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  • Shadowblind

    by Published on August 18th, 2009 21:11


    Wolfenstein
    Developer: Raven Software
    Publisher: Activision
    Genre: First-Person Shooter
    ESRB: M

    This game was reviewed from the Xbox 360 version.

    Long, long ago, in a land far, far away(Dallas Texas, to be precise) a small game development company named id created a game called Wolfenstein 3D. With graphics not much better then a Gameboy Color game, this first-person-shooter rose to the top of sales charts, having made an entirely new way to play the video game--and anyone with even a small knowledge of video game history can tell you what it was. While Wolfenstein's spiritual successor Doom is credited for perfecting, or rather making mainstream the idea of the FPS, Wolfenstein essentially invented it.

    And so, about 18 years later, a new game with the moniker Wolfenstein is released, this time developed by id's close partner Raven Software. Obviously, remaking a game made almost two decades ago that had a storyline you'd only know if you read the manual wouldn't have went over too well these days. Instead, Raven made Wolfenstein a direct sequel to Wolfenstein 3D's sequel, Return to Castle Wolfenstein. Taking place directly after the events of Castle Wolfenstein(and I mean DIRECTLY after the events. Poor BJ doesn't even get a break) you follow war-time hero and G.I. Joe-esqe spy, BJ Blazkowitz as he again confronts the Nazi's twisted attempts to gain control of the occult for their own nefarious means. What this game ended up as is a perfect sequel to Castle Wolfenstein. While I say perfect, I don't mean the game itself is perfect. but rather that Wolfenstein gave me the exact same feel as Castle Wolfenstein did back in 2003(yes, I was late to the party on that game). The setting, atmosphere, enemies, even weapons will feel very familiar to you if you had played the games prequel.


    Nazis are still right up there with zombies as the most killed vidya game characters.

    For this Wolfenstein, Raven software seems to have decided to take Gears of War creator Cliffy B's idea that FPS games can benefit from RPG elements to heart. Like games such as Bioshock, any gun you get in Wolfenstein can be upgraded, given you have enough money for the job. Gaining money can be just finishing missions or finding bags of the green stuff lying around. For whatever reason people leave bags of gold lying around, we'll never know. But who cares, its a game. Thats the fun about it. Anyway, as each weapon can be upgraded with various attachments (scopes, silencers, extra clips, etc.) the powers you gain through a mysterious medallion in the game are also upgradable. These upgrades become unlocked the more you progress through the game's various missions. The problem with the upgrade system for the powers of your medallion are that it just doesn't do that much to make it too much better of a tool. For the weapons however, the upgrades are something worth paying for, especially for guns such as the Kar98 rifle and the Tesla gun. The upgrade system works, if not so much for your medallion's powers, for your weapons.

    The gunplay itself is very familiar. Following the traditional gunplay of its prequel, Wolfenstein features the same run-and-gun action as Castle Wolfenstein, this time supporting an auto-regeneration health system. Compared to Halo, Rainbow Six and other games that use regenerating health, you have a good lot more in Wolfenstein then in other games, letting you usually just run into a group of Nazis or monsters and just open fire with disregard. Personally, I have never been a big fan of regenerating health in single player games. Wolfenstein could have worked just as well with the traditional 100 hit points health scale, used in past Wolf games, but heck. What shooter DOESN'T feature regen-health these days. This health type does work well in the connecting areas where you will spend your time in between missions, helping allies and buying upgrades around town, as well as using your powers to find secrets.


    Speaking of powers, the abilities you find in the game are inside what is called the Veil. The Veil itself is one of the coolest aspects of the game. It uses a bar of magic that can be upgraded to hold more magic at a time. The bar has auto-regeneration too, however the rate of refilling is far too slow for combat purposes. For this reason, there are many different "hot spots" in each level where you can run to refill your gauge, and they are so frequent, that you could essentially stay in the Veil for entire levels at a time. Now the Veil is a bit hard to explain, other then "parallel dimension". While in the Veil, the games colors start glowing neon and enemies turn to a bright green color, making them easier to see and shoot. Secrets and weak spots on enemies glow red, and are easier to find. Previously unreachable areas now have Veil ladders ...
    by Published on November 25th, 2008 01:39


    Fable II
    Publisher: Microsoft
    Developer: Lionhead Studios
    Genre: Adventure RPG
    System: Xbox 360 (exclusive)


