Sunday, June 17, 2012

DiRT Showdown review

 

 

As you race through Showdown’s campaign, you’ll discover multiple events that you can take part in.  The stunt-filled Gymkhana returns, with Ken Block once again issuing challenges from behind the wheel.  You’ll also take part in Smash Block races (where you run over blocks in succession to keep a race going), 8-Ball events (with enclosed figure-8 style tracks) and Trick Rush (performing jumps and other feats to boost your score), along with not-so-traditional Hooligan events.

Two stand-outs join the team this time around.  The first is Joyride, consisting of a number of wide-open racing roads where you can stop and choose whatever challenges you’re up to.  But perhaps the more entertaining offering of the two is Demolition, where you can take part in old fashioned demolition derbies and the new Knock-Off events to prove your worth.  This includes trashing opponents’ cars like crazy with bashes galore while keeping your own vehicle from falling apart.

Paired up with DiRT’s gameplay set-up, Showdown becomes a fun experience in its own right.  Sure, you’re not really taking part in a serious campaign, but that’s kind of the point, as Codemasters felt like loosening up a bit.  As a result, you may take a little bit to get used to the destructiveness, but once it sinks in, there’s really nothing like it.

What’s more, the experience multiplies even further once you invite friends.  Log in to Xbox Live or the PlayStation Network and you can challenge others in any event you like, smashing them to pieces or racing for the finish line.  The online play works exquisitely and with hardly any lag.  If you prefer the non-direct competition, you can also post your best scores and times to leaderboards and pit them against others.

For a not-so-direct sequel, DiRT Showdown looks just as good as previous entries.  The car models impress, especially when they’re falling to pieces after a crazy wreck.  The tracks themselves stand out as well, with a variety of locations and designs that will keep you spinning your wheels.  And the weather effects and other pieces of lighting detail really stand out, showing you how much Codemasters has progressed with this engine.

If any area needs improvement, however, it’s the sound.  While the car noises and crashes are authentic, we’re not too fond of the announcer who repeats himself way too often for his own good, nor the soundtrack, which consists of mostly high-end rock that isn’t quite as well-chosen as it could have been.  It’s best to supply your own soundtrack for this one if you can.

Even with its audio setbacks, DiRT Showdown is a quality addition to the series, and a nice little offshoot that’ll keep you busy until DiRT 4 eventually rolls around next year.  Now get online and do some damage.


Via: DiRT Showdown review

Lollipop Chainsaw review

That's not to say the gameplay itself is very innovative. In fact, it's a fairly standard hack-and-slasher that does make some good use of chaining combo attacks with each other. However, it's the rest of the experience that makes this game something to remember.

The game revolves around a family of zombie hunters, or more specifically, Juliet Starling — the hot 18-year-old cheerleader from San Romero High. On her 18th birthday, all hell breaks loose thanks to a egomaniacal goth named Swan who unleashes zombies onto the world, as well as five undead gods of rock that all need to be taken care of in order to restore the world back to its original state. Throw into the mix that Juliet's boyfriend Nick gets bitten and then saved by Juliet's magic, leaving him as a decapitated head to tag along Juliet's adventure.

Wait what?! Yep, that's the premise, and we wouldn't have it any other way. Though I've said it's a fairly traditional hack-and-slasher, LC does things a little differently, which helps set it apart from standard button mashers. When fighting baddies, you rely mostly on your chainsaw, but being extremely heavy, it leaves her vulnerable to attacks. To combat this, Juliet can daze zombies with swift punches from her pom-poms, though they can't ever be killed this way. This makes combat slightly more varied as you have to balance quick jabs with your pom-poms to daze zombies and then finish them off with your chainsaw.

While killing zombies, you earn two sets of medals. Gold medals are used to buy upgrades in the shop, such as new moves or health upgrades. Platinum medals can only be acquired while Sparkle Hunting and allows you to buy the multitudes of skimpy outfits to dress Juliet up in. Sparkle Hunting  is done by decapitating three or more zombies in one swipe. The more you decapitate, the higher the reward of medals.

Juliet comes stocked with tons of moves, both environmental and ones you have to purchase from the in-game store. Whether you upgrade her to perform one of many combo moves, or have her pole dance while waving her chainsaw around, you'll most likely never get bored of watching Juliet prance around the screen in her skimpy outfits, killing a myriad of zombies.

On top of that, Juliet has two types of super moves — one that charges up over time as you kill zombies and then unleash it to decapitate your enemies in a single blow (all while 'Hey Mickey' plays during this sequence) and another that uses Nick's head in a variety of ways. The latter relies on tickets that you either find or buy. Once used, it starts a roulette of Nick's powers and, whichever one it lands on will unleash a joint attack that is not only hilarious to watch, but does some great damage.


