Tuesday 19 October 2010

Quantum Theory review

by William J. Haley, October 18, 2010

Japanese developers have been attempting to breach the Western market ever since the unexpected early triumph of the Xbox 360 over the PlayStation 3. Capcom and Nintendo have summoned Western developers to do their bidding (Dead Rising 2 and Metroid Prime, for example), while Square Enix outright bought Eidos, and all the large-breasted, Western-friendly treasure hunters that came along with it. Tecmo Koei doesn’t quite have the same deep pockets. Instead, they looked at one of the most popular games available this generation—in this case, Gears of War—and tried desperately to emulate it. Quantum Theory is the result, and I hate to report this but, yes, it’s just as bad as everyone thought it would be.

I caught a quick glimpse of Quantum Theory almost a year ago, and thought immediately to myself “Gears of War with shapeshifting landscapes… could be cool.” If Quantum Theory had managed to live up to that simple formula, it would have been a much better game. Sadly, the gameplay cannot even properly emulate the game it is directly inspired by, and the potential of the constantly shifting tower that the player is attempting to ascend is mostly squandered. I say mostly, because there are moments where Quantum Theory lets you sample what could have been.

The experience is mercifully brief (approximately five hours on normal difficulty), being more reminiscent of a quarter-hungry arcade game where waves of similar enemies fill a series of similar rooms and must be defeated before moving on to the next. Quantum Theory arbitrarily extends its third act just when you think you’re almost done. Out of nowhere, I was flashed back to what is essentially a prologue chapter. It wasn’t bad, but it also didn’t really add anything relevant to the story that hadn’t already been alluded to many times before. I can’t help but feel the Wayne’s World Effect happened here, where after completing the game the developers realized it was only 40 minutes long and decided to add more waves of enemies to every room and even more slow-motion cutscenes of people getting killed.



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My Soul to Take 3D review

by Ben PerLee, October 11, 2010

My Soul to Take is about as soulless as a movie can get. It’s as if Wes Craven, longing for the days of old when his slasher flicks reigned supreme, made a film designed only to appeal to those same old tropes and ideas. Poorly acted and executed, not only is the plot bare bones, it also makes very little sense. Craven seems to have fallen into the trap of long exposition and boring scares, leaving a film that is uninspired, failing to fulfill its most basic roll of b-film entertainment.

For those who need to know about the tripe before consumption, rumors in the small town of Riverton tell of the Ripper, a man who slaughtered his victims with a blade etched with the word

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Game review: Enslaved: Odyssey To The West

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ONE of the best-looking games I've seen recently is Enslaved: Odyssey To The West, a futuristic action title from Namco released last week.

Part Terminator, part Avatar, part Monkey (that 70s show from the Far East with the dude moving around on a cloud), the game is set 150 years in the future, when civilisation has been wiped out by a race of machines.

Monkey and Trig, having escaped from a slave ship into what was New York, now overgrown and desolate, need to return to Trig's village.

The relationship is confused slightly by the fact Trig has enslaved Monkey through a headband that means if she dies, he dies.

What follows is an enjoyable romp through a colourful post-apocalyptic world, with Monkey pulling off combo moves every time they come across one of the dastardly machines. He doesn't mind a bit of platforming either, running up the sides of abandoned and crumbling buildings like Assassin's Creed or Prince Of Persia.



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Game review: Dance Paradise

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DANCING - that'll never work on a console! Incorrect, with the launch of two new dance games, both offering the chance to move around the living room to a raft of hit tracks.

First up is Dance Paradise, a Kinect-compatible title from Mindscape that'll be in the shops in early November on the Xbox 360.

The game features 40 tunes, including hits and video clips from Snoop Dogg, Pussycat Dolls, 50 Cent, Pixie Lott and Lily Allen.

Like Guitar Hero for the body, you mirror the tracks on the screen while holding the motion-sensitive controller.

Spinning into the shops this week and offering similar fun is Ubisoft's Just Dance 2, a sequel to the popular Just Dance for the Wii.

It'll have you pulling off some extraordinary physical contortions, again backed by a track list of fashionable hits.

The title also boasts several party modes, including an eight-player dance-off and a calorie counter, so you can keep track of your fitness.

Dance games might not be for everyone but young girls and boys and the older casual crowd will enjoy being put through their paces.