    Opening:
    The original Fable was quite a controversial game. The game's creator Peter Molyneux had promised the world to gamers, and much of that promise went unfulfilled in the first game. The strange thing about it, was that although many of the features that were said to be in the game weren't, it still proved to be a very fun game, and the features that were in it were very innovative. The opposite of the scandal is true with Fable 2. This time around, Peter Molyneux under promised, and over delivered. Whereas Fable was a good game, Fable 2 takes everything from Fable, entirely new concepts, and a world ten times larger the the original, and expands upon it in every way imaginable. Funny, thrilling, emotional, and entirely too short, Fable 2 is everything people wanted it to be and then some.

    Story
    Like the original, Fable 2 is all about its satirical nature, that is, its very very funny. What makes it stand out from other "funny" games is that its GENUINELY funny in its nature. While containing a very serious plot and story, everything from the people to the expressions, which are basically your way of communicating to people, to the things that the characters say, it has a unique charm and humor to it.( A bit of an understatement; this is one of the most unique game worlds ever created, in part due to its charming atmosphere.) This atmosphere of Fable sets it apart from the countless other fairy-tale style games, and it truly gives it its own image and personality as a game. This is by and large the most endearing aspect of the game, and what will have you coming back for more, even after you've completed all the quests and the story. And about the story...

    The original Fable had a rather weak story, although thats what in part made it so fun(Not many times had a game been made where you can choose which way a generic fairy tale will be told). Fable II's story, while by a good margin better, isn't great. What it boils down to is a rather generic story of a hero who must combine powers with 3 other heroes to save the world. Not so original. What makes it original, is how you can essentially choose the way the story is told.(For all I know you might be able to even kill the mains, I never tried.) Everything you do, even down to the small chores you did in the beginning of the game influence how the world is shaped for you and how the story and sub stories will play out. This also means you sometimes have to be careful as to what quests you don't do(For the most part, quests you do do won't mean the desolation of entire cities) Still, the story mode itself

    Graphics
    The graphical style for Fable 2 is one of those games that you could call art and not have Kojima slapping you across the face for it. If a game should have ever been called "art" due only on its visuals, Fable 2 is up there with Okami and Shadow of the Colossus. The bright and colorful vibrant shades during the daytime in such places as Bowerstone lake and Market make you entranced by the world as very few games have been able to accomplish before. Just as well, in contrast the dreary, dark and pale colors of such places as Wraithmarsh and The Bandit Coast give the game a true air of tense feeling. Its these great graphical styles that really suck you into the world, and make it a treat to just run through the roads and look at the world itself.

    The game isn't so much technically impressive as it is creative. The graphics are simple, as are the water effects and most of the game. The magic is positively striking, but the effects do have some negative effects on the game. For instance, most massive level 5 spells will cause the game to slowdown for a few seconds. Nothing major, but defineatly an annoyance. The thing is, as colorful and fun-filled as the graphics are, the sheer lack of technicality in this age of gaming is disappointing. Also, when night falls on the forest levels and other levels where the color attracts you to them, the levels appear very drab and boring.



    You can jump off this bridge, like most things.


    Animations are something that needs work as well. Stiff looking attack and magic animations, and enemies are no different. Expressions are well done. The characters movements pertaining to interaction with your character, such as fear, joy, admiration, and most actions on the parts of the villagers just feel fake and hollow. Despite this, your characters animations are fantastic when it comes to the customization you can do. Instead of the animations being absolutely terrible to fit with all the different clothing possibilities you'll have, the animations stay the same, even if the same does need a bit of work.

    Gameplay ...
    by Published on November 23rd, 2008 06:30


    Feeding Frenzy 2: ShipWreck Showdown
    Publisher: Oberon media
    Developer: Sprout Games
    Genre: Arcade Action
    System: Xbox 360 (Xbox LIVE)

    Overview:
    Big fish eats small fish. Its a fact of life, and is a saying that well explains the worlds state of life. Feeding Frenzy takes this saying quite literally, as you play as a fish in the big sea whose only purpose is to eat small fish and became a big fish to eat even bigger fish. Sounds simple right? Well it is, almost too much so. The game isn't broken(well, controls may be) but it certainly does what its supposed to, if by 'supposed to' means bore you in little over an hour.

