Excerpt for Game Freaks 365's Video Game Guide 2012 by Kyle W. Bell, available in its entirety at Smashwords

Game Freaks 365’s Video Game Guide 2012

By Kyle W. Bell

Smashwords Edition, December 2011

*********

Copyright © Kyle Bell 2011

License Notes:

All rights reserved. Without limiting the rights under copyright reserved above, no part of this publication may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form, or by any means (electronic, mechanical, photocopying, recording, or otherwise) without the prior written permission of both the copyright owner and the above publisher of this book.

Cover design by Angel Cortes cortesangel@live.com



Table of Contents

Introduction

A-E

F-I

J-M

N-Q

R-T

U-Z

Acknowledgements

Other Books

About the Author



Introduction

Picking good games can be hard. Avoiding duds can be even more difficult. That's why smart consumers turn to experts on the subject. Game Freaks 365 was founded to help people choose games that are worth their hard-earned dollar and bypass games that are better suited for the trash can. Writing about video games is our passion. This guide aims to help the smart consumer pick the best games on the market in 2012 for PS3, Xbox 360, Wii, PC and Nintendo 3DS.

Over 70 reviews from some of the finest games of the past year are found in Game Freaks 365's Video Game Guide 2012, including popular titles like Battlefield 3, Call of Duty: Modern Warfare 3, Catherine, Deus Ex: Human Revolution, Elder Scrolls V: Skyrim, Infamous 2, Killzone 3, Legend of Zelda: Ocarina of Time 3D, Little Big Planet 2, L.A. Noire, Portal 2, Resistance 3, Super Mario 3D Land, and Uncharted 3: Drake’s Deception.

So what are you waiting for? Get reading!



Reviews

Akimi Village

Developer: NinjaBee

Publisher: Sony Online Entertainment

Release Date: June 15, 2011

Available On: PS3

Akimi Village is a city-building game unlike any that I have seen before. It resembles more Animal Crossing than Sim City, but don’t let the cute graphics fool you. This is mostly about building lots of things and doing it in an efficient manner. This can be fun, but it quickly proves to be tiring.

You play as either a boy or a girl that wakes up on an island in the clouds. The game guides you through the tasks that you will need to do, such as collecting resources, building structures and managing your workers. In a real sense, this is much a game about supply-chain management as it is about city building.

Speaking of the workers, they are these tiny blue creatures known as the Akimi. These natives happen to live in a state of gloom, and oddly enough, putting them to work makes them happy. Essentially the Akimi are slave workers that do the majority of the work for you. You pick them up, assign them with a task (such as cutting lumber) and show them where to put the raw material.

Keep in mind that you do not have an infinite supply of Akimi. Instead, you have to find them by slowly clearing the world of gloom. There is a building tree for you to follow which gives you a linear list of buildings that are ready to be constructed. As you progress along the tree, you will earn these seeds that can be planted in fountains, removing the sadness from that area of the island.

The main thrust of the game is to build progressively more difficult structures that rely on each other. For instance, you will need early on a workshop, paper mill, lumber yard and so on. These are basic elements that a society needs, but eventually you will start to build more luxury locations and cultural destinations, such as bath houses and a theater.

Sometimes you run into real supply-chain issues. If you accidently select a character that you didn't want to (or purposefully re-assign a worker), this can interrupt the flow of everything. For instance, if you only have one worker chopping bamboo and you change him to mining stone, you now no longer have bamboo for paper, which means that the paper used to make scrolls is disrupted as well. You will need to trace down the culprit to the source (the bamboo worker) in order to fix it.

When you have finally cleansed the island of all of its sadness, there really is not a whole lot to do. The game only takes about 8 hours to beat. Once you are done, there’s no reason to play again since the island does not even randomly generate. There is also no difference between selecting the male and female character.

Akimi Village is an untraditional city builder. It takes the basic elements of construction and mixes it with Animal Crossing cuteness. For eight hours of entertainment, the $10 price is not terribly unreasonable, but it also has no replay value at all. However, if you want a good way to earn some easy Trophies, Akimi Village has plenty opportunities for that.