Expect a good showing in the charts for both Just Dance 2 and Dance Paradise in the coming months.

Amazon.co.uk Widgets


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Monday 18 October 2010

Medal of Honor review

by Brian Rowe, October 12, 2010

Medal of Honor deserves respect. It single-handedly launched the WWII-shooter craze 11 years ago, hooked PC gamers with Allied Assault, invigorated console shooters with Frontline, and then, tumbled into irrelevance. Trading Nazis for the Taliban, and trenches for modern battlegrounds is more than an attempt at a sequel—it is a complete reboot of the series, and a chance for redemption. But, effort alone does not warrant praise in our hobby.

The single-player campaign begins with a nondescript mission in Afghanistan, sans a purpose or background story. What follows is a calamitous chain, or rather, circle of events, in which the SEALs are aided by the Rangers, the Rangers are saved by gunships, and the gunships are then helped by the SEALs. Danger Close wanted to avoid political storylines in order to focus on the heroics and sacrifices of the servicemen depicted. It’s a noble cause, but ultimately pointless if the depictions are hollow shells.



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Def Jam Rapstar review

by Robert Workman, October 14, 2010

Konami’s sing-along games haven’t exactly been the greatest as of late. Karaoke Revolution left a lot to be desired (particularly the American Idol entries), and we aren’t exactly thrilled that a Glee-themed game is on the way. Well, some of us, anyway. That’s where Def Jam Rapstar provides a breath of fresh air. It’s like Karaoke Revolution, but with the goofiness replaced by a genuine rap vibe that makes the game undeniably fun. Furthermore, there’s a community angle that really expands it in ways we didn’t think possible.



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Lost Horizon review

by Mike Splechta, October 16, 2010

Adventure games are back and in full force, and the latest game in the genre, Lost Horizon, showcases how a modern adventure title should be made.

Lost Horizon stars a charming smuggler turned adventurer named Fenton Paddock. Developer Deep Silver sure liked Indiana Jones and the persona of Han Solo because a little bit of both can be found in Fenton. Even the title screen is a movie theater, having Lost Horizon as the main feature.

Once a British war hero, Fenton gets called back to duty unofficially when his close friend Richard goes missing in Tibet. Though this simple rescue mission quickly turns into a quite larger adventure, ultimately to find the city of Shambala, before the Nazis get to it first. Throw in a sassy girl sidekick into the mix, and you got yourself all the right ingredients for a grand adventure.



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Red (film) review

by Miguel Concepcion, October 16, 2010

Films such as Taken and The Expendables have proven there’s a market for action films of a geriatric persuasion. It would seem inevitable for a studio to try and up the ante with considerable Academy and Emmy award nominated muscle. With Red, you’ve got Helen Mirren, Ernest Borgnine, John Malkovich, Mary-Louise Parker, Morgan Freeman, and Richard Dryfuss (that’s three Academy Award winners by the way). Even the Bourne trilogy’s Brian Cox and Karl Urban are in this, and of course there is Bruce Willis to help fill the multiplexes.

The film starts in endearing fashion as Willis’ character, Frank Moses, spends his dull suburban retirement lifestyle nursing his crush on Sarah, a pension services rep who is equally bored in a cubicle where the wallpaper is made up postcards from places she would love to travel to. Of course Sarah does get what she wishes for, although it does come with some unexpected bondage. That is because Frank’s CIA past has come to haunt him in the form of a bullet-riddled shower on his house. Specialist that he is, he knows that whoever is after him knows about Sarah, so naturally he kidnaps her. In trying to figure out his assailants’ motivations, he meets up with his former covert ops colleagues, all played convincingly by Freeman, Malkovich and Mirren.



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Civilization V review

by Dakota Grabowski, October 17, 2010

There’s only a few definites in this world: life is short, taxes are a pain in the ass and Sid Meier makes beautiful strategy games. That’s right, mark Civilization V down in the success column as Firaxis Games has delivered another stellar product that is among the year’s best.

Overwhelming with an insane amount of depth, Civilization V offers enough replay value to fill at least 3-4 strategy games. Intelligent, surprisingly engaging, and ever-inviting, Civilization V is user-friendly and should bring forth a slew of new fans that have never experienced the brilliance of one of the best turn-based strategy series in the history of the video game industry.

