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Split/Second Review

Posted by admin On May - 18 - 2010 ADD COMMENTS

You won’t find me speaking ill about Burnout Paradise’s ever-giving wonderland of thrills, but as someone who poured hours into its predecessors’ perfectly manicured closed courses — each packed with unique sights and terrain — the switch to one large city and its surroundings left a small void in my gaming heart. Split/Second is a very different game than Burnout, emphasizing over-the-top and oftentimes implausible action scenarios over pure racing, but ultimately, it scratches the same itch as Criterion’s racing classics — and it leaves marks.

Split/Second is a game populated almost entirely by “holy shit” moments: the kind that cause you to yell at your TV (though not necessarily in anger), physically contort your body in concert with the analog stick, and leave a semi-permanent imprint on the forefront of your sofa cushion. Sure, it maintains the fundamentals of the arcade-racing genre — blistering speeds, drift-heavy super cars, and enough paint swapping to go around — but what makes Split/Second such a consistently stunning experience is the Power Play mechanic.


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10 dying franchises that need rebooting

Posted by admin On April - 17 - 2010 ADD COMMENTS

Ex: "Video game franchises can earn redemption by simply rebooting themselves. When its clear that the creativity well has been tapped dry and that sequels are being churned out completely devoid of inspiration or innovation, producers can just scream, "reboot!" and everyone will assume its starting fresh, unhindered by the mediocrity of its most recent predecessors. Hollywood does it all the time with movies, and video game developers really should do it more as well.

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Face-Off Mode adds a ton of replay to Splinter Cell Conviction

Posted by admin On April - 15 - 2010 ADD COMMENTS

Splinter Cell Conviction has been received fairly well by the critics, at an 86 currently on Metacritic, it will likely be deemed a commercial success. Pre release there was a lot of bad press ( us included ) about the games deviation from the Splinter Cell formula which was slated to contain no multiplayer component like its predecessors. Yes, we’re talking about Spies vs. Mercs. While it’s definitely missed, Face-Off has taken it’s place, sort of.

Face-Off pits two user controlled spies against each other while fending off waves of enemy A.I. and it’s an absolute joy to play. We haven’t seen many reviewers mentioning this mode in their reviews in much more than a gloss over. But a game mode that seems pretty simple on the surface is actually deep, rich, and engaging to the point that I can see it adding tens of hours if not more of playtime to Splinter Cell Conviction. Don’t just take our word for it, watch the video above, and then nod your head in agreement.(more)

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How Mega Man 11 Can Top Its Predecessors

Posted by admin On April - 5 - 2010 ADD COMMENTS

Back in 200X, Capcom released Mega Man 9, a retro throwback to the original Mega Man series that felt and looked like a 8-bit NES game. Last month, Capcom released Mega Man 10, another entry which fixed some of the issues from Mega Man 9 but still lacked in certain areas. With the runaway success of both titles, it’s not farfetched to imagine Capcom might be planning Mega Man 11 sometime in the near future. Here are a few things that Capcom should consider when developing their new title

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GameZone: Red Steel 2 Review

Posted by admin On March - 25 - 2010 ADD COMMENTS

GameZone’s Steven Hopper reviews Red Steel 2 for the Wii. Red Steel was one of Wii’s launch titles that didn’t quite deliver what gamers were hoping for. Red Steel 2 aims to rectify its predecessors mistakes.

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Square: Final Fantasy XIII will sell as well as its predecessors

Posted by admin On February - 28 - 2010 ADD COMMENTS

CVG: Title will be a "landmark release for current generation", says publisher.

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Final Fantasy XIII 360 Half The Size Of Japanese PS3 Version

Posted by admin On February - 27 - 2010 ADD COMMENTS

On December 17th, 2009, Final Fantasy XIII went on sale in Japan exclusively for the PS3. It sold over 2 million copies in one week, in fact the entire stock was sold out, putting the 13th title in line with its predecessors. There’s no doubt the game will perform magnificently in the west when it’s on store shelves in two weeks time, but will gamers who purchase the Xbox 360 version be getting the lesser of two?

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Halo 3 PC was in Development with the Xbox 360 Version?

Posted by admin On February - 27 - 2010 ADD COMMENTS

The first Halo was being developed for the personal computer (Mac to be precise) before it jumped ship onto the Xbox. Halo 2 followed a similar suit and was tagged as being one of the first games to be available for Windows Vista. Halo 3 was rumored to fall in the footsteps along with its predecessors and make an appearance onto the platform, however it never did.

