Posts Tagged ‘ps3

14
Aug
10

Assassin’s Creed: Brotherhood

Assassin’s Creed II was a hugely enjoyable game for me – one of the best sandbox style titles I’ve played. Unlike it’s predecessor, the game was chock full of things to do and places to see – taking the original concept and melding it into something vastly more exciting. Truth be told, I’ve still yet to get the DLC, since I’d long since stopped playing since it’s release – but I could quite happily say I was satisfied with my purchase and even managed to get my first Platinum Trophy by tracking down every last feather in the beautiful Italian regions of Venice, Florence and Tuscany. It’s rare I say that a sequel surpasses a predecessor in every way – but this time I think they managed it.

The upcoming release of Assassin’s Creed: Brotherhood this November did get me wondering what exactly we should expect. Firstly – the game is not deemed a true numbered “sequel”, secondly - it’s only been a year since the release of Assassin’s Creed II, as opposed to the two-year gap between the first two titles, and thirdly - I haven’t noticed nearly as much advertising for the latest installment. It’s perhaps because they’ve simply decided to follow the plot of the same character that they have made these choices (akin to Final Fantasy X-2), but the reluctance to number the title does make me wonder if the game will feel more like an expansion than a true sequel. So what do we know? I’m here to tell you what I can.

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28
Jun
10

Metal Gear Solid: Rising

It was a fair while ago when MGS: Rising was announced, with the news that it would be the first Metal Gear Solid title to go multi-platform – perhaps due to the amount of Xbox 360 owners who hoped Metal Gear Solid 4 would eventually be ported. However, the announcement didn’t really tell us much at all – just an image of MGS4’s version of Raiden with the words “Lightning Bolt Action”. It was said the game would be more hack n’ slash based, but to be honest all we could do was wait.

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04
Jun
10

Red Dead Redemption

The cowboy game is perhaps one of the more underused concepts, given the popularity of the classic western films that inspired many a mind both young and old – from the legendary Clint Eastwood movies, to Back to the Future III, the idea of horseback gangs and outlaws with pistols has always had a certain appeal – and it’s an idea that you’d think would lend itself to games rather well. Sure, there’s one or two titles out there, but I’d hardly say it was as well covered as the myriad of modern warfare, medieval knights and ninja games out there. Desperados on the PC was fantastic, yet didn’t give you a sense of being a cowboy with it’s RTS style; Darkwatch was, well, a vampire story with cowboy elements here and there – and I struggle to think of another good western game I’ve played.

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02
Jun
10

Sam and Max: The Devil’s Playhouse – The Penal Zone Review:

So, the return of the intrepid duo of a suit-wearing dog, and a hyperkinetic rabbity thing, otherwise known as Sam and Max, the freelance police.

A couple of years after Season 2, Telltale Games have come back with a brand new overhaul to the Sam and Max Series. Included are new graphics, a new gaming engine, overhauled inventory and dialogue systems, and a brand new way to play.

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10
Apr
10

Final Fantasy XIII

First off, if you haven’t read it already – check out my earlier 16th hour opinion article if you want to read a little more detail into the game’s battle system. I’ll cover it to an extent here – but no sense repeating myself entirely!

A huge FF fan, I’ve played most of them and completed many – each game offering a whole new world to explore with its own cast of characters – naturally things have progressed as time has passed, the natural evolution and growth of games allowing for bigger and better things. Final Fantasies VI – XII in particular standing out to me in terms of scale and plot. Although many people have personal favourites, and each game has had strengths and weaknesses, each has offered an immersive experience that has captured my attention in its own way. So naturally, I didn’t think twice about buying XIII – it was just a matter of waiting for its eventual release.

The game focuses on the world of Cocoon, a world within a sphere containing its own eco-system and history. Cocoon is governed by deity-like beings called Fal’Cie that regulate its life and elements, and the people live within it, happy except for one main fear – a constant worry of an invasion from “Pulse”, the uncharted world outside of Cocoon believed to be some kind of hell; legends of an ancient war between Cocoon and Pulse striking fear into peoples’ hearts. The story revolves around Lightning and co., six people brought together and given a choice - complete a task given to them by a Pulse Fal’Cie, the enemy of Cocoon - or be doomed to become monsters. Branded outcasts from their home and given an impossible choice, the plot revolves around their quest to understand their fates and take control of them.

It all sounds alright, the concept definitely plausible as a decent Final Fantasy plot, but I’m afraid this is as far as I get without having to be negative. Yes, I’m afraid that I must admit that I don’t enjoy FFXIII.

Why’s that? Well – the main problem is the gameplay – or lack of, I should say. Anyone who is used to the sprawling worlds of FF, the range of side quests and exploration will be sorely disappointed. The game is extremely linear, offering more or less a single route for the majority of the game, and with little opportunity for any backtracking or optional tasks aside from opening a chest here and there. There are also no towns to explore, so the basic structure of the game is: move forward, fight battles, fight a boss, cut scene, rinse and repeat. That’s it. I did keep playing in hope of it ever improving, but that really is more or less it. The game is pretty much 25% cut scenes and 70% battles. Which brings me to my next point.

The battle system is loosely based on the traditional ATB system, but mostly just because you have to wait for your meter to charge between attacks. Somewhat like Final Fantasy XII, you only control one character in battle and your teammates are controlled by AI. This wouldn’t necessarily be an awful thing, except for two main points: Firstly, the AI is worse than that of XII; and secondly – XII didn’t offer sod all to do outside of its combat.