Relying on the usual assortment of world domination, empire building, tactics, Civilization asks players to employ any or all of the following: diplomacy, commerce, science, cultural systems, and military strength. All the same fundamentals from previous games return as players control one nation with their one leader as they attempt to create world peace, become the world’s strongest power and, perhaps, enforce a mighty fist upon their enemies. This is done over the course of turns that continue to pass years by from the beginnings of a tribal state to the near-future. In the matter of 6-8 hours, players may be entering an age where cannon balls are no longer acceptable weaponry, so newcomers need to beware that Civilization V is a gigantic, yet fantastic, time-suck that steals your life away.



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Sunday 3 October 2010

Wall Street: Money Never Sleeps review

by Ben PerLee, October 1, 2010

Gordon Gecko is the exact same man as the business man put away in prison at the end of 1987’s Wall Street. Sauntering out of the big house in 2001 with a gold watch, gold money clip, and a cell phone as big as a shoe, he’s the same man we left behind: a businessman who will do anything for the bottom dollar. It’s a new millennium, a new economy, but the same business practices.

Wall Street: Money Never Sleeps is probably one of the most apt titles of any film I’ve seen this year (well, short of Piranha 3D), with a plot that follows revolves around the lives of those who are intimately familiar with the loans and risks leading to the market collapse of 2008. Money Never Sleeps, while slightly too long, is certainly the most entertaining representation of this market crash. It is definitely fascinating to see a fictional telling of how we lead up to the market burst, and while it is not exactly the truth, there is enough in here to make any hard working person’s blood boil.

It’s not exactly a hard plot to follow. Gekko (Micheal Douglas), now out of prison, is approached by one Mr. Jacob Moore (Shia LeBeouf) for advice and assistance. A young and upcoming business man, Jacob just so happens to be engaged to Gekko’s estranged daughter, Winnie (Carey Mulligan).  A major proponent of funding a new source of clean energy with a breakthrough in nuclear fusion, Jacob is on the up and up until his bank collapses. After the resulting suicide of Jacob’s long time mentor and father figure Louis (Frank Langella), the next two hours director Oliver Stone weaves a story of fiscal revenge on the part of Jacob against the man who destroyed his agency and killed his friend, with a side-plot on the rebuilt relationship between the Gekko family and the impending marriage between the young couple.



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The Social Network review

by Miguel Concepcion, October 1, 2010

There is every reason to suspect that The Social Network follows the now-worn out narrative path of a revenge-of-the-nerd tale that is practically synonymous with any chronicle of a successful tech company. Yet what director David Fincher and screenwriter Aaron Sorkin manage to pull off is a much deeper, darker story. Not only is this essential viewing for anyone who has made a dime off the Internet but also captures the 21st century zeitgeist in ways that no movie has ever done.

The film hits the ground running with a pre-Facebook Mark Zuckerberg, superbly portrayed by Jesse Eisenberg, in midst of a break-up with B.U. student Erica Albright, played by Rooney Mara. His social ineptitude propels him to not only blog harshly about his break-up, but to also create a Hot-or-Not inspired site featuring female students, crashing the Harvard servers within hours. This soon draws the attention of three upperclassmen who approach Mark with the idea of a social website that would inspire Facebook.



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Enslaved: Odyssey to the West review

by Miguel Concepcion, October 1, 2010

It is an amusing coincidence that one of the most prolific U.S. game publishers of the Dragon Ball franchise is also the publisher of Enslaved: Odyssey to the West. Both are loosely based on the 400-year-old Chinese folktale, Journey to the West and bear multiple similarities such as a protagonist who wields a staff and occasionally rides on a floating “cloud”. Moreover, Dragon Ball’s Goku can turn into a giant monkey, while Enslaved’s main character is actually named Monkey. Where Enslaved differs greatly is the lack of cartoon-like presentation and boasts a lot more homages to the source material than Akira Toriyama’s adventure series.

As Ninja Theory’s follow-up to the Sony-published Heavenly Sword, Enslaved takes many of the positive elements from the 2007 PS3 exclusive and bases it in a bleak, futuristic setting highly reminiscent of the Life After People documentary series.

Upon completing the first chapter of Enslaved, many will recall the high-tension introduction of last year’s Uncharted 2. It does not blow the opening of Naughty Dog’s sequel out of the water necessarily but it does rank very high as of the exhilarating first chapters of any game this year.

