it!

STORY
Resistance 3 starts 4 years after the events of Resistance 2, and it follows Joe Capelli's journey to New York to end the Chimeran invasion once and for all, and to make a better life for his wife and son. Resistance veterans may recall what happened to the series former protagonist, Nathan Hale, but for newcomers, I won't spoil it (though Resistance 3 will in the first cutscene).

The setting for Resistance 3 is very depressing when you think about it, but very immersive at the same time. 90% of the worlds population are now either dead or chimeran converts, and the desperation of humanity can be seen in various lines of dialogue between Joe, his family, Malikov and the Remnants.

What I found most intriguing about Resistance 3's story is that it tries to tell a more intimate story than it's very militaristic predecessors. While you're still fighting in some fairly large battles, you're only one man. There's very little backup, and you aren't fighting to win, you're fighting to live. This helps give the game a very helpless, desperate and human quality.

PRESENTATION
Resistance 3's visuals and musical score fit the tone of the game perfectly. It may not be of Battlefield 3 standard graphics, but it's bleak and grimy and it works. Very few games can have a grimy look like this and have it work so well. Many environments have a sepia tone to them, helping remind us that this game is actually set 54 years in the past.

The score sets scenes in the game perfectly, whether its the screech of violin strings in dark, claustrophobic corridors, or epic war drums in the larger battles. You'll very rarely notice a part where the soundtrack doesn't fit the part of the game you're in.

The voice acting is more hit than miss, but some of the country accents in the first few chapters of the game are rather funny. I've never been to Oklahoma, so if people do actually talk like that, I'm sorry. that's not to say all of them are bad. just some. Like I said, more hit than miss.

GAMEPLAY
The gameplay of the Resistance series has always been an interesting beast. Despite the name, you would always feel equally matched with your alien opposition due to squads of friendly NPC's or something akin to that. While Resistance 3 starts similar to that, you soon learn that the games tagline, "You are the resistance" is more than just a line. For most of the game, you'll have maybe one friendly NPC helping you out, and for the rest of the game, you'll be on your own. The chimera are vicious opponents, and it'll take every trick you have to come out of this alive.

But don't worry your little nooby head. You aren't completely helpless. Making it's return from Fall of Man is the much coveted Weapon Wheel, a concept that would have improved countless games in the last few years (did I hear you say, Duke Nukem Forever)? And in that weapon wheel, you have some truly epic weapons. Yes, there are your standards like the shotgun, the carbine rifle and the sniper rifle, but as well as having more unique weapons, each weapon has a useful secondary fire and upgrades.

By the end of my time with it, I was kicking ass left, right and centre with my Incendiary shotgun and magnum with exploding rounds. Insomniac games have proven themselves once again as the innovators in game weaponry.

Gameplay never really evolves past the whole "go here, shoot things, go here, get friend, shoot things with friend, win" scenario, but so many other games do that with so much less to back it up. The gameplay may be repetitive, but you'll barely ever notice it, simply due to the amount of variation in the ways you can take your fight to the chimera, and the constant tension you feel when searching for a health pack in the heat of battle. And for me, that makes Resistance 3 one of the best FPS games of this generation.

As for the problems, I had some minor clipping issues, and got stuck in the environment once or twice, but I played without any patches or updates. I've read in other, more "professional" reviews that enemies will occasionally float into the sky, or just stop moving all together, but I never had any problems with this.
I did, however, have a problem with my console picking up the fact that there was a disc in it, but I think that's probably an isolated issue.

REPLAYABILITY
R3 has a strong single player, replayable campaign on its own, but it also has a number of collectible journal entries and audio diaries that flesh out the already riveting story. As well as that, theres a number of trophies to unlock, and weapon upgrades to attain.
Now, if you're the type who doesn't like to replay single player campaigns, then the multiplayer is for you. It's like a mix between Call of Duty and Halo, with similar gameplay and controls to CoD and special abilities mimicking the armour abilities of Halo and the perks of CoD. To some, that may seem like a rip off, but is it really so bad that many FPS games are trying to replicate CoD multiplayer? I wish more would take the CoD template and put their own spin on it, like Resistance 3 did.