 

Whereas XII allowed you to set very specific behaviour “gambits” to control your teammates, XIII utilises the “Paradigm” system, which essentially allows you to switch your team between different setups of Jobs/Classes depending on the situation. This allows you to change each character’s available moves, but always leaving the actual decision-making to the AI. Not too bad at first – but when you want your teammate to cast a specific spell (i.e. Protect) and they sit there casting all the other spells that they have (i.e. Shell, Veil, Vigilance), it’s a little bit frustrating. Not to mention the animation for switching between Paradigms gets incredibly tedious after a while, especially since you are supposed to change them constantly depending on the battle’s flow. The battle commands allow you to chain up moves to be performed in one combo, but aside from a tiny bit of tactical value, it’s little more than the normal selection of Attack, Magic etc that can be seen in all other FF titles. Oh – and the bosses are extremely boring, long fights which generally require little more than patience – one boss in particular must be fought multiple times, each time as boring as the last. I found myself groaning at the sight of it each time just knowing it’d be a good 10-15 minutes until I’d be past it.

As you can see, I’ve been a little disappointed with the game. Yes, it looks great – the graphics are fantastic, the odd area looking impressive, but it feels like such wasted potential – where the older titles had fantastic cities like Alexandria, Luca, Rabanastre, Midgar - all of which would look amazing on the PS3 – the graphics simply provide pretty cut scenes and backdrops to generic areas for battles. The lack of “civilised” areas such as cities really drain the game of any real life or personality, and it’s all too clear that you are simply being pushed down a route letting the story progress and reach its inevitable end with little to do along the way. Even shops have been reduced to nothing but a menu on the save screen – Final Fantasy I had more impressive design in that department.

Spoilers

My hopes were a little renewed upon reaching Chapter 11 - well over 20-30 hours in – when you reach a more open area, something akin to the “Calm Lands” of Final Fantasy X – an open grassland type region which allows for a little more exploration. My hopes were quelled, however, upon realising that again it was nothing more than an open area for little more than battles, and missions – which always revolve around Hunts – yes, that would be more battles.

Spoilers End

I hate to complain - especially about one of my most loved series, but anywhere in the game I can find a positive I can find a whole load of negatives. Some people have enjoyed the game – maybe it’s denial, or they find something they can enjoy from it, but I personally have been totally disappointed. Where the game excels graphically, it suffers in gameplay and lack of variety, and although the story was initially interesting it quickly becomes repetitive and just seems to repeat itself, re-stating the same few points over and over again. Although I initially liked the majority of the characters, they offered little in the way of storyline twists and I never really felt any connection with them, nor cared for their eventual fates.

I’ve been told that my expectations were too high – apparently wanting Square-Enix to produce something with all the standard features of the previous titles – exploration, cities, side-quests, enjoyable battle system - is too much to expect, regardless of them having done it multiple times before on a console of lower power. The real answer is simply that gameplay has been sacrificed in place of graphical design, the efforts in the game’s production clearly shifted from the importance of gameplay and depth in place of the need to meet the technical, graphical standards of today’s markets.

When the game was first announced in 2006, the trailer showed battles that were incredibly dynamic, with Lightning running around the arena in cinematic battles – this was nothing more than hype building, as I promise you the battles are nowhere near as good as they looked then. Skip the video to 0:23 to see what I mean.

In the end, XIII has a battle system that I find incredibly tedious and unimpressive – and outside of that the game is merely an aesthetically pleasing shell that simply pushes you along a path to progress the story. And the story isn’t that great. It’s been said the game gets a lot better at the very end – now, this may be true but I doubt anything extremely different will become available; but when you are sick to tears of a game before you get that far, it’s a bad game regardless. I’m well toward the end of the game, but I could lie to myself no longer – 57 hours in, and I just wasn’t enjoying it in the slightest.

I really hate to write such a negative review for a Final Fantasy title, but sadly I only offer my truthful opinion - so much potential but so little delivered. The graphics mask a very dull, shallow game and even the positive aspects of the game are minor compared to the sheer blandness of the whole product. If it wasn’t an official Final Fantasy title that was part of a large collection, I’d have already traded it in.

I only hope that Versus XIII turns out differently – I’d be very sad to see this as the end of my Final Fantasy days.

-Leon

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29
Mar
10

God of War III

Sony’s own God of War was one of the PS2’s final great titles, God of War II in particular creating something that looked fantastic, delivering to us one of the most enjoyable (and brutal) games to date – taking the fresh concepts of the first title and simply improving upon them. The story expanded by an equally fantastic PSP title, Chains of Olympus, the series tells us the tale of Kratos, a spartan general caught up in a never-ending quest for vengeance and retribution. When God of War II ended on a frustratingly intriguing cliffhanger, we knew there was more to come – it was only a matter of time.

And thank the gods, the time is now.

The series’ first title to hit the current generation of consoles, God of War III was always going to be met with high expectations - after it’s creators really showed what they could do with the Playstation 2, the Playstation 3 opened doors to power well beyond the limits of its predecessor and allow them to take the series to a whole new level. So, that’s enough of the introduction – either I assume you know the tale of which I speak, or else you can catch up with my previous article covering Kratos’ journey.

God of War III literally starts where God of War II ends - Kratos, having defied his fate, marches with the Titans to topple Olympus and finally claim his vengeance. It doesn’t look good for Zeus and co – but of course the fight is far from finished. As always, Kratos finds himself stripped of the majority of his powers and set on a quest – this time to search for the Flame of Olympus, said to contain power stronger than that of Olympus itself.