This, however, might just be subject to change after you have a look at "Matt Waggle" who served as an object artist for Bungie Studios during the project. His duties included working on Halo 3 which was being developed for the Xbox 360 and PC at that point in time.

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Review: Death By Cube

Posted by admin On February - 2 - 2010 ADD COMMENTS

Platform: Xbox 360 (XBLA)
Developer/Publisher: Premium Agency/Square Enix
Genre: Twin-Stick Shooter
Verdict: Death by Cube attempts to innovate and expand on its predecessors in the genre, with often mixed results.
Pros: Demands a strategy that other twin-stick shooters often don’t; world-based progression is fun to play through; great soundtrack and surround sound usage; the dash mechanic is brilliant
Cons: The shield mechanic is equally as frustrating as the dash is brilliant; survival mode is unbalanced; most of the upgraded robot models are of limited utility
Acquired: Download Code Provided
Price: 800 Microsoft Points

The twin-stick shooter has a specific archetype: the Geometry Wars model of a lone fighter in an arena, one joystick to move, the other to shoot, and a collection of enemies trying and kill you. Every other game in this genre is largely attempting to either emulate or improve on these basic tenets. Death by Cube is the latest attempt to try and do the twin-stick shooter in another brilliant way by introducing new game types, progressions, and mechanics. Sometimes Death by Cube succeeds in doing just that, but it just as often fails, and is quite frustrating in its attempts to do so. As such, this becomes a game that is frustrating in its inconsistency on its path to potential greatness.

Death by Cube’s rudimentary story has you playing as a robot who’s searching for his lost memories. Apparently, you begin to regain your memories by destroying ominous-looking black cubes. I suppose it makes more sense than the story of Geometry Wars, which is…wait, what was the story of Geometry Wars? If the utter lack of story to Geometry Wars was what was keeping you from loving the twin-stick genre, then you can’t add the Microsoft Dollary-doos to your account fast enough and buy Death by Cube. It has infinitely more story by comparison, even if it’s limited to short enigmatic blurbs after clearing all of a robot’s levels.

Which brings us to how the game is laid out – you have more to do than just shooting enemies for as long as you can. There are 7 robots with their own worlds and each have levels with missions to complete for money to upgrade your robot and to unlock new missions. If you’ve played Geometry Wars Galaxies, it’s essentially the same concept. The difference is that there are 5 particular types of missions:

  • Destroy All Enemies: As stated in the title, your goal is to destroy all the enemies within the time limit.
  • Survive: You have only one life, and must try to score as many points as you can on this one life. These levels are usually inhabited by one particular type of enemy, so they sometimes serve as a sort of training against that enemy type. These levels are the most similar to the classic Geometry Wars style, and also tend to be the most challenging.
  • Protect Your Bases: These levels give you bases that you must keep from all being destroyed by invading enemies. You can heal your base by coming in proximity to it.
  • Destroy Enemy Bases: Instead of protecting bases, you have to destroy the bases. It’s not all about destroying the base right away – you’ll need to kill enemies trying to protect the base to rack up points and increase your multiplier so you can get the medals for the level.
  • Destroy As Many Enemies As Possible: These levels are populated by boxes with exclamation points on them that explode if you destroy them when you’re too close – in order to increase your multiplier you’ll need to get as close as possible and/or kill other enemies in the level to increase your score and multiplier to get medals.

All of these missions have bronze, silver, and gold point award tiers, and achieving each of these gets you more money. The upgraded models are ones that have various other properties, like one that is optimized for attacking and defending bases, and one that has spread shots. In fact, those are the only 2 that you should really worry about, as understanding Death by Cube’s gameplay and its quirks will teach you why those 2 models are the only viable ones.

Where Death by Cube starts to differentiate itself is in its dash and shield abilities. The dash gives you a quick flash in a specific direction, stunning enemies in the radius of your dash, and leaving a decoy image behind to fool enemies temporarily. This stunning is a major key to success, as it can slow even the most powerful enemies in their tracks and allow you to get close enough to dangerous enemies to increase your multiplier. See, your multiplier increases by killing enemies in close proximity to you (signified by the score you get for killing the enemy appearing in blue text with a star next to it). In modes where the enemy count is limited, there’s a lot of thought and strategy that goes into making sure you get a high enough multiplier to achieve a certain medal tier. The dash is a very powerful weapon to help you accomplish this, and in chaotic situations, to help you keep your head while all about are losing theirs.