    Gameplay:
    The gameplay revolves around trying to devour other smaller fish and grow larger, so that you can eat the larger fish. Thats the formula for every level you play, except for the occasional bonus level which has you doing some some mini game to attain a higher score. The thing is, its all been down before, and in 1995 at that. Playing this game reminded me of a lesser quality version of Odell Down Under, a similar game where the gameplay is nearly identical. However, Feeding Frenzy is far more simplistic. There is usually only a single type of fish you are able to eat, and that will, for most at least, get extremely boring as the game progresses, since there is really no change to gameplay. This results in a very repetitive experience all throughout story mode, as there is far too little depth in the game to really hold anyone other then a casual gamer's interest for very long. The 'not-so-different' special levels you do every so often do little to keep your interest.

    The controls are quite a mess. Constantly, you'll end up drifting into the mouth of a bigger fish on accident because of the Astroids-style drift that happens after releasing the controller stick. It also makes devouring small fish a pain, at least until you get the Vacuum ability to suck up fish.

    The good news is there is co-op, and if you have a relative who doesn't generally like video games, this is a great game that can be played with them. The game's difficulty is easy and its learning curve is non-existant. Just try to make sure your friend or family doesn't fall asleep while playing it.



    Try doing this for just 10 levels and see if your not sick of it.


    Graphics:
    The charming underwater theme of the game fits very well with the mood of the game. Vibrant and colorful, but all too bland and reptitive. The backgrounds repeat, the same fish sprites are used constantly, and all in all its just becomes boring after the 15th level of the same background and fish. I guess the solution Sprout games used for this was to invert the fish colors every so often. Meh.

    Sound:
    The tranquil music does its work, like the rest of the game, to make you feel tired, and sort of relaxed. The creepy sound effect you hear of the guy saying "Feeding Frenzy" is more likely to scare you then relax you though. Sound effects for eating fish will get annoying after a few hours of continuous play, but hey, at least they didn't have you hear the fish screaming bloody murder every time you eat them.

    Closing comments:
    Feeding Frenzy is one of those games that your sister would play on an internet game site rather then a game you'd be wanting to spend money for. After all, there are some almost identical flash games you could play at no cost. I suppose Feeding Frenzy's biggest offense that it commits is just not being all that fun, even though it generally does what its supposed to. Which I suppose, is make you get very drowzy.

    Story: N/A
    Graphics: 2/5
    Sound: 1/5
    Gameplay: 1/5
    Replayability: 2/5

    OVERALL: 1/5
    ...
    by Published on October 25th, 2008 02:58


    Fable: The Lost Chapters
    publisher: Microsoft
    Developer: Lionhead Studios
    Genre: Action RPG
    Players: 1
    System: Xbox Original

    Fable 2 is coming up, so it might be a good idea to do a "pastview", eh?

    Fable had promised gamers the world; or at least leader of lionhead Studios Peter Molyneux had promised it. One of the oddest surprises about the original Fable which had failed to deliver anywhere near the promises of peter M. was that it was still an absolutely fantastic game.(I wasn't really mainstream at the time, so wow, I could only imagine what he actually said was gonna be in the game at the time o_0) Fable still held its own in the gaming world for a few reasons; one, it had an intense magic and melee combat system. Two, it had a hugeopen world and lots to do. And three, you could be a hero in the game, or a villain, and the line wasn't drawn that clear either.Fable: The Lost Chapters was essentially Fable 1 with some the stuff that SHOULD have been in the original. This included more side missions, weapons, magic, and other things, but nothing truly warrenting a repurchase of the game. if you were like me, however, and never had the game in the first place, it was a spectacular deal.

    Fable had a pretty average combat system for its time; emphasis on melee without many different combo attacks, magic that was sweet but ran out too quickly, and a bow for ranged attacks. But the combat system was very fluid, and battles commenced in seamless real time on the overworld. Boss battles were grand and fun. The only problem was that the combat system wasn't very deep. Racking up combos then delivering finishers was fun with melee, but thats about as deep as it went. magic was pretty fun, but overall not as helpful as melee, and rendered pretty useless in comparison. the Extra skills that you could purchase at the Guild made things a little more interesting, but not by a huge amount. Overall, Fable had a very fluid and easy to use combat system, but it didn't contain the depth of such games as Ninja Gaiden and God of War. The control you have in battles and the overworld is spot-on. The controls don't stick, the camera isn't jumpy or messy, and it all around works well.