If you’ve played the previous titles you’ll be able to pick the game up and feel instantly at home, the game taking the already excellent engine of its predecessors and simply improving upon it – many of the moves are the same as always, using the same upgrade system of the older titles – but as I always say, if it isn’t broken – don’t fix it. That’s not to say there aren’t improvements, one of the best abilities in the game is a new attack which allows you to do a long-range ”grab” by throwing the blades into an opponent and using them to slam Kratos into them from a distance. There are also three other weapons in the game to obtain – including the Namean Cestus (a pair of huge gauntlets) which were shown in the demo. To be honest the other two weapons are more variations on Kratos’ regular blades, but this is sort of a blessing and a curse – they’re similar in a sense that they’re equally as good as the blades, therefore just as solid options (unlike some of the weapons in God of War II which felt inferior to the Blades), yet they’re not hugely different so don’t expect anything that will change the game’s gameplay hugely. That said, I’d say the selection is good enough to compete with all of the previous titles so it’s definitely not a step backward.

Obviously the combat incorporates the usual QTE kills which are brutal as ever, and there are a few other new abilities as well. The magic in the game works slightly differently to usual, each spell being tied to the weapon you have equipped – the Blades of Exile (the new form of the Blades of Chaos/Athena) having a wide range attack akin to Poseidon’s Rage, the Gauntlets sporting a ground slam attack as their “special” attack. A new gauge has been added to Kratos’ HUD, called the ‘item gauge’. This gauge can be used to activate different items you acquire during the game, such as the bow, and works like a constantly refilling magic bar - this way the amount of bow shots (or other item abilities) are restricted over a period of time, but never run out entirely. I was glad to see that Medusa’s head is no longer a main item – but this time killing a gorgon has the added bonus of petrifying all enemies on-screen temporarily, so the ability hasn’t been lost altogether. Overall it feels as though Kratos has a good selection of combat skills to keep the game interesting the whole way through.

As usual there are platforming elements such as wall climbing, hanging and gliding with the Icarus wings. A new sort of “mini-game” has been added in a sort of short flight-sim mode where Kratos uses the Icarus wings to fly over vents (somewhat akin to the Pegasus sections in GoWII, only more evasion based than combat). There seem to be less puzzles than in the previous games, leaning heavily on the combat side of things – but this does mean no frustrating move-a-box-uphill-whilst-being-attacked puzzles – rejoice! The few box puzzles there are, however, have been tweaked slightly to make them more accessible, with little touches like Kratos having the ability to twist an object on the spot by flicking the right analogue in the way you wish to rotate it – meaning the puzzles feel a little bit more accessible and less robotic.

The game really does match up to the previous titles, and as always includes a large variety of stunning locations - including Kratos’ annual visit to Hades and the pits of Tartarus which constantly fail to hold him. There are of course plenty of bosses, and plenty of them are gods so expect some epic fights. The Olympians show some true personality in the game, emerging from the background becoming a force to be reckoned with – Poseidon attacking Kratos and Gaia as soon as the game begins. And believe me, Kratos shows no more mercy to the gods than anyone else that’s been on his bad side in the past. There were even a few appearances I didn’t expect, but I won’t spoil the fun.

The game’s graphics are fantastic, Kratos looking more realistic (and angry) than ever with much improved textures and visual design. Obviously being on the PS3, the title is competing with a whole new league of games, but the title doesn’t fail to look good and uses the system well. The music is equally as good, keeping the same theme as the past titles to match the epic and brutal style of the game.

As usual the game includes a variety of unlockables, such as at least one unlockable costume (I’d assume beating the Titan or Chaos difficulties would unlock other alternatives), and there are the traditional Challenge of the Gods type modes as well. Like God of War II there are also special items hidden throughout the game to use on subsequent playthroughs, but also like the older titles you can only use unlocked items on modes you’ve already beaten – so you’re back to basics upon starting the harder difficulties, no additional powers! Different pre-orders for the game included one of three additional DLC costumes which are good, but hopefully we’ll be seeing this as DLC at a later date.

If you loved the previous titles in the series, there should be no reason you won’t love this title as well. The game takes the good parts of the older games and simply tweaks and improves upon them. The game relates to aspects to all of the previous titles, so new players would probably feel lost without knowing the back story – but then I’d recommend that new players go back and at least play God of War I and II (if not Chains of Olympus as well), since the games are still brilliant and worth playing. The title is simply another awesome game in an already brilliant series and expands upon it yet again.

-Leon

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08
Mar
10

Heavy Rain

In the world of game storytelling, coming up with a good concept is one thing – telling it well is the other. I’m a sucker for a good story, and Heavy Rain focuses on just that. After seeing David Cage talking about it at Eurogamer 2009, I was anxious to get hold of a copy when it came out just recently. I preordered to make sure, and it turned up a day before release – excellent. After a fairly lengthy install (in which the game actually teaches you a little origami, cool!) the game was ready to play. So I sat down, turned off the lights and dove in.

The game follows four main characters. Ethan Mars, perhaps the “lead” character, is a fairly regular guy who finds himself torn as his son goes missing, presumably taken by the notorious Origami Killer – a mystery character who kidnaps children, and then dumps the bodies 5 days later, unexplained. Ethan will do almost anything to get him back, leading to the game’s tagline – “How far would you go to save someone you love?“. It really is that – the more Ethan works toward saving his son from the Origami Killer, the more difficult his choices become. And these choices become your choices – you can really find yourself wrapped up in the world, and I often found myself thinking.. “What would I do, given that choice to make?”. It’s very much about taking this into mind, and the more you invest yourself into it, the more enjoyable and tense the game becomes.