OVERVIEW
Is Resistance 3 a perfect game? No. It's often too easy, the story goes a bit quickly and the gameplay (for some) may be a bit repetitive. Is it a damn good entry in a great series? Hell yea. I would say it's the best in the series. Sure, theres no Nathan Hale, and Capelli isn't as strong as a character, but the story itself gives us some closure, I believe, and the gameplay is as strong as ever. The lack of regerative health may seem to difficult for some, but it's balanced nicely with the fuckton of guns you get in the weapon wheel. It all allows more choice in a genre that generally puts you on a path with very little deviation.

Game of the year contender? In my book, you better believe it.



Next week, a review of Dead Island, which is shaping up to be one of those "B Movies of gaming". Stupid fun, if nothing else. See you next time!

Sunday, August 28, 2011

Deus Ex: Human Revolution


Hey guys, another week down and another game to review. This week, it's Deus Ex: Human Revolution, brought to us by Square Enix and Eidos Montreal. This is the prequel to the original Deus Ex, released around eleven years ago.

STORY
Dues Ex: Human Revolution is set 25 years before Deus Ex, and nanotechnological augmentation's are not yet been developed. With biomechanical augmentation being state of the art technology at this point, the social views on what it means to be human being the main talking point concerning Human Revolution's setting.

The story, however, follows Adam Jensen as he tries to unravel the mystery of an attack on his employer, Sarif Industries that results in his near death and the apparent death of his former partner, Megan Reed. As Adam learns to use and accept his new Augmentations, he dives deeper into the murky world of corporate conspiracies.

PRESENTATION
Human Revolution is one of the most interesting visual styles I've seen in a game recently. Yes, it's dark and gritty for the most part, but it's a cyberpunk, dystopian future, so what do you expect? The game's gold tinge add a certain something that makes the world seem so much more visually appealing than the usual greys and blacks of dystopic media.

The soundtrack isn't particularly memorable aside from the main theme; but for the most part, it gets the job done. It's more of an atmospheric thing than a standout, emotion tugging effort.
The voice acting is fairly good, however Jensen himself sounds like Christian Bales Batman. It's honestly a bit annoying at first, but it grows on you.

The CG Cutscenes look pretty fantastic, however in-game human models leave a little bit to be desired. Though there are worse games, Human Revolution comes away looking technically average. Stylistically, however, it's quite interesting.

GAMEPLAY
Deus Ex: Human Revolution has an interesting gameplay style, using the four pillars of Social, Stealth, Combat and Exploration to move forward through the game, with fairly deep RPG elements allowing players to play any way they want.

The game is played mainly in first person, while switching to 3rd when in cover. This works surprisingly well with combat and stealth gameplay. The combat works just like any FPS, with RPG elements like upgradeable skills and weapons allowing you to tailor your weapons and skillset to your play style.
Don't shoot much? Use your experience points to buy hacking, cloaking or social augments. Shoot alot? Completely upgrade your weapons with mods and augment your arms to dampen the recoil of your weapons.

There's a multitude of different paths and skillsets to choose from in the game, and they're all equally viable. During my first playthrough I decided that Adam Jensen should be a sneaky, stealthy pacifist, and so far I've only killed the boss characters. It's an interesting way to play, and I intend on doing a full on homocidal maniac playthrough too.

REPLAYABILITY
As I said earlier, Deus Ex features many different paths and skillests, so no two playthroughs will be the same if you so choose. In addition to an interesting main questline, there are a multitude of side quests that help flesh out the world and pad the game time with a couple of extra hours. There are lot's of interesting flavour text's to find as well, but more often than not, they aren't anything special. So yea, Human Revolution has a high replay value in my eyes.

