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Ghost Recon: Future Soldier BETA – and why nothing else matters.

Posted on April 25, 2012 by Wyatt "Sheriff Earp" Fossett

A long time ago, I believe it was Island Thunder in 2003, the Ghost Recon franchise took me by storm (pun COMPLETELY intended). The gameplay that GR provided to the genre was unseen and worked like a charm. It was also the first reason I can recall for using my Xbox microphone. Along the rest of the timeline in the franchise something faded. Was it our impatience and need for something new every inning at bat? Was it pure ignorance to a game that may take more brain waves than the zombified gameplay of CoD?

Regardless of why we all forgot about this series, Future Soldier is here to flick you in the earlobe and grab your attention.

Have you ever played a game that felt so right from the start screen? Have you ever wanted to burn every copy of a genre because you are so sure that the game you just played was so good that you know you’ll never desire for more? Well this is how I felt booting up the FS beta. It made me feel stupid. I’ve spent the past few years slightly ignoring everything about this game. Every convention I attended, I would walk right past the booth. I would watch half of a gameplay/CG trailer and never think twice about it. WHY THE FUCK WAS I SO DUMB!

FS is beyond anything you’ve played to date. The amount of creativity in the conceptual designs is brilliant. Not to take away from games like Halo and Gear of War, but those fictional worlds will never seem probable or even conceivable. FS on the other hand, seems like it could be so close to reality in the next few decades and it hits a different note than playing in a completely fantasy realm.

The Beta for FS is bare bones to say the least. Players are only given the PVP multiplayer with few maps and few up-gradable contents. These restrictions to the content do not sour the taste in the slightest. After all, if you play a Beta and expect everything then you’re on the wrong footing to begin with. The first thing I noticed while searching for a match was that the three available classes are similar to Battlefield 3 (in a good way). The part that goes beyond anything else is that when you select to edit a class, you can completely retool any weapon. I mean COMPLETELY. I changed my trigger to apply a single shot burst on my rifleman’s assault rifle, I changed the color of the gun to Canadian Army camo, I extended the barrel for more stability and range, and added a silencer for minimal map ping.

 

Once you hop into a match the first thing you see is your spawn menu where you can choose from multiple spawn points to adhere to your tactics for the map. The second you spawn your jaw drops. In addition to some of the best graphics in a shooter, you are greeted with what I’ve decided is my favorite HUD ever in a game of this genre. Slightly inspired by Dead Space, the FS floating HUD is crisp, beautiful and simplistically useful. Everything from the sound of the weapons firing, the mini-map, the grenade projection, to the spotting notification; Future Soldier’s gameplay is superior to anything on the current market.

The 3rd person perspective that Ubisoft uses in FS was perfected in Splinter Cell: Conviction and was adapted in slight ways to feel so effortless. To anyone, this game is so easy to grasp and the gameplay is so well designed that it take zero effort to move, aim, shoot, prone, and any other duties a soldier of the future would do.

FS arrives in North America on May 22nd of this year and to my amazement, is atop my list of anticipated titles of 2012. I came into this beta thinking I’ll get to frag a few peeps with wicked future weapons, but leave it panting and sweating in excitement. Ubisoft has taken everything good that has come from every shooter in the past decade and placed it all into a nice little package with amazing results. No other shooter matters as of May 22nd. This I promise you.

The perfect shooter. Extreme entertainment in a minted parcel.

More to come at launch.

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The Legend of Zelda: Symphony of the Goddesses.

Posted on March 23, 2012 by Wyatt "Sheriff Earp" Fossett

Of all things gaming that reside close to my heart, the Legend of Zelda series bodes the most ownership of property.

We recently attended the epic 25th anniversary tour of the Legend of Zelda: Symphony of the Goddesses performance. The tour kicked off in front of an astounded crowd at last years E3, to the amazement of everyone else around the world they announced that they would be touring the performance across North America. When the date neared to the Vancouver show, I got fidgety. I’ve seen Video Games Live a few times and it is always an amazing show, but for anyone that knows me well knows that nothing tops the Zelda series in my mind.

The overall presence inside the Orpheum theater was extremely lackluster and minimalist at best. They had a cheesy Link statue (that someone broke 15 minutes after the doors opened) and a few systems set-up to play the recent of the franchises titles. So we waited. Waited for about an hour before the doors to the actual theater had opened. All there was to amuse us in the meantime was the line-up of people waiting to pay a lot of money for some t-shirts and other merchandise.

The show was amazing. Truly talented musicians playing some of the best scores ever written in video game history. Included in the fray were a few of our own Vancouver Symphony Orchestra members that added to the already overwhelming stench of talent pouring off of the stage. It was fun. Isn’t that the point of these? They played a lot of corresponding clips from Zelda titles on the big screen behind the orchestra during their symphony, and they even tried to provoke certain emotions from the audience (that I felt worked). It was like every single person in this theater was thrust right back into that moment. All of my muscles were tightened nearly the entire time. Included in the show for the first time was a Majora’s Mask sequence. The orchestra truly struck every nerve in a Zelda fan, and hit the high and low marks with the utmost precision and care. The entire group protruded love and care for every single note they played.

It was truly magical, and I’d see it every chance I could get. The only thing I could ever consider negatively commenting on was the TWELVE (over statement) encores which trailed the performance to a seemingly invisible end. I was very pleased and couldn’t have asked for more. The production company says that they are adding more tour dates on their schedule so PLEASE be sure to attend a show near you. It is amazing.

A must see for Zelda fans, and a must see for fans of music.