As for the other characters – there’s Madison Paige, a photographer who becomes closer to Ethan as she meets up with him during his quest, Norman Jayden, an FBI profiler working with the police to try and work out who the Origami Killer is, and Scott Shelby, a Private investigator looking to find out information about the murderer by seeking out and talking to people who’s lives were ruined by the Origami Killer and his previous victims. All of the characters suffer from their own personal problems – Ethan suffers blackouts leading him to question his own sanity, while Madison is an insomniac plagued by vivid nightmares. Jayden suffers an addiction to a drug “triptocane”, which is seemingly tied to his over-use of the “ARI”, a sort of ‘reality altering’ set of glasses that allow him to access virtual reality aspects and manipulate the way he sees the world around him – to aid his work, and help him focus. Shelby is an asthmatic, to complete the set!

The game generally works in two styles of play (Fahrenheit players will feel familiar with this) – the first being the more “exploratory” sections which involve walking around, interacting with people and objects at your own pace to a degree. This is where the bulk of the more “laid-back” scenes occur, such as walking around Ethan’s home at the beginning. The game uses a system with minimal HUD – where the only symbols you will see are the ones that tell you what you need to do in order to interact with the object in question – a Down arrow on a door handle indicates you must move the right analogue down to interact with it, or a curved arrow indicates a more rolling quarter-circle motion.  Unlike Fahrenheit, however, the game makes much better use of these different actions, making them different depending on the action; getting a grip on something - such as taking hold of a huge bag of shopping with both arms - means holding several buttons at once, and releasing them too early or accidentally can result in dropping it. Some actions require you to do things slowly and carefully, or slamming the motion controller in a certain direction, to bang on a door for instance. Obviously its never 1:1 control, but it feels that theyve really tried to make each input relevant to the corresponding action. Also, in most cases the speed at which you perform the motion affects the speed at which the animation will work in game, which helps it even more.

The other main style of gameplay are action sequences – somewhat like really long QTE events. The characters will move by themselves in a more cinematic movie-like fashion, and you will have to react to the button prompts as they appear on-screen. The beauty of this, however, is that missing a button doesn’t necessarily result in failure, only the flow and outcome of the scene – missing a button one time may mean the enemy will get an upper hand in the fight, but get the following commands right and you could get some good punches in to reverse the state of affairs. Sometimes there will even be options – such as which way to turn or what action to do, meaning you have to make split second decisions that can affect the outcome of the event.

Often these sections have a couple of different outcomes, and it depends on your performance to how the scene commences. Sometimes this will affect the plot minimally, but other times it can be bigger things, such as character deaths. At some points, characters lives will be placed in your hands – at one point I actually killed a man by accident, and the character felt remorse for it later on. However, interestingly, some of the main characters can also die – if put in a life-threatening situation it’s possible to fail and for the character to meet their demise. The story will continue however, and in my playthrough of the game I did in fact lose one of my characters due to not acting fast enough. Don’t worry, however – these instances are fairly clear, and you won’t lose a character simply due to one slip of the hand on an action scene or anything like that. Usually you have a fair amount of chances to turn things around – but you can’t guarantee they’ll all survive if you don’t act!

There’s not a lot I can say about the story without spoiling anything – it’s very much a personal journey where you should take each moment as it comes. The events along the story are done particularly well, Quantic Dream managed to really capture the characters’ emotions and instilled a real sense of despair or confusion in characters’ like Ethan, including some of the non-playable characters who are done equally well. With more than one possible ending, which I’m pretty sure is not always guaranteed to be a happy one, your performance during the game can affect the final scenes and decide the fate of the cast. Thich means you’re never secure to come out on top if you don’t really go for it and think about your actions. Although the game does have some parts that can change, it’s not a totally open story - so some critical events will always occur in the same order, in one way or another. There are odd scenes that can be different, and of course the characters can “drop out” of the story and the ending can change, but generally there’s an overall plot that will be followed to a degree. Although this is a good feature, it doesn’t mean you can re-play the game and have a completely different experience each time, more than each person who plays will have the plot tailored to them, and the outcome will be a result of their own choices and actions. It’s certainly interesting to re-play – especially to change the fates of those who lived/died, but the first time you play it will always be the best.

There were a few plot holes/continuity errors in places, which were a shame yet not game-breaking, I think perhaps this is to do with the slightly different storyline possibilities perhaps getting a few elements confused. If you don’t think about it too hard it’s not bad, and believe me the story is still well worth playing – but there were one or two moments I thought “how did that character know that?” or in hindsight a few of their actions didn’t make total sense when I knew more about the characters’ histories and motivations.

Overall though, the game was an incredible experience and it’s quite hard to explain how much I enjoyed it without going into detail about certain scenes! The game really does throw you into an emotional journey, and so long as you really go for it, the game is gripping and it really does make you think about your own morals and ideals. Really, the ultimate question is, how far would you go to save someone you love?

-Leon

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04
Mar
10

Sonic & Sega All-Stars Racing

As many people will agree, Sonic games have been on a steady decline since they left the 2D roots – although I enjoyed Sonic Adventure, the games have seemingly gotten ever worse with SEGA trying everything they could to make him work on a 3D plane, and with each failed effort moving ever closer to his retirement. The latest installment, Sonic Unleashed, had me cringing at cheesy voices and boring gameplay, with some semi-enjoyable running scenes and a heck of a lot of awful “Were-hog” parts that separated the fun parts with some long, really boring rubbish. I quit the game soon enough, and finally accepted that Sonic was well overdue on his retirement, and had strayed too far.