Out of the chaos of this initial chapter, the well-built Monkey finds himself under the command of a fellow ex-slave named Trip. He is forced to comply due to a modded slave headband that Trip attached to Monkey’s head. Tampering with it results in death; not to mention if Trip dies, so does Monkey. Having just escaped a slave ship, Trip uses her new compulsory companion to help her get home.

Like Uncharted, Enslaved is loaded with countless climbing sequences, some on decrepit walls, some on more complex structures. When figuring out which parts you can grab a hold of, simply look for bricks, beams, rocks and other objects that shine. Like similar adventure games, sticking to these objects is incredibly easy until you encounter one of the numerous unstable structures which you can only hold on to for a second or two.

A given chapter can feature a number of areas that are meant to be the puzzle elements of the game. At their core, these sequences are simple enough that they do not feel like puzzles in the brain-teasing sense. The number of options in a given section are usually limited enough that choosing the right lever to move or button to press simply comes down to what is available.

Much of the combat involves melee fighting using Monkey’s beam staff. Wielded similarly to the Japanese bo staffs, the player has a decent amount of moves depending on how the rapid and strong attacks are combined. Taking a few lessons learned from Heavenly Sword, minimizing damage in Enslaved requires some strategy where well-timed blocks and counterattacks should be learned as soon as possible.

This multipurpose staff also has the capability of shooting projectiles. It uses two different kinds of ammo: a stun round that is essential in disarming enemy shields and plasma blasts to finish off those mechs. There are a number of situations where you can only take on large groups of enemies by using these long range attacks.

As Monkey finds red orbs, he can use them to upgrade a number of his skills and abilities. These include the chance to improve his staff, increase his health, learn new moves and upgrade his defense. It is not an overly complex upgrade tree compared to similar titles but each available improvement in Enslaved is worthwhile.

While Enslaved does not have a God of War quick-time-event mechanic, there will be many opportunities to finish off the game’s adversarial mechs both big and small with dramatic flare in the form of a takedown. When prompted, the player only needs to press a button and Monkey will pull off one of many gruesome moves including a trusty neck break and a straight-out spine removal.

The character designs of the mechs can be described as future-rustic where it feels like these robots have been around for decades. One of the more interesting mechs is a reoccurring boss type that seems to be a nod to Dog, the large robotic pet from Half-Life 2. Also named Dog, this mech in Enslaved is a sinister take on Value’s design with the visage that resembles a Sharkticon from Transformers.

Integral to the gameplay is a cover system where Monkey automatically hides behind objects when he is close to them. Adding a sense of realism is the fact that many of these cover spots will be destroyed after taking too many enemy shots so do not get too comfortable staying in one spot.

This brings up the distraction component where you can use Trip to get the mechs’ attention so Monkey can stealthily sneak his way to a mech, turret or a storyline goal. The only minor challenge is that Trip’s decoy device only lasts about 10 seconds and requires additional time to recharge so you cannot use it constantly. There are also many areas that Trip needs to traverse unnoticed so Monkey can distract mechs as well.

The heavy interaction with Trip adds an Ico element to Enslaved and thankfully does not result in high-maintenance escort heroics. Escort missions in the past few years have improved for the most part, and Trip’s role in the game is one such example. She can have her helpless moments like when she cowers near menacing mechs, but there will be many opportunities to come to her rescue without feeling like she’s a genuine burden. As a character, Trip definitely has her strong assertive moments and can come up with good ideas from time to time.

Enslaved also succeeds in offering minor gameplay deviations without feeling gimmicky. The aforementioned ‘cloud’ device acts as a hoverboard that is extremely helpful in watery areas and in chasing bosses. There are also many opportunities to take control of a turret’s weapon system and use it against other mech.

It especially works in the game’s favor that, unlike many adventure games these days, there is no frivolous item collecting. If you are collecting something, it is a healing item, ammo for the fighting stick, upgrade orbs, or plot-enhancing flashbacks. That last item, while optional, offers very brief glimpses on what life was like before everything went to hell. This light degree of item collecting helps maintain the game’s fast pace.