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SoulCalibur V [GB Review]

Posted on February 14, 2012 by Mitchell Bowman

 

  • Publisher: Namco Bandai
  • Developer: Namco Bandai
  • Platform: PlayStation 3 (reviewed) and Xbox 360
  • Released: Jan. 31 (NA) | Feb. 2 (JP) | Feb. 3 (EU)
  • Rated: T for Teen

“Perhaps SoulCalibur V will manage to find itself in that magical valley between casual and competitive fighting games”.

After a break of more than three years, the Soulcalibur franchise has returned with a fifth instalment. As anyone who’s played the earlier titles would expect, Namco has delivered a well-polished 3D fighter with imaginative character design and impressive visuals. Beneath the shiny exterior, however, is a franchise that still seems to be a bit unsure of its own identity.

Content:

The singleplayer modes in Soulcalibur V have been pared down pretty significantly from earlier entries in the series. Compared to the Weapon Master mode of Soulcalibur II, or the punishing Tower of Lost Souls in Soulcalibur IV, the “1607 A.D.” Story mode in V seems spartan and fairly easy. There is a couple other singleplayer modes, but the gameplay in all of these modes are minor variations on the standard Arcade Mode formula.

Given the fact that most other fighting game franchises offer very little beyond an Arcade Mode in the way of singleplayer content, it’s hard to criticize SoulCalibur for not giving us more. It’s definitely a downgrade from previous titles in the series, however. The saving grace here may be the character creation system, which continues to be one of the strong points of the series, and a definite attraction to casual and singleplayer-oriented players.

The story's protagonist brandishes the eponymous Soul Calibur.

As for the actual storyline of the singleplayer campaign, it continues to make very little sense to anyone who isn’t heavily invested in the franchise’s lore. Nightmare seems to die every six minutes or so, the main character has somewhat unsettling visions of his mother in a provocative outfit, and the protagonist’s sister ends up with a grotesque claw hand that no one seems to notice.

Gameplay:

Taking a cue from other popular fighting games, Soulcalibur V introduces a super meter system, complete with its own version of EX moves. While providing a good excuse for some fantastic looking finishing moves, Namco seems to have missed the point of super arts in competitive play. In a game like Street Fighter or BlazBlue, the super arts are generally performed by comboing into them, at least in high-level competitive play. The idea here is that a player must learn to avoid certain normal attacks, because those attacks can be comboed into a super art, causing the player to take massive damage. Watch a good Chun-Li player in Street Fighter III trying to connect with their crouching medium kick and you’ll understand how this impacts the strategy of the game.

Unfortunately, the super arts in Soulcalibur V simply don’t have this effect on the way the game is played. Many of them are unblockable, some hit an opponent who’s already knocked down, and almost all of them have such high priority that they can stuff any opponent’s attack. See an opponent beginning a fairly slow normal attack? Throw out your super and watch the free damage pile up.

Franchise staple Maxi takes on newcomer Xiba.

Competitiveness issues aside, Soulcalibur has a robust online infrastructure that makes for great casual play. Between ranked matches, player lobbies, and the new Global Colloseo for social play, players will have no shortage of online activities to keep them busy. The game is incredibly accessible to new players, too. Many online lobbies are geared towards inexperienced players, and the swinginess of the combat means that even a complete amateur can have some fun and land some blows in an online match.

Appearance:

Why yes, you CAN fight a dude on a pirate ship!

The environments in this game are a cut above pretty much anything else in the genre right now. You’ve got arenas with giant battles going on all around you, arenas with destructible walls that you can toss opponents through, and arenas on the deck of a pirate ship! There’s also environments that change significantly halfway through the match, like the final boss area of story mode. The result of all this is a game that’s almost as much fun to watch as it is to play.

The characters are no slouch in the looks department either. Many of the franchise’s long-standing characters have returned with new outfits, and they’ve brought some new friends along with them. Guest character Ezio Auditore, of Assassin’s Creed fame, is looking dapper as hell. If you can ignore the hilariously over-sexualized outfits for the female characters, this is a mighty fine looking game, with an aesthetic that is very much its own.

Ivy even managed to find some clothes...sort of.

The one downfall of the graphics may be the story mode’s use of cutscenes. While some of the cutscenes are excellent looking prerendered cinematics, many of them are a strange, unengaging series of still images. Much of the plot is presented on a series of faux paper drawings, of which there is altogether too many.

Overall Ruling:

I like this game. I really do. I’m just not sure who else is going to.

Competitive fighting game players are going to steer clear of a game with this many potential balance issues, especially given how many really tight competitive fighters we’ve seen in the last couple years. Casual players will find things to love here for sure, but those are generally the players who would’ve appreciated the more robust singleplayer content of earlier Soulcalibur titles.

Perhaps Soulcalibur V will manage to find itself in that magical valley between casual and competitive fighting games. Enough depth to be taken somewhat seriously, but enough accessibility to not scare away newbies. I hope this is the case, because there’s plenty of fun to be had with this game.

What worked:

  • Copious online modes
  • Super polished
  • Vibrant aesthetic
  • Character creation that continues to improve
  • No online pass! Hooray!

What failed:

  • Pared-down singleplayer experience
  • Questionable super art implementation
  • Potential balance issues
  • Paper cutscenes
  • Fairly nonsensical story

Verdict:

A great looking, enjoyable game, with some questionable design choices holding it back.