Via: Lollipop Chainsaw review

Monday, June 11, 2012

Dragons Lair review (XBLA)

The gameplay remains the same as the ’83 arcade game.  Dirk the Daring storms a trap-filled castle as he fights through room by room, eventually getting to a showdown with the fire-breathing Singe the Dragon.  Through each room, he’ll have to move to the right areas, thanks to on-screen prompts and flashes.  Make the wrong move, and a humorous (yet painful) death animation follows.  You only have so many turns to beat the game with, but the unlimited continues are nice.  And if you feel like cheating, you can watch the whole game without needing to implement movements.

Digital Leisure has taken great care in restoring the game with this port.  The visuals are bright and colorful, looking just as good as the PS3 and Blu-Ray versions, and the audio is sharp, complete with audible grunts by Dirk the Daring (he simply doesn’t speak) and neat little musical cues.

As for gameplay, when you stick with the typical controls, the game works fine.  You’re able to hear when you implement right and wrong moves, due to audio cues that tell you when they’re accepted or not.  The controls are responsive, and if you need assistance figuring out where to go, you can turn on prompts that point arrows and sword buttons out clearly on the screen.

So where does Dragon’s Lair go wrong?  Well, it’s mostly with Digital Leisure’s attempts to make the game high-tech.  They added Kinect support to this port, enabling you to perform on-screen movements similar to Dirk’s in order to get him through the stages.  Unfortunately, the controls simply don’t work, as it’s too easy for movements to be misread.  We do like the option of getting your picture taken in certain areas, but considering you can’t progress forward that well, it’s useless.

What’s more, the team decided to throw in co-op support, with two players teaming up together to execute moves.  It’s an interesting idea, but due to the lackluster Kinect controls, it just never meshes.  You’re better off going solo.

Outside of gimmicky controls, Dragon’s Lair doesn’t have much replay value, aside from earning a few creative Achievements.  And that’s really about it.  You can play through the game again for a better score, or try to get through on one life, seeing your score light up online leaderboards, but that’s really about it.  Had the game been $5, it would’ve been a great nostalgic value, but it’s too overpriced right now at $10.

I love Dragon’s Lair, and fans that enjoy it as much as I do will want to give this a look, just to feel the nostalgia that comes with it.  But Digital Leisure should’ve left well enough alone without the technical doo-dads, or, better yet, released the original trilogy — with Dragon’s Lair II: Timewarp and Space Ace — as a $10 package.  As such, some may enjoy it, but ultimately Dirk wears out his welcome… and I never thought that would happen…


Via: Dragons Lair review (XBLA)

Tom Clancy's Ghost Recon: Future Soldier review

The Clancy franchise has been evolving lately into a more straightforward approach to shooters; in other words, "we're busting in guns blazing, tango out." Recon, though, continues to be the outlier for Clancy, as seen in this most recent installment. Future Soldier identifies itself rather quickly and maintains it through most of the action. Players will quickly become accustomed to silent, tactical killing, using squad-based signals in a satisfying way. Fans who crave action should not shake this one off though. Future Soldier does not shy away from action. Instead, it conveniently spaces out its stealth and "guns blazing" sequences where players will always be on their toes. Add in a jaw-dropping tagging system, dubbed "Sync Shot," where you're able to pick out foes for your squad to kill on your mark, and you've got yourself a hefty diet of excellent gameplay. 

Future Soldier screen - airplane

In case you've been out of the loop, Recon once again revolves around the gritty military group called the Ghosts. Your squad of four begins its journey by responding to the death of another Ghost squad through crucial intel on the projected killer. The small scaled response quickly intensifies into a full-fledged arms race with warheads and lots of bad guys. The 12-hour campaign plays out forthright in that you're always aware of your tasks and why you're doing them. One would assume, then, that you're able to develop an emotional attachment to your squad, but unfortunately, that is not the case. Also, you'll begin to feel like your tasks are all the same: get to point A, retrieve your target, and then get to point B for extraction. Luckily, Future Soldier's gameplay makes this mission set-up worthwhile, especially during the later missions. 

Your objectives throughout Future Soldier won't leave you fighting in one location (but you already knew that, right?). From the streets of South America to the cold air of Russia, Future Soldier branches out quite well. As you're presented greater threats throughout the campaign, you become aware of a true, futuristic war. Enemies begin to counterattack with gadgets that you'd expect to see in â€‹Star Trek or Men in Black III​, but it's what sets the tone of the game. It also doesn't hurt that Ubisoft beefed up the graphics from earlier previews so that it can now stand toe-to-toe with today's shooters. It's nothing innovative but it's definitely a pretty game with detailed locations that you'll undoubtedly appreciate. 