However, I recently got hold of the demo of Sonic & SEGA All-Stars Racing. I don’t know why I did – I mean, I’m not a huge fan of racing games or 3D Sonic, so it didn’t have a lot going for it. Perhaps I was bored. Anyway – the single race the demo offered made me want to try a little more, being surprisingly decent and bursting with colour.

Come release day, I decided I’d buy it and give it a real shot – heck, I hadn’t bought a racing game since Mario Kart Wii, and I felt like picking up something casual to play between Heavy Rain and Final Fantasy XIII.

As Garv said in his demo review, S&SASR plays almost exactly like Mario Kart – with fast paced multiplayer kart-style racing set in colourful environments, with weapons, jumps and turbo pads. Almost everything feels like Mario Kart – but is this a bad thing? I don’t think so.

Thing is, I think Mario Kart is a real solid racer, especially good for casual fun with friends and equally good fun solo. However, since I’ve never been a fan of Mario, the cast was never something I really enjoyed – I picked my characters for their attributes since none of the characters appeal to me for who they were. So what have we got? Take the Mario Kart system and change all the levels and characters to that of Sonic and other SEGA titles – and pretty much what S&SASR is on a basic level. And that’s the end of the Mario Kart comparison (mostly) how does the game stand as a title of its own?

 The cars in the game aren’t Karts, rather they’re vehicles specific to each character – Sonic drives a personalised blue sports car, Eggman (or Robotnik as he should be known) drives his traditional Egg Mobile kitted out with some monster-truck wheels, and Billy Hatcher drives an egg-styled car. Some characters, such as Ulala and Tails, have vehicles that don’t even have wheels, but they all play evenly and balanced - though they have different stats with some characters with better acceleration, while others are better at manoeuvering or have better turbo boosts.  There are 20 characters in total (plus one or two extra depending on console), with racers from wide range of source games both old and new.

The game offers 24 tracks in total, which are separated into 6 Grand Prix’s for the main solo mode. There are eight main level themes including Sonic “grassland/beach” style, Sonic “Casino” style, Billy Hatcher themed courses, House of the Dead and Samba De Amigo themes. Each of these themes has three courses, but they’re all individual in their own right – such as the HotD stages which include an outdoor course, a sewer run and an indoor/rooftop course. There’s a good mix of different arenas, from the snowy Icicle Valley (of the Billy Hatcher set), the psychedelic Samba De Amigo stages, and the urban Shibuya Downtown city course (as one of three Jet-Set Radio courses). The selection is quite vast, and it feels as though it encompasses a wide range of different areas and elements.

As you progress through the game, you earn “Sega Miles” which act as credits to unlock new characters (since only some are available to start), courses to play in the modes outside of Grand Prix, and alternate music tracks which can be selected to play when you race. Unlocking new characters is always good, and the other items feel worth unlocking rather than just garbage gallery content, too. Each character only has one car each, which at first disappointed me – until I realised that they all have their own unique vehicles, unlike the Mario Kart’s simple Light, Medium or Heavy class Karts – and all of their unique vehicles are actually well modelled and often intricate, which is quite impressive really.

As with a certain Kart game I’m no longer mentioning, the game has a variety of weapons, obtained from pickups around the course. There’s a good selection of weapons such as homing missiles, proximity mines, nitro shoes, and disorienting abilities such as the “Confusing Star” which flips the target’s screen upside down, and the “Pocket Rainbow” which temporarily obscures the vision of whoever is unlucky enough to hit it. There’s a decent selection, and they don’t feel too overpowered, either. There is one super-weapon, though – the All-Star move. Each character has a specific attack that they can access at random, usually when toward the back of the pack, and it gives them a temporary but huge advantage – such as driving at super speed for a while, or being able to fire barrages of missiles at anyone who gets in their way. The moves are really fun, and it’s quite exciting to see what each character does – Sonic turns into Super Sonic and speeds up the road, while Billy Hatcher runs on a giant egg and crushes anyone he rolls over. Although the moves are powerful and can make a big difference, they don’t feel overpowered so in the end skill is the main deciding factor to who wins the race rather than chance - it just gives a bit of extra fun and a helping hand to whoever falls behind.

The game has a decent challenge to it - the Beginner mode is easy enough that a skilled player should be able to win 99% of the time. However, once you progress to the Advanced level, the AI really ups it’s game and it’s a lot more challenging to pull out ahead of the pack. I have yet to attempt Expert, but I can safely say it will definitely need some skill to master – it’s required to learn how to drift and score extra turbo boosts if you want to keep up with the AI on the later levels, since they’ll be making use of it all the time.

The game has a solid base to it with a good cast and a decent selection of tracks, but one thing that does make it shine is the inclusion of optional extras. The time trial mode is included as with most racers, and allows you to race against the leaderboards, yourself, and also a Staff Ghost to give yourself a sort of par to set yourself to. One of the bigger modes is Mission Mode, which gives an assortment of different challenges with set rules, such as winning one-on-one race as Tails against Sonic, collecting rings and chaos emeralds down a course within a time limit as Eggman, or crushing as many birds as you can using Billy Hatcher’s special. This mode really adds some extra enjoyment, feeling like a real full mode rather than simply filler material, giving the game some extra depth.

Obviously with a game like this, Multiplayer is a big factor - and it goes just as well as it should. Offering up to four-player local split-screen, the game allows you to play all the courses against your friends, and also allows you to toggle weapons and AI opponents to tailor the matches to your needs. Sadly there’s no “multiplayer Grand Prix” mode, but the game does keep track of who wins each game so all that’s really missing is an end-of-set award ceremony of sorts.