 

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Kingdoms of Amalur: Reckoning – 360 [GB Review

Posted on February 7, 2012 by Wyatt "Sheriff Earp" Fossett

 

  • Developer: 38 Studios, Big Huge Games
  • Publisher: Electronic Arts, 38 Studios
  • Platforms: Xbox 360, Playstation 3, PC
  • Release Date: February 7th, 2012
  • Rated: M for Mature

“Reckoning takes the head chair at the kiddie table with resolve and reason”.

On paper, Reckoning has probably the greatest potential of the year. However, this is only the start of the KoA franchise and they’ve got a lot of room for improvement. Reckoning boasts the power of game designer Ken Rolston (Morrowind, Oblivion and Skyrim), Created by Todd McFarlane (Spawn, Image Comics), and written by fantasy guru R.A. Salvatore (22-time New York Times Bestseller).

Story:

It’s always hard to introduce a new RPG franchise into the world today with so many successful ones already in the mix. The task wasn’t easy for 38 Studios, which is why they brought the god of fantasy in to create something from nearly nothing. I must admit though, the storyline will win or lose fans.

The story of the franchise apparently spans 40,000 years, and Reckoning starts kind of smack dab in the middle. Your character (undetermined at this point) dies in the middle of a war, a battle brought on by this Evil emperor of sorts (very LOTR). A life temple type thing revives your character, and you are the only one to have this resurrection thing actually work. In being the only survivor, it is apparent that you have no fate.

The world of Amalur is completely woven in fate and every person can see a fateweaver and be told their future. You are the only exception (insert weird Paramore song here). This adds to a pretty fresh and new character progression system that I will elaborate on later. With so many side quests, it is very easy to lose track of the main storyline; however, there is only one real tangent in the main plot and that is you defeating the evil lord before he destroys Amalur.

Gameplay:

This is where the real beauty lays for Reckoning. For the first time (that I recall) two different game types are merged beautifully. On one end, there is a very nice a full skill tree with your main three combat types, Rogue, Warrior, and Mage. On the other hand, you’ve got a simplistic button mapping that feels a lot similar to the Fable series. You can map different weapons to your X and Y (I played the 360 version) as primary and secondary weapons, and your magic is a combination of RB and the face buttons. All really easy to pick up and get extremely quick with. I found that the melee is steps above any other free roaming RPG out there simply based on the combos. Much like current generation fighting games; pauses, double-taps, holds and switches all bring out different combinations of attacks. You can even juggle an opponent Tekken style by knocking them into the air and shooting them continuously with your ranged weapon.

Reckoning also takes a unique approach on ranged ammo, giving you an allotted amount (that is dependent on your skill in ranged combat) and once you use those 5-10 arrows you must wait until they regenerate. This solves a few common issues with the RPG genre. You will continuously running out of ammo mid-quest or in contrast having an inventory chalked full of ammo you will never use, which won’t happen in Reckoning. Also, you won’t ever have to have a “buy more ammo” mentality which when it comes to diving head first into an RPG can really bog you down.

I built a few different toons and I must say that only one felt like it was actually an awesome fighter. The Melee feels good, but never makes you feel like a boss. The Rogue has some cool perks, but without a full living/breathing world surrounding you (eg. Skyrim) there isn’t too big of a reason to use any of them. The mage however, is a GIGANTIC BAD-ASS! I’ve never felt so powerful in a “Action RPG” before in my life.

Appearance:

The environment design in Reckoning is nothing to look twice at. There was never a moment where I had to stop and swivel the camera around to gawk or stand in awe. Nothing is extremely terrible or tacky, but nothing stands out in this generation. The entire game has a slight cartoony feel too it and that isn’t necessarily a bad thing. It’s kind of nice to see a lot of bold color and stylized character models in a time where everyone wants sharp “realistic” visuals. The world, which isn’t as “open” as advertised, isn’t very full and doesn’t feel very inclusive. There is a lot of collectible shrubbery, but overall feels like an over veggied meatless burger.

The characters that inhabit the world are very awesome and gives a 100% Salvatore feel to the lore. Some of the monsters that roam in wait of some agro are phenomenal and you even run into a few that scare the crap out of you in a “shit, run away!” type of way.

The interaction with the environment feels so empty and flat. Even the conversations, which force the game into a Letterbox screen, gives you less than fraction of sensation that you are in control of which way the conversation will eventually end up.

Overall Ruling:

Launch Trailer

Kingdoms of Amalur: Reckoning makes a strong statement its first go-around, but there is still a lot of room for improvement down the road. I felt a little let down just due to the potential of the big names behind the project, but I do feel that with some humbling reviews and a re-collection of thoughts, KoA may just become one of the premier RPG franchises in the gaming universe. There is a large mix of strong lore and creativity sewn together with infidelity and weakness which ultimately cost the debut from Amalur.

What Worked:

  • Fresh Story
  • Fresh Universe
  • Mages are BAD-ASS!
  • Great “Fate” system
  • Colorful Cartoony Design

What Failed:

  • Empty Environment
  • Not 100% Open World
  • No Real Intro to the Lore
  • Only 4 Character Races
  • Rogue is slightly unusable

A decent first effort, but I cannot wait for them to take another crack.

SWTOR Deceived Wallpaper

SWTOR SOFAR [GB Review]

Posted on January 18, 2012 by Wyatt "Sheriff Earp" Fossett

 

When BioWare said they were making a Star Wars based MMORPG we all heard two questions being spoken. One, will the world play and pay monthly for a game that isn’t filling a void in our industry? And two, are Star Wars fans so in love with the franchise that they will buy anything with the name attached?