Future Soldier up-close character

How well does Future Soldier's formula transfer to online play, you ask? Quite outstanding. Unlike other shooter's attempts to call their multiplayer team-based, Future Soldier's truly thrives off team play. Each mode depends on players' ability to utilize their class' strengths to counteract opponents. It'll leave you with an accomplished feeling when you win a match, and will leave you pondering your team's strategy when you fall in defeat — this is exactly what an excellent multiplayer should do. In addition to your standard modes, Future Soldier includes a â€‹Mass Effect 3​-like "Horde" mode called "Guerilla" where players must fend off waves of enemies at various locations on a map. It doesn't quite offer the same experience as multiplayer, but it's something that you and three buddies can thoroughly enjoy.

In an industry that's not easily surprised, we can most definitely say that Ghost Recon: Future Soldier â€‹has done just that. The game's excellent stealth sequences pave the way for an above average story. Jump online and the action only reinforces the fantastic gameplay. Of course, Future Soldier has its faults and nit-picky issues like AI responsiveness and unpredictable in-game alarm alerts, but they're easily overlooked by the hours of third-person shooter fun that highlights the game. Whether you're a Tom Clancy connoisseur or a newcomer to the franchise's library, you'll quickly applaud Ubisoft for everything Future Soldier is. And it is everything we wanted it to be and more. 


Via: Tom Clancy's Ghost Recon: Future Soldier review

Joy Ride Turbo review

Joy Ride Turbo carries the same concept as its Kinect brethren, as you race around a series of tracks through championship and quick races, competing against other drivers by earning boost from tricks (aerial and drifting) and occasionally using power-ups and boost pads to get the jump on the opposition.  This includes the usual gamut of cart-racing tools, including mines and homing missiles.  While the game doesn’t exactly thrive on its originality, Joy Ride Turbo has energy to spare.

Perhaps it’s the way the game feels with regular controls.  Your arms can take a break this time around as you coast around turns and through shortcuts using the good ol’ analog stick and buttons.  It’s a good control scheme that’s fairly easy to get into, and you’ll be filling up the boost meter in no time.

The only problem here is that the game is a little too easy.  We were taking first place wins in the championship mode with very little opposition from the idiotic AI racers, though that’s a nice change of pace from the relentless AI that pounds you in Sony’s ModNation Racers… right?

On the bright side, there are other options available.  There’s a new Stunt Park added in to Turbo, where you can race up ramps and perform feats of derring-do as a way to kill some time.  The game also provides ample multiplayer options, both in local four-player split-screen (which runs wonderfully) and eight player online Xbox Live racing.  Though the lobby is hardly as full as we’d care for it to be, there are still more than enough racers to get involved.

The visuals are pleasant.  While there isn’t too much diversity in the track design, it’ll keep you on your toes as you go through loops and over ramps.  The frame rate is quite acceptable — even with split-screen — and the option to add your personal Avatar into the mix (what the game was originally conceived for) is great.  However, the music’s a little dry, with too many themes sounding like they came out of the Driver universe (I almost expected some CHiPs cops to show up) and not nearly enough good sound effects.  It could’ve been worse, though.  At least the tires won’t grate on your nerves as you go into a drift.

Perhaps Joy Ride Turbo’s finest benefit is its price.  Where the over-hyped Kinect version sold for $50, Joy Ride Turbo goes for a terrific $10.  And it doesn’t even take that much space on your Xbox hard drive, compared to most other driving games.

Sure, Joy Ride Turbo isn’t the go-to game for top-notch driving, but it’s a breezy little ride that’s well worth taking this time around, now that it’s more practical, not to mention affordable.  Stray yourself in and go for the Ride.


Via: Joy Ride Turbo review

Saturday, June 9, 2012

Max Payne 3 review

Our story begins with Max accepting a body guard gig from forgotten academy colleague Raul Passos. Max’s meeting with Raul sets off a series of events that leave Max little choice but to flee New Jersey and head to Brazil. MP3 starts off with Max and Passos working to protect industrialist Rodrigo Branco and his family.

Brazilian gang, the Commando Sombra, kidnap the mogul’s young bombshell wife setting off a chain reaction of gunfire with Max caught in the middle. Every gunshot uncovers a deeper and darker secret that goes beyond just kidnapping.

Blurs, color distortions, and scan lines fill the screen this time around as part of the new and bold direction Rockstar has taken with the franchise. At first these distorting effects are a bit disorienting and unwanted, but as Max interacts with the environment and goes through the story these effects do an excellent job of bringing the player into the confusion Max is feeling.

MP3 has been criticized by its strong new artistic direction by fans and critics alike, but it’s clear Rockstar’s goal for this game is to stay true to the strong base that makes Max Payne great while still updating the franchise to be stylish and sophisticated but meet the requirements of a proper shooter today.