Of course with today’s standards online modes are included, allowing for 8-player matches. This is great for playing against friends, and is also fun in random matchups, although I must say the lobby system might need some tweaking – I found myself waiting for over 15 minutes to get into a session before, but this may just be early-release kinks that will be fixed when there are more people playing. Still, when it works, its great fun and you can keep playing so long as there are people left in the lobby after each race.

Although the game is available on all three major consoles, I personally went with the Xbox 360 version which is arguably the best, with the most characters. The 360 version includes Banjo-Kazooie as an extra character, alongside the ability to play as your Xbox Live Avatar – which works really well given the game’s graphical style. The Wii version includes Mii capability, and the PS3 has no extras (no idea why it got the short end of the straw).

The game is solid, and although it’s almost impossible not to compare it to Mario Kart it seems to be using the ideas to great potential rather than simply making a sub-par clone. The game is bright and exciting, and is really good fun with lots to do. Personally, I think that the courses, racers and modes elevate the game to a level even more enjoyable than Mario Kart, but then I am a little biased. Let’s just say, I own both – and I know which one I’ll be sticking to in future.

Although the game is fleshed out and definitely doesn’t feel lacking, it’s been said that DLC is also a possibility in the future – if the coming year finds us having access to an even wider selection of racers and courses to expand the game even further, this could easily be one of the best kart-style racers ever made. With Sonic 4 on the way, perhaps Sonic’s got something more to give us yet.

-Leon

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19
Jan
10

Bayonetta

Well, you heard my opinions on the Bayonetta demo, so maybe you’re wondering – what did I think of it in the end? I did indeed pick up a copy, and I’ve hacked away at it at every opportunity between the other things in my life (which now includes a job, which will explain why I’ve been a bit quieter of late). But now I have finally completed it, and played a little more, and I can bring you my opinion on SEGA’s version of Devil May Cry in full.

If you are a Devil May Cry fan, step right up. Hideki Kamiya - the original creator of Dante’s stylish adventures – is the creator, now working under the banner of Platinum Games, developing Bayonetta alongside SEGA. The game draws definite inspiration from Kamiya’s earlier work, with everything from the gameplay style, enemy designs and HUD all fit for a DMC title. This isn’t a bad thing, though – being an avid DMC fan, I felt right at home. Don’t worry though, the game is like DMC, but it certainly isn’t the same.

The story revolves around a witch named Bayonetta who has amnesia, having awoken from a watery grave with no recollection of her life beforehand. A little clichéd, perhaps, but it works regardless. Hunted by angelic beings who believe she should be destroyed, Bayonetta battles to survive as she tries to piece together her past.

If this guy was in your past, wouldn't you prefer to be ignorant?

Her character is incredibly over-the-top, slutty-posh English dominatrix/witch type thing – and although she did grow on me to a degree, I found her far too unappealing with her obviousness and lack of any sort of serious attitude – she’s almost unforgiving in her posing and sexual innuendos, and while that may ignite flames in the hearts of the odd fifteen year-old, I would have preferred to see a more serious character – perhaps more in the vein of Lara Croft. To me, she sort of fails to be either respectable or particularly attractive (of which Ms Croft manages both), which is a shame. However, this really only shows in the cut scenes, so isn’t a huge problem with the main gameplay.

The cast also features a few other characters, such as Luka - a likeable journalist who is both cool and funny, always trying to track Bayonetta in a quest to find some answers, Rodin the shopkeeper, and a mysterious child named Cereza, who believes Bayonetta to be her mother. I won’t say too much more, however, since I don’t want to spoil the plot. The story itself was alright, however I felt it was very confusing for the most part, and very little of it made sense until the final couple of chapters. I do like the odd plot twist, but often I felt like… ‘So what’s going on?’

The gameplay is very reminiscent of Devil May Cry in the way of controls and combos – the action being very fluid and fast paced, whilst also being quite challenging. However, game feels somewhat more over-the-top than DMC, with a lot of large-scale attacks, most notably the ‘wicked-weave’, which involves Bayonetta summoning a giant boot or fist at the end of a combo attack. The craziness is quite fun, although to begin with it felt a little difficult to know what was going on with so much on the screen.

Yeah, a lot of her attacks leave her temporarily half-naked

Enemies range from small enemies to gigantic bosses, all of them taking the form of angelic-looking demons (or demonic-looking angels, perhaps), and are largely well designed. Your basic angels are the general fodder for beating the living daylights out of, although the ratio seems a lot more tipped toward the harder enemies than DMC, so there’s not always as much time to toy around with stylish manoeuvres. Tougher enemies, such as the claw-wielding ‘Grace’ and ‘Glory’ enemies, as well as the griffon/cannon hybrid ‘Fairness’ angels make the game quite challenging, as it is easy to get torn to pieces if you don’t keep your guard up at all times. This is good if you like a challenge, but it does mean that it leaves little time for playing around at times.

Bayonetta has a fair amount of weapons to unlock, which can be obtained by finding Golden LP’s that are largely hidden in pieces throughout the game. She may equip any combination of two weapons at one time, one assigned to her hands, and another to her feet. Some weapons can be bought twice in order to equip to both weapon slots at once, while one or two can only be equipped to either the hands or feet exclusively – such as the sword she obtains early in the game. The combinations mean that you can mix up Bayonetta’s move sets a little, such as using the sword and shotguns as a combination, or the shotguns and regular handguns as another. There are some interesting weapons in the game, including a few secret ones, but sadly many of the weapons have very ’samey’ combos, meaning that often there’s little distinction between some of the weapons, meaning that a new weapon doesn’t always mean an entirely new experience. There was also the little annoyance of her regular gun being mapped to the Square/X button at all times – it was a shame you couldn’t equip the other guns to this slot, as it would have been nice to replace her standard shot with a shotgun for aerial blasts, and not having to sacrifice her hands slot for that one function. If you don’t like her default gun, that’s an entire button you won’t be using a lot.