In short; yes to both, but I’ll oblige and go further into detail.

It’s an obvious (and smart) business decision to try to take a slice of pie from Blizzard and bank on the ridiculous success of World of Warcraft. What was in question was the fact that BioWare expected to not only bring new players into the MMORPG world but they wanted to snake some fans away from WoW. It’s tough to think that any person would put down a game that they are enjoying, to play another game that is very similar. To me, it’s freshness. I know a lot of people who have played WoW for many years (almost a decade even) and in my opinion, that’s got to become a bitter taste after a while.

 

BioWare has a very solid reputation with the Star Wars universe. Their Knights of the Old Republic is still touted as one of the greatest RPG’s of all time. So to expand their created portion of the lore isn’t as farfetched, even if that means making hundreds of hours of unique story and content (and then multiply that by every unique class story). It took a lot of work on their part and countless man hours, but what became of Star Wars: The Old Republic is a beautiful thing.

KOTOR kicked major ass.

To answer the second question posed by BioWare, of course Star Wars fans love the franchise. If you take one of the greatest movie sagas ever made and mate it with one of the greatest RPG developers of all time there is a very small chance that the resulting product will be below the expected level of awesomeness. As a Star Wars fan, it’s been a bewildering recent history for the franchise with the fan-boy criticism of episodes I-III and that was followed up by the completely flat Force Unleashed video games. Unlike other fans, people who love Star Wars will always put up with the ups and downs of the brand. The patience of the Wars collective has paid off big time.

My Opinion So Far:

If you told me 5+ years ago that BioWare was going to take a deep seeded charge at WoW’s stake in gaming, I would have scoffed and probably lost a little respect for BioWare. Nearly two years ago, when we finally started seeing what The Old Republic had to offer, I had to pull my head out of my ass. The land of MMORPG’s has been solely dominated by a single entity for so long that it seemed radical and a tad idiotic to even attempt any sort of hostile take-over.

 

The one thing I must give BioWare huge kudos for is that they didn’t try to re-invent a game that was already successful. They took the biggest pieces of WoW and skinned them to resemble Star Wars. SWTOR isn’t a stand-alone amazing piece of development history; it’s a better version of something that already existed. I’m not trying to take anything away from the artists and developers, because they made an amazingly detailed galaxy and absolutely beautiful environments, but their general player access is practically identical to WoW. That is the brilliant part.

Have you ever picked up a game that you were really excited to play and you just feel disconnected because the controls are off, or the gameplay just isn’t right? Well, SWTOR will never do that to you. Anyone who has ever played WoW (and let’s be honest, that’s most of us) will start-up SWTOR and feel right at home. The reason why you should play SWTOR over any other MMO is that it is STAR WARS! To have everything I love from WoW thrown into the Star Wars lore is an absolute blessing.

The Old Republic does so many things right. From the intricate class designs/story, the flawless environment creations, to the awesome character races with the perfect amount of customization. I played just enough of WoW when it was still “the cool thing to do” that I had zero hurdles when it came to picking up on all the combat available within every class type. I was sucked right in from the get go. With no learning curve, the only thing I had to wrap my head around where in the Star Wars universe did the game take place. According to BioWare, the game takes place a few hundred years after Knights of the Old Republic but a few thousand years before Episode I. There is even a few familiar names sewn into the story line.

All in all, I am so happy with every aspect of the game thus far. I’ve probably spent 50 or so hours now trying out the different classes and learning the ins and outs of their story and role in the game. It’s a beautifully designed universe with such a tribute to people who love Star Wars and everything it stands for. Please play it.

FOR THE EMPIRE!

Geek Badge Joins Internet Blackout to Fight SOPA.

Posted on January 13, 2012 by Wyatt "Sheriff Earp" Fossett

It’s taken me a few solid days of contemplation and identity discovery to finally decide that Geek Badge will join the horde of internet heavyweights and blackout our website on January 18th. The date is unquestionably the single day that could change our entire future as not only journalists and writers, but as gamers and fans of all things the internet has to offer.

According to the Entertainment Consumers Association the SOPA act will result in the following if passed:

    • It strips current laws by now making internet companies, which used to be immune, liable for their users’ communications.  This means that Facebook, Youtube, WordPress, Google and more are now on the hook for what you post.
    • It gives the US Attorney General, with court order, the power to seize websites that possibly infringe or partially infringe copyright.  There would be no due process and no chance to defend yourself before the seizure.  The mere accusation can get a website taken away.
    • It violates Net Neutrality by ordering internet providers, advertising companies and payment systems to block accused websites with technology that just doesn’t exist.
    • It threatens users by imposing fines or jail time for posting even derivatives of copywrited work(s).  A video of your karaoke, playing the piano, video game speed trial would now all be punishable if a copyright holder decides to enforce it.

However, the ESA (Entertainment Software Association) has publicly supported the SOPA act and in a quote (grabbed from Destructoid) stated:

As an industry of innovators and creators, we understand the importance of both technological innovation and content protection, and do not believe the two are mutually exclusive. Rogue websites – those singularly devoted to profiting from their blatant illegal piracy – restrict demand for legitimate video game products and services, thereby costing jobs. Our industry needs effective remedies to address this specific problem, and we support the House and Senate proposals to achieve this objective. We are mindful of concerns raised about a negative impact on innovation. We look forward to working with the House and Senate, and all interested parties, to find the right balance and define useful remedies to combat willful wrongdoers that do not impede lawful product and business model innovation.