This is also thanks in large part to Andy Serkis’ cutscene work as well as his superb portrayal of Monkey. Having made a name for himself as Gollum in Lord of the Rings and as Nicolai Tesla’s assistant in The Prestige, Andy is certainly not unfamiliar to digital mediums also having done similar cinematic work on Heavenly Sword. He has taken it up several notches in Enslaved and allows him to pull off his most musclebound role in his career. More importantly, there is a noticeable attention to detail how the cutscenes play out. You can tell that Serkis and Ninja Theory really took the time to storyboard camera angles that resemble movies even more so than your average cutscene-laden video game.

Speaking of visuals, the aforementioned urban desolation is impressively detailed and will surely win some awards in art direction. Other games would not be able to get away with multiple stages covered in vegetation without the player getting bored of the backgrounds, but the dystopian context of Enslaved makes these grassy levels worth admiring.

Co-writer Alex Garland (The Beach, 28 Days Later) more than does his share in polishing a script that excels by exploring different moods, whether it is a tense planning scene between Monkey and Trip or some light-hearted comic relief. It would be pretty hard to go wrong with Garland since he is a gamer himself who themed a chapter in The Beach on Street Fighter II and penned the shelved Halo movie.

This level of ambition and talent is not without its minor issues in Enslaved. In the PlayStation 3 version, there was some noticeable clipping and screen-tearing as well as brief framerate issues during boss battles. Still, greater games have had similar bugs overlooked and they certainly do not detract from the overall experience in Enslaved.

It might be too simple to call Enslaved: Odyssey to the West a melee-centric Uncharted, but it is not that far off and it is certainly not a bad thing. Clocking in at about 10 hours on Normal mode, the game packs a focused narrative, tons of platforming and a satisfying series of combat situations. It is a great start to what is sure to be a competitive holiday season and will generate much optimism for Ninja Theory’s next project, the Devil May Cry reboot.



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Dead Rising 2 review

by William J. Haley, October 2, 2010

Like Nintendo with the Metroid Prime series, Capcom turned to a US studio to develop the next chapter in one of their flagship, this-gen franchises. Although Retro arguably knocked their assignment out of the park, Blue Castle Games, responsible only for three mediocre baseball titles up until this point, has limped in with a serviceable but immensely flawed sequel to one of the Xbox 360’s most beloved sleeper hits.

For a zombie game, it’s interesting to note that some people—myself included—find the zombies in Dead Rising 2 to be more of a nuisance than a worthwhile feature, even when they’re being decimated by all manner of makeshift weaponry. The best bits of the game are always off the beaten path in stores and maintenance rooms. Luckily running past zombies is quite easy, and by the end of the game it seemed like my expansive collection of survivors had bothered with killing more undead than I had (not counting any that shambled in front of me as I raced from one location to another in my golf cart).



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Mr. Bill review

by William J. Haley, September 28, 2010

I’m going to guess that the majority of iPhone users who would actually download and play a game app are too young to remember Mr. Bill, a Saturday Night Live-skit from the late 70’s. Although Bill has seen his share of revivals over the decades (including an hour-long variety show alongside Mr. Bean and Subway commercials as recent as 2008), it’s still an extremely odd choice to center an iPhone game around, especially one published by the same company behind Street Fighter, Mega Man, and Resident Evil.



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Friday 1 October 2010

Formula 1 2010: New F1 racer looks set to clinch pole position

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FORMULA 1 2010 screeches off the grid this week, offering gamers a brilliant if tricky insight into the world of Grand Prix racing.

Driving games are nothing new, especially on the next gen machines.

Yet recreating Formula 1 for the console has always proved problematic for developers.

How do you make a game that's both faithful to the sport yet offers arcade style gameplay that ensures the title is more than just a real-world simulation?

Fortunately, Codemasters have come up with this compelling answer and a game that is being heralded as the equal of such genre classic as Gran Turismo and Forza.

But don't expect Project Gotham - this is genuine Formula 1 racing, with highly technical, lightweight cars pushed to terrifying speeds by engines with more brake horsepower than most light aircraft.



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Phantasy Star Portable 2 review

by Robert Workman, September 26, 2010

Phantasy Star is an acquired taste amongst the role-playing faithful. It’s unlike most of the experiences out there, with a deeper leveling-up system and a variety of customized classes to keep you returning for more. On the other hand, however, the strict online settings for the last few games have been a turn off for some, as well as the grinding, engaging in repetitive battles to get the highest stats possible. All of this returns with the latest release in the series, Phantasy Star Portable 2, and while that won’t change the minds of those who aren’t fans, those who are will happily embrace what’s here.



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