Bayonetta has a couple of other tricks up her sleeve – in the form of Witch-Time, and Torture Attacks. Witch-Time is an evasive manoeuvre, which activates automatically upon dodging an enemy attack with good timing. Time slows for a few seconds, allowing you to pull off some heavy hitting combos or move to a more strategic position while you have the chance. When Bayonetta has a full magic gauge, pressing both attack buttons together allow her to perform a Torture attack, which is a more cinematic move involving a short Quick-Time event to rack up damage by mashing a button or spinning an analogue stick to maximise the damage. Special torture attacks known as “Climax” attacks can be activated in the same way when prompted, in order to summon dark entities with boss-specific Torture Attacks that act as finishing blows.

The game also features other Quick-Time Events, which happen during some boss fights and cut scenes, to interact with the cinematic sequences and score a few bonus points – however these QTE’s are often in windows that are far too short, and it’s easy to miss the prompt even when you’re expecting it, which is a little frustrating – especially if you’re going for a good rank, since failing them usually results in instant death.

Bayonetta has a bit of a mix of gameplay – sometimes you can run on walls for some gravity-defying platforming sections at pre-set parts of the game – this power activates when the moon shines on Bayonetta, so naturally this happens at the appropriate times, and allows for a few strange but interesting areas, such as walking up the inside wall of a tower. There are also some levels that involve riding vehicles, such as a motorbike, in a very arcade experience – controlling Bayonetta down high-speed motorways while shooting away, skidding and pulling off jumps is quite satisfying, and the first level to use this element was actually one of the most enjoyable stages in the game.

The game definitely stinks of Devil May Cry, and the team’s history with Capcom, with countless references and in-jokes towards their previous work – Bayonetta often steals lines from the older games, with Dante’s “Flock off, Featherface” and Viewtiful Joe’s ”Henshin-a-go-go, baby!”. Luka also makes references to previous girlfriends – Trish, Claire, Sylvia and Ammy - that’s Devil May Cry, Resident Evil, Viewtiful Joe and Okami, all in one line. It’s shameless, but Capcom fan’s like myself will probably like it.

The game has plenty of replay value, with loads to unlock that you couldn’t really do in one play through, and I really like that aspect – there are secret weapons to unlock, a load of alternate outfits, rankings to improve, accessories that alter the gameplay a little (such as replacing witch-time for a counter-bomb, or allowing you to summon a few little devils to fight by your side), as well as a mode or two – and even a couple of characters that I havent gotten around to getting – but it depends how unique they are to whether they’ll be any good.

Overall, the game is something fresh and exciting, and for someone with quite specific needs in the action genre it does rate fairly well in my eyes. However, I don’t think it’s perfect (as some reviews have stated with 40/40 ratings), seeing as I don’t really feel that the weapons and combos are as varied as the could have been (Devil May Cry 3 being the one to beat in that area), and the heroine is a tad irritating and almost unlikable at times – she’s got a way to go if she ever wants to compete with Dante or Kratos, that’s for sure. However, if you like Devil May Cry, want a challenge or an action game with some replay value, pick it up. I’m sure it’ll be a while till we see a Devil May Cry 5 or equivalent, and we don’t even know if it’ll be very good or not.

(Did you see that?! I went a whole article talking about Bayonetta and DMC and didn’t bring up the fact that DMC4 disappointed me with its lack of replay value! …………oh. Damn. Nevermind.)

- Leon

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01
Jan
10

Assassin’s Creed II

I have been playing Assassin’s Creed II for the most part of the last week – having received it for Christmas alongside my copy of Dragonball: Raging Blast. Although I haven’t yet finished the game, I feel it’s time I wrote down my thoughts of the second installment regarding the story of the battle of Assassin’s and Templars.

The original title was a bit of a mixed bag, with a general feeling of uncertainty around a lot of gamers. On one hand, the concept of the game was cool, with a strong lead character, the amazing scenery, the incredibly adaptive animations with free-running and climbing, and the guilty pleasures of performing the silent kill. However, the game was largely flawed with a sense of too much repetition, the simple “side mission-assassination-side mission” formula becoming quite tedious at times, and it all felt a bit like an excellent engine that lacked interesting gameplay. So it’s not surprising that I took up the sequel with a little bit of unease, the Eurogamer demo not doing much to whet my appetite with what I now feel was a rather poor showcasing of the title.

AC2 takes place directly after the end point of the first, taking the role of Desmond Miles once again as he leaves his matrix-like “Animus” chair to make his way on a sudden escape. Unlike the original, Mr Miles has a little more to him than simply providing a bit of dialogue and walking around a couple of rooms, this time taking up a bit of sneaking and bare fist fighting before being stuck on a different Animus, his mind being sent back into the body of another of his ancestors, beginning the story of the game’s real major protagonist, the Italian assassin – Ezio Auditore.

Whereas Assassin’s Creed had you taking the reins of Master-Assassin Altair, AC2’s control covers some of Ezio’s earlier life, and shows his transformation into the Assassin he eventually grows to become. After a very quick interactive scene involving Ezio’s birth (which reminded me somewhat of the start of Fallout 3), you skip forward into Ezio’s life as he frolics around Florence as a young man. Unlike Altair, the young Italian sports a much more lighthearted personality, the games earlier missions involving some pre-assassin street brawls, and showing you the ropes with some parkour-style races and exploration – introducing you to Ezio’s family; his bank-running father Giovanni, his mother Maria, and his three siblings.