OVERVIEW
Deus Ex: Human Revolution is a well written, visually interesting game that allows a large amount of freedom when it comes to tackling most of the games challenges. There are a lot of quests to undertake in DE:HR too, so I doubt boredom will set in quickly.
Right now, there are a lot worse games you could get your hands on, and Human Revolution pulls off a few different play styles surprisingly well. If you like choice in your games, this might just be one for you.

Next week, I have no idea what I'm going to do. We shall see, yes? See you next time!

Sunday, August 21, 2011

Splinter Cell: Conviction


Been playing lots of older games on my new 360 this week, one of the more recent of which, however, was Splinter Cell: Conviction. And It's a 360 exclusive, something that I didn't used to have access to. But now that i do, I think it's high time I did a review of this stealth action game.

STORY
Splinter Cell: Conviction takes place after the events of Splinter Cell: Double Agent, and the events of the game are framed by the interrogation of Sam Fisher's former squadmate Victor Coste. Victor informs his interrogators of Fisher's search for the truth about his deceased daughter and his attempts to unravel a nation threatening conspiracy.

The story of Conviction isn't the most stellar piece of writing you'll see in a video game. A lot of it is actually pretty cliched. And even more of it was just plain stupid. Tell me how this sounds: You've constructed a brilliant plan to take control of the US government, and the only person who can stop you isn't even in the country and doesn't care. So clearly, you should try to kill him. How retarded does that sound? No wonder Sam Fisher is considered so fantastic if this is the sheer retardation that he comes up against.

PRESENTATION
As a whle, the game looks really good. The graphics are slick, the animations are fluid and the environments are varied and interesting. At one point I was sneaking through a villa in Malta, then later I was killing trackers at a carnival in Washington, and it still felt like it fit.

The voice acting is rather bland, on the other hand, with Fisher sounding somewhat like a bear when he speaks. I exaggerate, but it was seriously difficult to tell what he was saying without subtitles. In the other sound design departments, gunshots and explosions all sound suitably powerful.

A quick mention for the cutscenes too; they use a feature that looks almost like a projector, to flash information clips and directions on the walls. It's certainly an interesting way to keep track of objectives.


GAMEPLAY
Splinter Cell: Conviction continues to be a rollercoaster of good and bad design choices. The "hold button to take cover" system works and is quite comfortable, and the shooting is solid. But like I said, it isn't all good.

Conviction uses a context sensitive button, which would be fine in most games, but this time requires you to stare directly at the 3 square inches of wall where the context command is placed. I found myself going to turn off a light, and instead barged into a room full of guards, where I proceeded to get raped by bullets.

Then theres the fact that while Sam Fisher does some awesome things in this game, it doesn't feel as if the player is that involved. Take a guard down with CQC and you gain the ability to mark and execute. It looks pretty awesome, but the lack of player input is worrying. It's almost the same as having a quick time event, but without it needing decent reaction times.

While it was enjoyable enough systematically taking down guard after guard, it didn't feel like my skill was actually being put to the test, besides perhaps my problem solving skills. As far as stealth games go, picking which target to take down first at close range isn't the toughest thing ever.

REPLAYABILITY
SC: Conviction allows enough freedom for you to play through the campaign multiple times, trying different strategies each time. However, if you're the type who plays a campaign once only, then good news for you, theres also multiplayer modes and challenge maps. The challenge maps are reminiscent of Arkham Asylums "Silent Predator" maps, and the multiplayer... well, I havent tried it. However, theres also a co-op storyline, and if you can find a friend to play with, then it's a great way to spend an hour or two.

OVERVIEW
Splinter Cell: Conviction seems good on paper, and it works well enough in practice. It just lacks the challenge that I would find with other stealth games like Metal Gear Solid. Allowing the game to "Mark and Execute" for me is all well and good, but then wheres my challenge? Aside from that, it's certainly one of the better stealth games out at the moment; despite annoying context sensitive buttons and the lack of challenge on a normal setting.

Next week, Deus Ex Human Revolution, perhaps? or maybe Catherine, if I can find a copy! See you next time!