It’s extremely surprising that some groups are so quick to back the legislature without thinking of its lasting effects on their own industries. The ESA houses more than a handful of heavyweight video game and film developers which have all since been told they support SOPA as well, thanks to their relationship with the ESA. Superb.

courtesy of Battlefieldo.com

Since the information about this bill has been made publicly available, several pillars in the expanded internet world have decided to “Blackout” their website for 12 hours on the 18th (during the governments discussion on whether to pass the bill). The parties include Reddit, Destructoid, GoG and possibly even Wikipedia. So, like our higher peers, we will blackout our entire site for 12 hours starting at 8:00 am Eastern Time on January 18th. Epic Games has made it very clear that they do not support SOPA and I hope that even though we stand on a small pile compared to the other activists in this gargantuan issue, our voices and Blackout might be heard by someone.

For some strange reason, if SOPA passes, Geek Badge may vanish from existence so we MUST FIGHT THIS.

Batman: Arkham City [GB Review]

Posted on December 6, 2011 by Mitchell Bowman

  • Publisher: Warner Brothers
  • Developer: Rocksteady
  • Platform: Xbox 360 (reviewed), PS3 and PC
  • Released: Oct. 17 (PS3, 360) | Nov. 22 (PC)
  • Rated: T for Teen

“This is one of the greatest  action-adventure games I’ve ever played, no question.”

Following up the success of Batman: Arkham Asylum, Rocksteady has produced a sequel that’s bigger and better than its predecessor…and that’s really saying something, given how high  Arkham Asylum set the bar. Arkham City continues the story of the first game, giving us another Joker-centric Batman adventure. While the environments are all new, and there’s plenty of new villians, gadgets and quests, there’s still core gameplay mechanics here that will be quite familiar to players of the first game.

Story:

the fruitful story continues to be awesome in this sophmore.

Arkham City is a very traditional sequel, in the sense that it directly follows the story of Arkham Asylum. The Joker has apparently survived his encounter with Batman in the end of the first game, and has now set up shop in Arkham City. In a bit of a departure from traditional Batman canon, the mayor of Gotham has taken an entire section of the slums of the city and turned it into a giant madhouse. All the former inmates of Arkham Asylum, plus every other dubious ruffian they could round-up, has been quarantined in this newly created ghetto/prison. To start the game, Bruce Wayne gets dumped into Arkham City by the man who runs the place, and the hijinks begin.

A Hearty dose of cameos from Mr. Freeze, The Penguin, Two-Face and MORE!

The best part about the story of this game – at least for me, as a fan of Batman in comic form – is how much attention the developers have obviously paid to the existing Batman lore. The cast is practically a who’s-who of the entire Batman rogues gallery, including some of the most obscure villains Batman has ever faced. All of them have been meticulously rendered in a way that’s faithful to their earlier depictions, and it’s amazing to be able to fight and interact with them. A word of warning here, though: if you skip the side quests, you will miss out on a ton of these guys. Many of the coolest villains in the game don’t show up in the main story quests, including Bane, Deadshot, Riddler and Victor Zsasz.

Gameplay:

Batman lays the smack down x2.

It’s in the gameplay – particularly the combat mechanics – that players of the first game will find the most familiarity. This is by no means a bad thing, however, as almost everything has been tweaked a bit to make everything sharper, more responsive, and more enjoyable. The most noticeable example of this “the same but better” design philosophy to me was in how the counter system works. If you’ll recall, enemies in the first game generally attacked one at a time while surrounding you, and you simply pressed a button to counter their attack. Now, more than one enemy can attack at once, and you press the counter button as many times as there is guys attacking you! There’s even some awesome new animations for countering two guys at once and knocking them into each other. Similarly, there’s no Assassin’s Creed-style double stealth takedowns to use on enemies standing next to each other.

There’s also a host of fun new gadgets, including a gun that shoots electricity, allowing Batman to activate electric doors, magnets, etc. These new gadgets have allowed a ton of new Riddler challenges that are far more varied and challenging than those in the first game. Anything from having to touch three different pressure switches without touching the ground (line launcher is your friend!) to steering your remote bat-a-rang around corners and through tight gaps to unlock cages containing Riddler trophies.

You also get to play as other characters (such as Catwoman) which is equally awesome.

The world you have to explore is larger than in Arkham Asylum, too. More emphasis has been put on free-roaming gameplay, with plenty of optional side quests and exploration missions to be found off the beaten quest path. The new gadgets help with this too, as some of them allow you to get around the city much more efficiently.

Appearance:

The expansive space of Arkham City is spectacular.

Rocksteady’s artists have done a great job of capturing the grittiness of Arkham City with the game’s art style and environments. The fact that much of the game takes place outdoors means there’s tons of opportunities to show of the huge world they’ve built, and they haven’t disappointed in this regard, with huge panoramas of Arkham City’s rotting skyline visible from many of the vantage points Batman can grapple up to.

The most impressive aspect of the game’s graphical accomplishments, while not the most obvious, is in the character animations. The sheer number of contextual animations they’ve made for the playable characters is almost beyond comprehension. At one point, I was engaged in a fist-fight with a group of inmates, and happened to counter one of their attacks while standing next to some sort of waist-high box. To my surprise, the box was incorporated seamlessly into the counter animation! Not only do we have these great contextual animations for some of the environment models, but we’ve got double counters, knife counters, bat counters, thrown object counters, etc. The result is that Batman moves incredibly fluidly in all situations, as you’d expect the real Batman to do. Fighting, dodging, gliding, climbing, running…you name it.