As you might expect, however, soon enough things start to happen. His family betrayed, his father and brothers hanged for crimes they did not commit, Ezio finds himself caught up in a conspiracy he knew nothing about – taking up the garb of the Assassin to initially exact revenge on a man he knew guilty of betrayal, and escaping Florence with his mother and sister for their safety. After some training by his uncle, Mario Auditore, Ezio takes up the reins of a real Assassin in order to uncover a plot that spreads much further than he realises. The story is much more interesting than that of the first game, and since Ezio is hurled into the conspiracy unawares, you find yourself sharing his confusion and figuring it out yourself as the plot unfolds.

The general gameplay is very similar to the first, although a little refined – the free-running still fluid and easy to pick up, with the climbing and exploration all flowing together in an almost seamless way. Florence is a wonder to behold, each building being very individualised and having a lot of character, reflecting the real locations to a very impressive standard – I happened to watch a programme about Florence’s old artists only a couple of days ago, and was amazed to realise that I could recognise several buildings and locations instantly – I’m sure it’s not identical, but it’s an incredible representation nonetheless. All of the good parts of the original game are still included, such as the bustling streets, and I can’t think of a single change that has been for the worse. There is no longer a lot of obviously repetitive dialogue in the general conversation amongst the civilians, but the place still feels very much alive. There are so many other little touches that make it even better, such as cut scenes having interactive moments where you press prompted buttons to result in extra little scene elements such as activating Ezio’s hidden blade when showing his new enhancement to one of his contacts.

Staying incognito has been improved – blending into the city being much more comfortable than before – instead of having to walk slowly and hide your face when walking near any people of note, and being forced to blend with set groups of monks that walk along set paths, the game now involves a Notoriety system which means you can walk around the city safely unless you provoke guards or cause real trouble. If you do so, a gauge will fill, and upon becoming Notorious guards will attack you on sight. However, you can remedy this situation by a few little side tasks, such as ripping down wanted posters, killing certain public figures, or bribing the Heralds who spout gossip throughout the city. Once the Notoriety meter is empty, you return to being Incognito and can explore the city without worry once more.

The game’s combat is also similar to the first, allowing for silent kills with the hidden blade, bare fist fighting and fighting with swords or daggers – allowing for fast paced combat with combos that build up by timing button presses as the weapon strikes. Counter-strikes can be used when blocking for impressive dispatches as before. It’s now possible to disarm enemies by timing a button press when bare fist, which allows you to steal enemy weapons for temporary use, all including their own attack combos and allowing for some more gory kills such as spearing enemies in the face for particularly nasty deaths. There are also other weapons to obtain during the course of the game, such as throwing daggers for long range kills, smoke bombs for escaping conflicts, and even an old-fashioned pistol; bearing in mind that Ezio lives in a time which is a little more modern than that of Altair’s.

The game offers the regular story progression by going to markers in order to activate missions. These can include fighting your way to assassinate certain targets, escorting people, tailing suspects, or whatever the story requires. It generally all flows from one thing to the next, so it doesn’t feel fragmented and all intertwines together well. There are more side-missions than before as well – allowing for several tasks such as assassination tasks, courier (delivery) missions, beat up missions where you can scare cheating husbands, free-run races and more.

One of the biggest new things is the inclusion of money in the game. Unlike the first title, Ezio can gain money by finding various chests, pickpocketing civilians, chasing other pickpockets or looting bodies. With this currency, it is possible to buy a myriad of different things – new, more powerful melee weapons such as other blades and daggers, and new heavy weapons like hammers and maces.  It’s also possible to alter Ezio’s appearance by dying his clothing (choosing from various colour schemes at the Tailor), and upgrade him by buying new pieces of armour and other items ranging from torso armour, greaves, arm guards, throwing knife belts and medicine pouches (for potions that can be purchased from various doctors throughout the game), and they all change his appearance accordingly, which adds a real sense of customisation – the armour also giving him boosts tao his maximum health and defense.

Along with the new money system, another great quest has also been added, perhaps one of my favourite parts of the game; Ezio’s uncle’s Villa is situated in a small ruined town outside of Florence. By paying Florins to upgrade individual elements of the city – such as shops, key elements like the well and mining facilities, and other buildings of note. As you pay your money into the city and improve it, the area changes and looks nicer, the whole settlement coming to life as you work on it, also rewarding you with access to new areas and discounts on all of the merchants’ wares. The villa also doubles as a huge collection storage area, where you can keep collections of weapons, armour, paintings you may purchase and other things. The more you put into the villa and the city, you get a higher and higher income in the form of a set amount of Florins being added to a chest every 20 minutes that you can access, so you can get rich quick.

There’s simply so much to the game, I could go on and on for a long time but I fear I’ve already said too much. The first game provided a spectacular engine but was wasted on content, but this time they’ve filled the game up with lots of things to do and collect, and it’s simply a joy to wander round doing whatever you see to do as you explore Italy. There are more places that even I haven’t reached yet, but the game has a great length, and you can even access Da Vinci’s legendary flying machine later on in the game for travel in the skies. There are plenty of other things I haven’t even mentioned – but it’s simply too much to put in writing (in a good way).

If you liked the first, get this – it’s better in every way. If you didn’t, I highly suggest trying this game regardless, although some minor points of the overall plot may be lost on you. This could be the best game I played from 2009 – and I hope to see many more games this good later in the year.

-Leon

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