    What was probably the main selling point of the game was its twisting storyline. This was one of the few games where you have immemse amounts of decisions that truly affect how the rest of the game will be played out. And a lot of these decisions actually are decided by your moral standing.(A study once showed that only 5% of the players of Fable could actually stand to be bad all the way through. I know I ended up with a halo, though I wanted to be an assasin :/ )These choices don't just affect the story, they effect you and the people around you. If your bad, people will tend to avoid you or run away when they see you. If your good, people flock to you, and usually bug the crap out of you. but its not so black and white. You can be good or bad, or a mix of the two. Or closer to good then bad, or vice versa. Even the quests you complete at the Guild will decide how people veiw you, so much that if you don't actually do anything, people won't know you. on the other hand, if you take on many quests and emerge victorious each time, you'll get famous. If you drink too much booze you'll get a beer gut, if you work out enough you'll get buffer, and really many things effect your character in adverse ways. And best of all, the choice is up to you. It could even be called a 'benchmark in gaming interactivity', if you use the term loosely.

    Score:
    With Fable 2 on the horizon, it may be a good idea to pick up Fable: TLC if you haven't already played it. Its selling for dirt cheap now, and its still a fun game today. Its backwards compatible with the 360 as well. So if you've run out of games to try and want a new experience for cheap, give it a go. Be sure to look out for our DCEmu Fable II review coming soon. ...
    by Published on September 7th, 2008 17:51


    Tales of Vesperia
    Publisher: Namco Bandai
    Developer: Namco Bandai
    Genre: RPG; JRPG, SRPG
    Players: 1-4 (Offline)
    MSRP: $59.99
    Platform: Xbox 360

    The Tales series really never has gotten the proper respect it deserves. People who have played the tales series games have most loved it, and this was shown by the love that Tales of Symphonia and Tales of Destiny(which is actually a low point in the series in my opinion) had received for the Gamecube. Abyss, Legendia, and just about all of the other Tales series have never nearly gotten noticed by the mainstream in America and Europe. by releasing this RPG on the 360, it seems Namco Bandai has been hoping for the best with results in getting the series well known in the US. (They must not be too enthusiastic about it, since I have yet to see a commercial or advertisement for it anywhere.) But nevertheless, here it is, the next chapter in the Tales of series, Tales of Vesperia. Despite being on the Xbox 360, Tales of Vesperia warranted a vast turnout in Japan, launching the often abysmal 360 sales 5 times what they normally are. Currently, there is even a shortage of 360s in Japan right now, which has never before happened. This should tell you a little something about the amount of influence that this series has in the East.


    But anyway I'll stop beating around the bush and get this review started. The Tales of Series has always been known for its signature Anime style graphics, character skits, and what is quite possibly the best character development in the genre. So the first thing you'll notice is the intro. Its made fully of cartoon-Anime CG, and stands out very well from many different game's styles of cutscenes(Fact: This is one of the very few games that I've even bothered to watch the intro of.) This highlights one of the defining traits of Tales series games; they make use of full cartoon graphics in some cutscenes. They have done this for a while in fact: Tales of Symphonia has 1 or 2, Abyss had around 3-5, and Vesperia has around 21. It gives a very nice break from the normalcy of full CG graphics all the time. Back from what they never really specified(correct me) but they give a great and distinct flavor to the way the story is unraveled, and they also serve to highlight some of the most important points in the game. The character skits were also bashed a good bit. The thing is, they are all optional, but if you want to get the most out of the storyline, you'll want to watch them. And I'll tell you now, if your even slightly interested in the story you will want to watch them. They feature animated, drawn versions of the characters and they have conversations, which ends up really helping to endear the characters to you. But don't take it from me. Take it from what the people who have played the series have said.

    The overall story also reaches a standard of greatness, and easily is the best story that a Tales game has seen yet. It tells the tale of badass ex knight Yuri as he forges his own idea of justice in a corrupt empire. Along the way(naturally) meeting a cast of characters who, as well, get a huge level of development before the game is over. Unlike most JRPGs, the characters (with few exceptions) break most boundaries of generic "save the world" JRPG characters(you know, classic cliche characters.) Still, they do have the essence of the Japanese RPG hero, which in itself has a bit of overall generic-ness to it. Compared to most games out there, however, they stand out well. The story has a few linear parts to it, but Vesperia takes the storytelling abilities of the Tales series to greater heights. Perfectly paced with some of the most well developed characters of any JRPG out there. Much better then Symphonia, and somehow even better then tales of the Abyss. After you finish the game, you may be begging for a direct sequel(Even more then I did with Abyss. And thats saying something.) The story never gets boring or too cliche(though it has its moments) but to get into the story you may have to invest a good 30 minutes or 1 hour. But oh how its worth it.