Overall Impression:

Action packed from toes to tits. (or bat-nipples in this case)

This is one of the greatest  action-adventure games I’ve ever played, no question. Even without the fantastic Batman property to work with, this game would have held its own against the great action-adventure games of years past. Best of all is how much of a surprise this has all been. Before Arkham Asylum, this was a studio that had made nothing but a mediocre first-person shooter on the PS2 and original Xbox, and then suddenly, voila! Rocksteady has now cemented their status as a triple-A developer with these two fantastic games, and in a row to boot!

With a mere few weeks left in 2011, and nothing amazing looking on the December release schedule, I’m pre-emptively giving Arkham City my personal Game of the Year kudos. Putting aside all the technical achievements and mechanical design of the game, this is simply an incredibly fun game. I can’t remember the last time I enjoyed playing a game this much, not as a critic, but as just a regular player.

What worked:

  • Awesome rendition of the Batman Universe
  • Great art style
  • Responsive, enjoyable combat
  • Interesting puzzles
  • Huge open world

What failed:

  • Some DLC that should have been on the disc
  • Almost too many side missions
  • Same vanilla Challenge Mode as Arkham Asylum
  • Inverted bat-a-rang steering controls (Argh!)
  • Batman still can’t swim

Verdict:

Quite possibly the most fun I've had in any current-gen title. Batman is bad-ass, and Arkham City is a must play.

Super Mario 3D Land [GB Review]

Posted on December 3, 2011 by yamandolin

  • Developer: Nintendo EAD Tokyo
  • Publisher: Nintendo
  • Platforms: 3DS
  • Release Date: November 13, 2011
  • Rated: E for Everyone

“Nintendo knows what their fans want in a Mario game, and they will forever give it to them.”

You ever wonder how Mario has been so successful all these years? How he is the system pusher? The solid platformer? Does anybody ever question it? or do we forever eat it up every time a new game is released? This may sound like I’m being a bit snarky, but I’m trying to make a point. Mario is a household name. When you think of video games, you think of Mario. When you think Nintendo, you know that a Mario game is what you want to play. Super Mario 3D Land is almost the secret (not so secret) weapon that the 3DS needed. Later on then they probably would have wanted, but when you’re Nintendo… when you’re MARIO, it’s not going to matter. Throughout this review I will hopefully shed some light on what I’m talking about.

Story:

The usual Plumber vs Bowser is always welcome and delightful

If you’ve played a Mario game before, you already know what the game is about. Bowser kidnaps Princess Peach the umpteenth time. Mario runs to the rescue. There’s a twist this time around though. Bowser has also stolen all the Magic leaves from the only tree in the kingdom, the leaves that produce Racoon tails on whomever touches them (aka the Tanooki Suit, a staple of Super Mario Bros. 3… among other things.) So it’s up to Mario to traverse eight worlds! Through caves, mountains and airships to save the most Defenseless Princess in the History of gaming.

What more would you expect? It’s utterly classic Mario. But you don’t come to this game for the story, do you?

Gameplay:

Great Tanooki suit action!

It’s Pretty Much Mario 64. it has its side scrolling, and its full 3D, but the gameplay hasn’t changed much (if at all) from its N64 relative. In fact, all the moves are still pretty much intact. I don’t think the formula has changed at all in its 26 years of relevance. This is a Mario-ass Mario game. all the Tropes are there. All of the Nostalgia. It doesn’t so much bring anything new to the table, as it does make you remember what a Mario game played like.

This isn’t a bad thing, mind you. It works. It’s always worked. It’s gameplay that people have loved and will continue to love because there’s nothing wrong with it. reading that sentence you might think it’s a little tired, but there’s so much variety to every stage that there’s no way it’ll feel contrived or boring for being “done before”.

Full of perfect uses of the 3D tool

On top of that, Nintendo has certainly been on a kick to help the more ‘inexperienced’ players. If you die enough times there’s a leaf that will give you a magical Tanooki suit; this suit makes you impervious to Damage, making it easier to get through the level. If that doesn’t manage to cut it and you keep dying. The P-wing makes a comeback (also from SMB3) and touching the item sends you IMMEDIATELY to the end of the level. It’s perfect for those who just can’t seem to do it, or those that just want to plough through the game. Though, if you think you can just play through the entire game that way, you’ll be faced with the challenge of collecting star coins (3 per level) if you want to progress through the game.

Appearance:

Great vistas and extremely pleasant colors make SM3DL so perfect.

Nintendo is pretty much the only company that knows how to use their own hardware to perfection. It’s a shame to say that about other developers, but it’s true. Super Mario 3D Land is a beautiful game, and once again another prime example of great 3D use on the 3DS. It’s colorful, crisp, and even has two different modes of depth for your 3D fancy.

Again, Mario leads by example. It HAS to be a matter of time before others follow suit.

Overall Ruling:

Some peaks in difficulty levels make SM3DL a rewarding experience

If there’s one thing Nintendo has going for it, it’s nostalgia. If anything, that’s the principle that they’ll always create their Mario games from. Nintendo knows what their fans want in a Mario game, and they will forever give it to them. No matter how cutesy it’ll get, or no matter how many times they’ll recreate the feeling of world 1-1. They will always deliver, it’s the reason why we all play Mario games in the first place. It’s fun, it’s challenging, but most importantly it’s familiar. Even if there’s that bit of you that knows you’ve played the same game forever, it’s impossible to think “I can’t grasp this game”.

If you don’t believe me, just ask the many people I street pass everyday who are playing Super Mario 3D Land.