The other ability you have is the shield, which, well…let me try to explain: Death by Cube loves the shield. Death by Cube wants YOU to love the shield. Death by Cube will occasionally throw you into bullet hell in order to get you to try and love the shield. Unfortunately, Death by Cube just doesn’t realize that the shield is wholly ineffective. You hold down RT/RB to call it up, and as soon as bullets hit it, a 3 second countdown begins before you have to release the shield; by holding down the right joystick in a particular direction, you can send the collected bullets in a specific direction, and you can hit LT/LB to dash with the shield as well in order to advance faster.

The bullet launching is largely underpowered and useless, and in particular bullet hell situations, you’ll be taking a lot of damage from the enemies still firing their bullets at you, and the shield has a short recharge time. Oh, and the dash when using the shield doesn’t make you invincible, so instead of stunning enemies, it just damages you. Just brilliant. The bullets are overpowered as well – for the number of bullets that the game throws at you, each individual one does far too much damage. The shield is largely only used when the game basically mandates that you must use the shield because otherwise you’ll die.

Speaking of useless, only the Spread and Base Master specialty models are worth your time. Base Master heals your bases very fast, and starts off with homing shots, that can help with warding off pesky enemies that come in at you. But the Spread model is the model that turns into a jet and bombs the Russians like a boss. See, the Spread model is a lot like the original Contra – very powerful because its shots spread out in a wide arc. And these shots don’t suffer from much, if any loss of power due to them being spread shots, for whatever reason. This means that you can easily kill multiple small enemies at one time, or be hitting single enemies with multiple shots at one time. Oh, and with powerups, the spread shot can be upgraded to a an arc of nearly 270 degrees. The dash and shield work well enough compared to other models, as well. The Spread model is so clearly the ace of this game, that spending time and money trying out other models is just a waste. This model is even more powerful than the more expensive ‘upgraded’ Extreme Shooter model. It’s ridiculously good to the point of unbalance.

Unbalanced describes the difficulty of this game as well. All the modes besides Survival are generally pretty easy – you have multiple lives and a life bar to manage, so surviving and mastering these modes is generally just a test of time and skill improvement. Survival is where things get really tricky, because with only one life, you have no room for error. And many of the survival levels deal with specific enemy times only, so this is an extra-strong cocktail of frustration. Like, oh, having to face only tiny enemies that are also land mines. Or legions of enemies with big face-melting instant-kill lasers. My game progression is littered with completed levels, many with silver and gold medals, but uncompleted survival levels. Frankly, many of them are just plain unfair for what the bronze medal requirement forces you to do, and demand absolute perfection. It’s funny, if you think about it – the one ‘traditional’ mode in Death by Cube is the one that works the least.

Which is to say that Death by Cube is different – and sometimes it works, sometimes it doesn’t. The dash mechanic, the proximity multiplier, they work. The levels that force you to implement these tools and actually think about what you’re doing more so than just playing in a constant panicked survival mode, they are where this game shines brightest. When this game forces you to use its poor shielding mechanic, when it tries to be a purely fast and frantic game like Geometry Wars, it tends to fail. Death by Cube freely experiments with doing something more to the twin-stick/arena shooter genre, and it can be appreciated for that. It’s just hard to appreciate this game for its failures, when it does work poorly. It has the innate fun that genre brings, and it’s as good as the elite twin-stick shooters when it’s at its best. When it’s at its worst, you’ll want to put it down and go play something else. Death by Cube is inconsistent. Approach it with caution, knowing there is entertainment here. But there is also frustration with what could have been as well.


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Bayonetta Xbox 360 Review

Posted by admin On December - 23 - 2009 ADD COMMENTS

Bayonetta is essentially a sequel masquerading as an original game. It’s not a “nice first attempt.” It’s not short. It’s not a foundation lacking features and variety and whatever else reviewers like to complain about. It has the kind of heft usually reserved for the second or third game in a franchise, and deserves to sit next to Assassin’s Creed 2 and Uncharted 2 rather than their predecessors.

That may sound like I’m heaping praise on Bayonetta — and to a degree, I am — but the footnote here is that it was developed by some of the people that created the original Devil May Cry, including director Hideki Kamiya, so these guys weren’t exactly starting from scratch. And it shows: Bayonetta feels much more like a sequel or a side story in the Devil May Cry universe than I expected it to when I started playing, even though the two officially have nothing to do with each other.


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