    Speaking of which, the 30 minutes you'll first be spending will probably in figuring out the combat system. A large number of small tweaks to the ever-expanding Tales battle system greatly enhances the it far past the likeness of Symphonia and most passed iterations of the game. The combat is real time, and starts off a bit slow. Once you've got a full party of characters at your disposal a a good list of moves and skills, the core combat gets deep. Awesome attacks, spells, and combos(Mystic Artes are stunning) make up the combat in Vesperia. The main combat is fairly 2 dimensional though, as you only have the attack option of moving forward or backward. Hold the left trigger and you'll be able to freely run around the arena however, but you'll need to attack the enemies in a regular, ...
    by Published on August 25th, 2008 21:58


    Too Human
    Publisher: Microsoft
    Developer: Silicone Knights
    Genre: Action RPG
    Players: 1-2(online)
    MSRP: $59.99
    System: Xbox 360 (exclusive)

    Too Problematic.

    After a near record development cycle (only beaten by Duke Nukem Forever's 10 year absence) Too Human is finally released to the public. In Too Human, you play as the cybernetic god Baldur as you unlock secrets of your past and attempt to save the human race from annihilation at the hands of machines. Personally, I've been following this game since its Gamecube days, and after losing interest for a long time, had my interest regained after seeing it at a past E3. After jumping consoles 3 times, from Playstation to gamecube then to Xbox 360, the game was finally finished thanks to the financial aid of publisher Microsoft. This game quickly became my most anticipated game EVER, even beating out Tales of Vesperia and my favorite of all time, Bioshock. Then the gameplay videos came out. I was impressed, maybe not as much as I hoped, but I thought "eh, still looks fun. Its got a large production value, the developer has a good pedigree, and usually first-part published games don't suck."

    I'm not sure if I'm simply cursed with extremely bad judgment or not, but what a mess this game turned out to be. not only did it end up being far below expectations, but its problems are for all the worst reasons, considering its huge production time and the money spent on it. The main problems facing this game are mostly common problems among shovelware games, such as frame rate issues, bad A.I. and a plethora of other issues.


    For the most part, the game holds a decent framerate. But get into a room with many enemies, or start fighting a boss and it gets messy. The slowdowns are never extremely significant, but they are still there, and mess with the experience. But the worst frame related problem is the camera. Twice as bad Ninja Gaiden II's camera problems, easily. The game gives you a few modes in which to place the camera but they all tend to do the exact same thing. The use of the left stick to look around while fighting is taken out, since its needed for the melee combat. However there is one neat thing about the camera, and thats in the form of the Dyack-flaunted cinematic angles. While not near as spectacular as the director claimed them to be, they work very well in cutscenes and give them an interesting movie feel. Outside of cutscenes, on the other hand, the "cinematic cam" just feels unnecessary and forced. Most of the things that the camera nudges you toward just look like the same thing you've seen hundreds of times.

    When the camera does point you toward something interesting, it usually doesn't looks very good. Despite having some very interesting environmental features in Aesir, the backgrounds in Too Human are often too repetitive to be interesting. That said, the environments altogether are only average, and when they practically never change throughout each of the four chapters, they get very boring, very fast. There is very little interaction with these backgrounds, and what is there is very elementary(smack it, it explodes. Thats it.) While backgrounds for the real world, which you'll traversing in, fighting in, and doing just about everything fun in, the backgrounds in cyberspace aren't half bad. They too get a little repetitive, but they look much better then the real world. Which is a real shame considering you do very little in cyber space.


    In Too Human, the spiders are so big they have health bars.