What worked:

  • It’s Mario, DUH
  • There’s a lot of challenging levels
  • Tanuki suit, Boomarang Bros. suit
  • The use of 3D is unique
  • You can unlock Luigi

What didn’t work:

  • Slow start
  • Levels can feel pretty short.
  • Same stuff, different game. I know I know, that’s not really all that bad
  • The Fact that you have to Unlock Luigi

SM3DL is a great example of how the Game industry doesn't have to change for you to enjoy it.

Sonic Generations [GB Review]

Posted on December 1, 2011 by yamandolin

  • Developer: Sonic Team
  • Publisher: Sega
  • Platforms: PS3, XBOX360, PC
  • Release Date: November 1, 2011
  • Rated: E for Everyone

“It’s been a while since I’ve played a Sonic game that I never wanted to stop playing.”

Fitting for his lifestyle, Sonic has been on a roller-coaster for 20 years. He started out as one of the most beloved mascots in Video game history. Yet ever since he made the leap to 3D, those that grew up with the blue blur were no longer getting the Sonic they wanted. All the while a new generation of Sonic fans sprouted and enjoyed the newer Sonic for the speedy visuals, and the gameplay that was built around him.

But it seems we’ve gone full Circle for his 20th anniversary. Sega crafted a game that should finally bridge the gap between old and new fans… Or just anyone wanting a really good Sonic game. Personally, I never did mind every game (new and old), you might even say I enjoyed them. So what are we to make of Generations? Is it a fantastic masterpiece that we should all enjoy? or a pandering to nostalgia that nobody really wants anymore? The answer may surprise you.

Story:

The Blue Blur has resorted to flashing his enemies.

Sonic’s friends (basically every one of those furry creatures that have ever been in the modern games.) have gathered together to throw a surprise birthday party. Just as it starts and everyone is having fun, and black ghastly monster comes out of nowhere and sucks up everyone into oblivion (Except for Sonic of course).

Then Sonny-boy wakes up in a white void. As if time and space has been destroyed and existence itself is scattered in the form of 9 different levels from 9 different games between genesis to the current generation.

But he isn’t alone. Turns out his ‘younger-and-more-quiet’ self ends up in the same place, and it’s up to both of them to race through time and put everything back together.

Gameplay:

Finally, the only thing you’re going to care about. Gameplay is as tried and true as if ever was. Between the two Sonics you get the two completely different play styles. Modern Sonic has been the same since ‘Sonic Unleashed’ if only more refined. It’s as if, Sonic’s finally found his niche in a 3D world.

Classic Sonic however, plays almost untouched. It’s almost surprising how ‘well-tuned’ Sega is with their Nostalgia. While the first three stages feel as if they were ripped out of the original games themselves, doing ‘classic’ twists to the more modern stages is enough to put a smile on your face.

Let me put emphasis on this: “It’s enough to put a smile on your face.” well you know… unless you’re completely jaded and hate everything about video-games. Which, let’s face it, is pretty much the modern gamer. Though even the more sardonic ones can probably be swayed.

Along side the classic/modern stages, there’s a series of mini-stages shared between the two that add a little more variety. Some might not enjoy the break of pace, but the stages are usually short or interesting enough to add a little extra replay-ability to the whole experience.

One of the more fun stages from Sonic Adventure comes back, with more exciting tweaks.

Appearance:

The Hedgehog engine still manages to hold up, as most games this generation look only as good as their lighting. Plus with the fast pace in mind, there’s enough visuals in each level that makes it feel more like a world you’re inhabiting. Cut scenes have also come a long way since the Dreamcast era. It’s fluid and fun. It comes off as a Saturday morning cartoon, and coming to know these characters for 20 years I do always love a good moment or two of them interacting with each other.

Overall ruling:

the escape is adrenaline pumping.

It’s been a while since I played a Sonic game that I’ve never wanted to stop playing. I pretty much want to go on the record to say that this is the one that everyone has waited for. It’s nothing but Sonic, classic and new! The funny thing is, that the formula has been virtually untouched. From the beginning there’s never been any wrong way to make a Sonic game. No, the problem has always lied in everything else that has nothing to do with him.

Well, It seems they’ve finally addressed it. They’ve made a game that is sure to answer the rants and raves of anyone who’s ever had any specific expectation of Sonic. So now that they have, Hopefully the world can stop bitching and let Sonic Team make whatever game they feel like making from now on.

What worked:

  • Just Sonic is playable.
  • While the friends are there, they’re only a gameplay mechanic
  • Amazing Levels, new and old
  • Fantastic Soundtrack
  • Just plain fun.

What didn’t:

  • Perhaps a little two easy
  • It’s a shame that classic Sonic is mute
  • Feels a bit short
  • Rival Matches are a little lazy
  • The Switch between Classic and Modern can be jarring

Final Verdict:

If you worry that Sonic has lost his footing, he hasn't. All the proof you need is right here.

Uncharted 3: Drake’s Deception [GB Review]

Posted on November 30, 2011 by Wyatt "Sheriff Earp" Fossett

  • Developer: Naughty Dog
  • Publisher: Sony Computer Entertainment
  • Platform: Playstation 3 (exclusive)
  • Release: November 1/11 (NA) November 2/11 (EU)
  • Rating: T for Teen

“A real thrill ride that leaves you wanting more”.

I am convinced the Uncharted series is not only a benchmark franchise for the PS3, but it’s also a glimmering hope that more future developers will strive for well-rounded greatness. The first set the bar, the second made it near flawless; the third however, doesn’t take the momentum and run. Nothing irks a player more than knowing something could be astounding, and then sitting and waiting for it to show that feat.