This drastic change in style can also be seen in the story. The traditional elements of a great noir story are still in place, and even though Rockstar has changed the setting dramatically to much outrage, this is the best place to tell Max’s story. It creates a mirror to Max’s personal issues and complex character.

The locale is all about contrast. The series swaps out darkness and snow for sunshine and heat in sunny Sao Paulo, Brazil. The tall shiny buildings of the rich tower over the labyrinth of dirty favelas below. Similarly, Max is a white knight who poisons himself daily while rescuing others. As you go through the story, you aren’t sure if Max is out to save the girl, or sacrifice himself as penance for his own guilt.  

Everything we loved about the previous installments is here. Bullet Time and Bullet Dodge are still the norm but the RAGE Engine makes diving from cover to cover more realistic than ever. Last Stand is a new feature where if Max is dealt a killing shot, he can use one of his painkillers and live...if he manages to shoot the enemy that dealt the blow.

It’s clear a lot of time was spent on rethinking the game mechanics so Max Payne could stand against modern day shooters.

The weapon system has been redone to be more realistic as well. Gone are the days when Max could carry a shotgun, two uzis, two pistols, and a larger shotgun. Max is limited to two handguns and one rifle or shotgun. While he can dual wield his hand guns, it will cause him to drop his power weapon. This realistic approach feels different, but dropping my rifle to pull out my dual desert eagles and bullet dodge through a window felt like badass incarnate.

Advancements aside, there is less variety in weapons and the ones you get don’t show off anything amazing. The laser sight weapons later in the game feel worse than the weapons without it.

Also, in one mission Max is given a silenced pistol that you never see again. It would have been great to have more control over weapon choices and more access to all the varieties of weapons. What good are bullets if they aren’t destroying the furniture? Max Payne 3 brings with it destructible environments. Sticking with the realism, cover breaks and chips as it takes enemy fire urging Max to dive from cover to cover and stay moving.


Via: Max Payne 3 review

Dragons Dogma review

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The game puts you in the shoes of a warrior who you get to customize at the start of the game.  It uses a very elaborate set-up system that’ll take you a few minutes to get through, with styles to choose from and pros and cons to balance.  Once you get that done, you find yourself trying to protect your village from a vicious dragon, but to no avail.  He knocks the wind out of you, and, perhaps trying to humiliate you on top of everything, he rips your chest open and eats your heart.

Strangely enough, though, that doesn’t kill you, as you turn out to be a special person known as “the Arisen."  Part of the fun of Dragon’s Dogma is discovering just what that entails, pursuing the dragon that ripped you apart while also engaging in a number of side quests with the help of a few companions known as “pawns.”

These “pawns,” who can be customized as well (and if you have Xbox Live, based on real friends — a huge bonus), stay by your side over the course of the game, but there are times you can assign certain ones if you feel like they’re particularly good for a mission.  While they’re quite loyal and can develop a relationship with you, they can also be a bit scatterbrained, sometimes performing the wrong action in your time of need (attacking instead of healing you) and making constant comments no matter what’s happening, like talking about a tree or insisting you “heal thyself” dozens of times over.  It’s one of the bigger annoyances in Dogma.

Another problem with the game is mission consistency.  Some of them are quite awesome, pitting you against hulking beasts that take a great deal of time to bring down.  Others are petty tasks that take a while to complete and drag down the momentum from the glory of battle.  And though the open world lets you pick and choose, there’s no shortage of missions that you wish you could just get past.  The backtracking can get old, too.  Fortunately, the gameplay holds up either way, with enough hack-and-slash action to fulfill your adventuring ways.

The world of Gransys doesn’t quite hold the wonders of the virtual worlds of other games, like Skyrim and Witcher, due to some repeated territory.  However, the game still holds up with a decent amount of polish, and some of the characters, particularly the bigger brutes in the game, look spectacular.  And when a dragon breathes fire, it’s a really startling effect, like that “other” dragon-killing game.  Some of the character models could use some more work, but otherwise, this is a fine turn for Capcom’s development crew.

The sound is exceptional too, thanks to music that actually fits into the theme of the adventure (rather than, say, the typical rock tracks found in Dead Rising) and dialogue that actually has drive to it — that is, when it’s not being repeated over and over by your lame-brained “pawns.”  The weapon effects are cool, too.

Do we recommend Dragon’s Dogma over some of the superior adventures out there?  Not really, as its AI system leaves a bit to be desired, and some quests should’ve just been thrown away.  However, if you’ve mastered everything Skyrim and seek out a worthy adventure to get you through the summer, this Dragon has got heart to spare.  (Ooh, that wasn’t the greatest of puns, was it?)

[Reviewed on Xbox 360]


Via: Dragons Dogma review