    Character models are one thing this game has going for it. The enemies are detailed and impressive, though there is a classic case of coloring the enemies a different color and trying to throw them out as a different enemy. To be totally honest, there aren't many enemies in the game anyway, so the models, while varied, are in short supply. The Aesir, or Norse Gods of the game(the good guys) aren't as detailed as the enemies, but the art direction that SK has used to represent the Norse gods is quite impressive. Loki and the Nords especially. The animations for enemies and heroes alike though, is very stiff and clunky. They look extremely robotic, which may or may not be what they were going for in the games since you play as part machine, part man cybernetic god...well whatever. If it is, I'm not very impressed. The jumping attack animations are just painful. To attack an enemy in the air, you have to first knock them up, but instead of doing a jumping attack, you character jumps into the air, then basically RUNS over to the enemy's position while in the air(all of which time the enemy does not move an inch and is simply suspended in air) and proceeds to bash them senseless. The enemies animation are even worse. For the most part, the enemies will simply stand around you and you'll magically ...
    by Published on August 5th, 2008 17:42


    Geometry Wars: Retro Evolved 2
    Publisher: Activision
    Developer: Bizarre Creations
    Genre: Arcade Shooter
    Players: 1-4 (Offline)
    MSRP: 800 MS point ($10, £6.80, €9.30)
    Platform: Xbox 360

    Geometry has never been so fun.

    Geometry Wars: Retro Evolved was one of the first XBLA titles on the market. Despite debuting almost three years ago, the five dollar shooter-that-could is still being played like a drug by many to this day. Its still a mystery to some how such a simple game could be so fun and addictive. I've never really been much of a Robotron fan, which has obviously influenced this game a good bit, so I was among the doubters. However, after playing Geometry Wars: Retro Evolved 2 for even just a few hours, I can see how this craze "evolved"(pun intended). Bizarre Creation's sequel to the LIVE hit seems to be just what fans wanted; more modes, more leaderboards, and even more simple and colorful gameplay. Read on, though you probably already know from my opening statements how THIS review is gonna end.

    The best way to describe Geometry Wars graphical style in a word is probably, "Rave". This game absolutely bursts with electronic style and color. The effects of the game are its best graphical feature. Brilliantly colored particle effects and explosions always keep this game visually appealing, and its one of the few Arcade games that can be as fun to watch as it is to play. The warping of the map with bombs and explosions catch the eye especially well. Enemies and the main character are extremely simple. Then again, they are supposed to be simple, and the fact that they are nothing more then geometric shapes gives the game a much better opportunity to make them both appealing to the eye and diverse. Everything in the game glows, literally. Really, I don't have pretty much anything negative to say about the graphics of this game. They are extremely simple, yet the colors and effects make this 2D game stand out greatly in a world where 3D has taken over. The only thing that really is only "average" in the graphical style is probably the menus. They still look like classic arcade menus, which is kind of neat, but it could have used a flashier display then it has.


    "Hypnotic" doesn't begin to describe this.

    The graphics were very electronically styled. That's not the only thing though, as the music follows suit. The original only had one soundtrack, and though it wasn't too shabby, it did get old after a while. This time, however, they added a custom track to each one of the six game modes. To me, most of the music sounded too similar to each other, bar Evolved mode, which had a really catchy tune. All of the music seems to have near the same beat, which really may make it get on the nerves of some people. Personally the music didn't get too annoying, as after a while my ears just tuned it out. While each of the game modes have fairly decent music, the menu music is, for the most part, absolutely unnoticeable. Its not such a big deal, but I really wouldn't have minded some better music to listen to while watching the leaderboards to decide whose score I'm gonna debunk next.

    Sound more or less follows the music in being 'average'. The SFX absolutely works for what its supposed to, don't get me wrong. But the same sound every time you shoot and every time an enemy goes up in a cloud of colorful particles does leave a bit to be desired. Enemies are silent. Some of the modes have some pretty neat effects though; in King once you step outside a ring the music mutes, only to resume upon reaching another ring. In deadline, the music builds to a climax exactly at the end of the game, and so on and so forth. So there are some neat little things in the sounds, but the things that you hear by far the most are a bit too repetitive. Nothing here will make you get very annoyed though, since the music usually blocks the major part of the sounds.