Story:

an interesting, yet somehow slightly stale story.

Drake’s Deception does something that none of us really saw coming, by telling us Nathan Drake’s story. It is explained (rather well) how Drake became addicted to not only treasure hunting, but action in general. Naughty Dog does a fabulous job of weaving the tale in which Drake meets Sully. Myself, as a fan, had such a delight in learning how the two’s strings get intertwined.

According to the start of the campaign, as a child Drake stole a ring (Sir Frances Drake’s ring) from an evil woman and the rest of the story revolves around the fight to keep/regain possession of said ring. Katherine Marlowe (the evil woman) reminded me of Dame Helen Mirren, with her powerful attitude and grey locks. The tale told within the adventure is what keeps us entertained in this series. Apparently Sir Frances Drake made a trip through the desert and decided to hide the fact in history. The city of immeasurable wealth was hidden by Drake in the middle of nowhere and the key to finding out where lies within the ring Nathan stole and another piece that Marlowe got away with. Let the antics ensue.

Gameplay:

Dr. Jones anyone? What better source to pull from!

As always, Uncharted 3 is chalk full of action and epic “get the fuck out” situations. I say that bluntly because there is no soft way to portray it. It’s true. If I had to write every time that phrase went through my head, I think the game would have been paused all the time. The series has built up a fan base on this one trick alone. Sadly though, this is the only trick up its sleeve.

I am very sad to say that by the time the credits rolled on Uncharted 3, I was far past the point of enjoyment. I was absolutely enthralled by the first two titles under the Uncharted umbrella. Uncharted 2 was an epic buffet of bountiful action, story and love; Uncharted 3 ate a few cocktail snacks and then tried to pass it off as the same buffet. Nothing felt new, nothing felt 100% amazing and nothing was out of the norm, which made me awfully sad. Thanks to the sophomore, I had set this expectation in my head on where the franchise would go and the stride it would make in all categories.

"um guys? Do you smell something burning?"

The light side of the matter is that all the usual things are hit on by Uncharted 3. The typical “run out of a burning building”, “Fly out of a crashing airplane” and “Indiana Jones horse chase” are all included where they should be. I wasn’t disgusted by any of the shticks that Uncharted 3 threw at me, but I was however less entertained by them this time around. There was a lot of frustration in the gun-play as well. I found that I died a lot (on Hard) and it seemed like the only way past it was to either fluke my way through these unrelenting waves of enemies, or to just run past everyone and hit the next wave. I’ve played enough games to come to terms with the “and now 15 bad guys will bust through the door” moments, however I felt it distasteful more than normal this time around.

Something I found superbly constructed was the puzzles. I don’t believe I ever thought a puzzle idea was a re-hashed version of something I had seen before. I loved each and every one of the inventive ways they made me think and solve stages of the adventure.

Appearance:

what can I say? Naughty Dog still knows how to pretty the shit out of things.

What will always be heralded as a benchmark is gorgeousness; the graphics is the only edge that I will give Uncharted 3 over its predecessor. Even then, it takes a lot of really nit-picky comparisons to tell the difference between 2 and 3. There isn’t a game in the universe that has a more lush agriculture and more lifelike water/wet effects. Some of the baddies are a tad on the cartoony side (especially the steroid Bruce Willis guys), but this doesn’t detract from the immersion.

The massive scale of the environments are great and they don’t seem to grow old too quickly. Some of the best moments and visuals took place during long quick time events which made for a bit of depression. If you’re going to put something that pretty into a game, make it at a moment when I can wander around and explore. Characters were modelled brilliantly as always and a lot of the facial expressions were nearly spot-on.

Charlie Cutter is one of my favorite characters this year! Way too short-lived. (not a spoiler)

Naughty Dog really liked where their multiplayer was heading in Uncharted 2 and they watered the seed very intuitively for this one. U3’s multiplayer takes where 2 left off and puts a ton of customization, unlocks and leveling into the mix. I found it extremely disturbing how good these gamers are online. There are some games that have good and bad players, but the people who love and play Uncharted 3 multiplayer are scary good. The game types are fun and some of them are even cool, but the meat lays in the campaign.

Overall Ruling:

I have always liked Helen Mirren as a bad guy, I mean girl. Bad Girl.

I was utterly flabbergasted by Uncharted 2 and will continue to think very highly of it. However, Uncharted 3 seemed to just piss me off more than amaze. It’s a thrill ride that leaves you wanting more. It’s as if you wait in line for an extremely built up roller-coaster, then you sit down and get strapped in while your heart starts pumping, but then it’s over in 12 seconds and you feel you’ve been let down. It’s still atop the choices for the PS3 and it’s definitely still a must-play, but I can’t help but feel resentment towards its lack of “moments” and the ridiculous amount of gunfights. Dear Naughty Dog, I want more puzzle solving and less shooting. I’m not playing your game because of the 3rd person gun fights, I want story girth and brain ticklers.

What Worked:

  • Realistic Surroundings
  • The Few Puzzles
  • Nathan Fillion (I mean, Drake)
  • Story/Lore of Frances Drake
  • Multiplayer Depth

What Failed:

  • Action Sequences
  • Supporting Cast Disappears
  • Too Many Mercs!! (it just becomes aggravating) 
  • Lack of Exploration and Puzzles
  • Ingenuity and Uniqueness

An impressive game, but makes no strides to further the ingenuity of the franchise.


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