    Making a jump here to the gameplay. The original Geometry Wars: Retro Evolved had only a single game type. Geometry Wars RE2 comes with six different game modes, all fun, though some more then others. The six modes include Deadline, King, Evolved, Pacifism, Waves, and Sequence. In Deadline, you get five minutes to rack up as much points as you can. You have infinite lives though, but each time you die the enemies are reset, which gives you less chance for points. In King, you must shoot from within circles that appear on the ground. Enemies can't enter the circles, though you can't shoot outside the circles. Also, the circles die out in about 2-3 seconds, so you have to keep moving. Evolved is the original Geometry Wars mode, where you have a number of lives and just rack up points as long as you can. In Pacifism you cannot shoot. You rely solely on lines that you can pass through to blow up enemies around ...
    by Published on August 2nd, 2008 19:40


    1942: Joint Strike
    Publisher: Capcom
    Developer: Backbone Entertainment
    Genre: Flight Shooter
    Players: 1-2
    Price: $10
    Platforms: XBLA (Version reviewed), PSN

    Namco's recreation of the classic 1942 is less then perfect.

    No one will argue that top down shooters are one of the greatest classic game types ever made. Still no one will argue that they can be fun to play. Take Ikaruga for example; its a top down shooter and uses a classic formula like all the rest. But tweaks and extra stuff make the game much more enjoyable, though its still tough like many 1942-esqe shooters. Nanostray is another example of how the classic can still be good today. 1942, the cult classic that inspired all of this, had you back in WWII fighting off Japanese bombers, and it was a great arcade game back when it first debuted, and an even better Co-op game. So here we are today with Capcom's remake of the classic dubbed as 1942: Joint Strike. As far as classic remakes go this is pretty well done. But Capcom might well have made it a little too faithful to its roots. Read on...

    When you start up the game you'll see what may be the most annoying part of the game. The menu screen. Don't get me wrong, the menu screen is fantastic; the effects and old style mission cards are great. However, every move you make in the menu is marked by the absolutely annoying roar of airplanes flying in from the side of the menu, which at first is kinda neat, but after the twenty-seventh time, I've more then heard it enough. And here is the next problem; if you don't have anyone to play local co-op with you like I didn't, then you will miss the best part of the game. After uncountable attempts to find someone over XBL to play, I couldn't even finish the game because the connection timed itself out and made both of us log off. Since that one time I've never been able to find another gamer to play the game out co-op with, and even though I got enough in to write the co-op section of the review, no one is gonna buy this for single player. No one with sense, anyway.


    The graphics had a major overhaul, and they are pretty nice.

    Co-op is what this game is made for. Hence the name "JOINT" strike. (Which I never actually could do, btw....) As far as co-op goes this game is fairly impressive. 3 ships and 3 special Joint possible attacks add a bit more game time after you've played through the 20 minute campaign mode with a friend. Taking down bosses together is always fun, and if both you and your friend get the dual lasers power-up then you can basically keep a constant blue streak going across every part of the screen, eradicating most enemies before you even see them. No special modes, but 5 difficulty levels and some "decent" achievements. As for the difficulty levels...without a buddy, you almost can't beat campaign mode, period. No continues whatsoever, and you can't save the game at any point. This game can be even more frustrating then Ikaruga, believe it or not. And when you can't beat the game when you don't have a companion, and trying to find a fellow gamer on Xbox LIVE is like trying to find one on Space Giraffe, the games "game" falls flat. Co-op is the saving grace, but thats only even "good". The gameplay itself isn't broken, but this game has just enough problems to ensure that it breaks most of the fun the gameplay can offer.

    The graphics aren't really too bad for a remake of an old sprite based game. 3D models for most enemies and environments, and they don't look very bad either. A good color pallete of pastels gives the game a lighter feeling, as opposed to a dark and serious feeling. I unfortunately can't rant on and on about the animations and character models as I would like to since there really aren't any. This is planes we're talking about after all. Screen tearing does occur, and it is a bit noticeable since there is usually not too much variety in the things going on on screen at any one time. The one time I was able to play online the framerate was pretty messy at some points, specifically during the 1st and 4th levels. The weapon effects are bright and neat though, but when you drop a bomb the explosion sometimes clips through the level. Overall though, the revamped graphics aren't too shabby. The old style DANGER screen is pretty cool too. Really though, this a top down shooter. How much more is there to say?


    On 2 stars or higher, you will never make it here on singleplayer.

    Wow...this is one of my shortest reviews I think I've made in a long time. But really theres not much to say about this game. Except maybe that for the value this game really isn't worth it. $5 maybe, but $10 is just cruel. If you've got a friend whos willing to purge the money with you, it may be worth it, but otherwise its just another shooter, and one thats almost ...
    by Published on August 1st, 2008 00:13


    Soulcalibur IV
    Publisher: Namco bandai
    Developer: Project Soul
    ESRP: $59.99
    Players: 1-2
    Genre: Fighting
    Platform: Xbox 360 (Reviewed), PS3

    Soulcalibur is arguably one of the best fighting game franchises out there. In fact, the original Soulcalibur released for the Dreamcast back in '99 remains one of the highest rated games of all time. (It currently resides at #8 on gamerankings.com. Back when it first came out, it would have been #2, just behind Zelda OOT.) Soulcalibur II, while not as big an accomplishment as Soulcalibur 1, was still an amazing fighting game that set a standard and showed the world that fighting games still have a place in the industry. Soulcalibur III more or less just came and went, but was still a great game all around, just had little new additions to it. Well here we are today with SoulCalibur IV, a highly anticipated fighting game from Namdai. You may be happy(or sad) to know that although the core Soulcalibur formula hasn't been changed very much, it still works very well, considering how old it is. But like most games, the same 4 times can get repetitive and very annoying. So how did the Fourth iteration go?

    First thing you'll probably notice about Soulcal IV once you get ingame is the amazingly rendered character models, and as usual, I'm gonna go ballistic over them, rant style. This is quite possibly the best looking fighting game character models I've ever seen. the detail in each character is stunning-- and what's more, there are so many many ways to customize each character with all types of different garb. And no matter what clothes you put on them they always look natural. No matter what weapon, what eye color, what hair, everything blends perfect and smooth. And the characters animations are praise worthy too. A few odd looking attack animations, but they usually lend themselves to only a certain few characters. But characters like Zasalamel and Voldo have awesome and fluid movements. From an explosion of a scythe to Voldo's demented backwards crab-walk all of it goes together fluidly. And as the characters fight, they're armor begins to get chipped away gradually, which is a really cool degenerative addition(?). The backgrounds aren't as noticeable as the foregrounds (obviously, it is a fighting game after all) but they do what they do well. The 360 movement of the characters allow for them to bash up the place as they fight. The destructibility of the backgrounds are cool, but they do leave a good bit to be desired, since only so much can be destroyed on each level. But really, backgrounds usually don't serve as much in fighting games more then something to look at, and things aren't all too much different here. Still, those Star wars backgrounds look niiiiiiice.....


    kick.

    Jumping a little here--The core of Soulcalibur is still the same as it has been for years, and as long as fighting games exist, it will for more years to come. The core: Beat the other guy until he or her drops dead. Still, the general formula is so general that small tweaks to the gameplay, mostly along the lines of making each character fair to play as, proves that the fighting genre still rocks. over 30 different players and minimal clone characters make this game a blast to master them all. Some combo attacks are a bit broken sometimes, but overall the controller is responsive which is usually the problem with cheapness issues in fighting games. To tell the truth I've only really liked two fighting games before; Dead or Alive And DBZ Budokai. However, Soulcalibur is more of a fighting gamers training game. Combos usually only range on 1-3 hits normally, and overall the games difficulty is set to "less then normal." While doing awesome looking technical attacks, you can just as easily beat the game doing little more then just pounding away at the Grab button. Granted, some enemies can block it but they are few. But I have noticed how online, grabbing is harder then usual. It may be due to the vast amounts of lag in the game, but overall it makes online fighting much more fair. Still, online is by no means flawless. We'll touch on that in a sec though.

    Soulcalibur IV won't take you long to beat. In fact, the storymode takes almost less then 20 minutes. And each characters story, for the most part, is totally devoid of original cut-scenes. Although you fight against different opponents depending on what character you playing, it tends to leave you wanting more. Most players will go back with other characters however, and after going back around 8 times, the game still amuses me, though not as much as it did at first. So really, campaign mode isn't where your gonna be spending most your time. Another mode, known as Arcade mode, pits you against 8 fighters in sequence then gauges your score. its more or less pretty basic, and just that. Still, you unlock stuff for your characters ...
    by Published on July 14th, 2008 17:47

    Go there and download the demo. It weighs in at 1.09 GB, and post impressions

    The Demo became LIVE at 5:02 am Eastern Time. Too Human is an RPG where you play as Baldur, a cybernetic god, charged with the task of defending humanity against an ancient machine race.. Its an extremely anticipated game for the Xbox 360, and has a release date at August 19th. Also be sure to see it at E3 this week! ...
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