Graphics: 7

Sound: 5

Gameplay: 7.5

Creativity: 7.5

Replay Value/Game Length: 7

Final: 7 out of 10

Written by Kyle



Asphalt 3D

Developer: Gameloft

Publisher: Ubisoft

Release Date: March 27, 2011

Available On: 3DS

I was looking forward to playing some racing games on the 3DS. Blazing at top speeds with the environment coming to life with an enhanced sense of depth is what it should be all about. At least with the launch titles, that does not appear to be the case. It certainly is not with Asphalt 3D, a clumsy attempt that is better suited for the smartphone market.

The game has only three main modes: career, free race and multi-player. The career mode takes place over the course of fourteen different series. Each series contains four events and one bonus event that gets unlocked after completing all events. Some of these are straight-up races, others are takedown events, duels and so on.

All of this sounds fine and good until you start playing. You quickly find yourself retracing your way through the exact same courses in different game modes. In the first series alone you race twice in San Francisco, twice in Aspen and once in Athens (but don’t worry, they’ll make sure you race in Athens again in the next series). Repetition is the name of the game and it is excruciatingly boring.

Gameloft managed to attain some licensed vehicles for Asphalt 3D. The number of cars is relatively impressive for a handheld title at over 40. Use the points that you acquire in the races to tune-up your ride by buying new parts. Further customization is allowed cosmetically by applying decals and painting your vehicle.

These are things we have come to expect with racing games. Asphalt set out at the bare minimum for a product in the genre. Unfortunately, it shows quite vividly in the graphics department. I can quite confidently say that Nintendo DS games look about as good as this. The cities in this game would not even be convincing on the PS2. Asphalt 3D is plagued by slowdown. Seeing oncoming cars is difficult to near impossible. You’ll find yourself crashing unexpectedly, causing you to lose the race and restart.

As far as the 3D goes in the game, the graphics do jump out at you a little bit, especially the cars. However, none of what I see in the game screams to me as being worthy of extra attention and in fact, the 3D only highlights the jagged edges within the game. It certainly in no way enhances your sense of speed or immersion in the race.

Speaking of speed, Asphalt 3D has no sense of it at all. Whether the speedometer is saying you are going 70 or 150, you really cannot tell much of a difference. Worse yet, it feels like you are driving on ice when you turn. It is not that you lose complete control, but more that the wheels do not have a sense of being grounded.

I was hoping that Asphalt 3D would prove to be a launch success. The Nintendo 3DS hardware has a lot of potential with racing games. The developers at Gameloft missed a key opportunity to show off the system by making a shoddy product that is a true sham for consumers at $40. I would recommend that gamers pass up Asphalt 3D and wait until a more legitimate racing title reaches the market. Ubisoft, we expect more from you than this.

Graphics: 5

Sound: 6

Gameplay: 4

Creativity: 5

Replay Value/Game Length: 5

Final: 5 out of 10

Written by Kyle



Babel: The King of Blocks

Developer: StormBasic Games

Publisher: StormBasic Games

Release Date: June 15, 2011

Available On: PSP & PS3

Babel: The King of Blocks is an obvious budget title just by its appearance. In fact, this is something that you would almost expect from a flash game. Despite the lack of pizazz, Babel is a decent puzzle game set in Egypt that tasks you with balancing the pieces used to construct objects in the game.

There are three different game modes to choose from: Balance, Construction, and Tower. In Balance, you play by dropping pieces from a bridge onto a swiveling level. You have to try to distribute the weight evenly or else it will all fall off.

This sounds pretty simple, but the pieces that you deal with are irregularly shaped. Some of them are triangles, others are squares and they even throw in round objects for good measure (yes, they roll). The game lets you know what the upcoming pieces will be, so there is some strategy involved in placement.

The idea of the Construction mode is to build a structure that does not collapse under its own weight. I did not care for it as much as the Balance mode. Tower basically has you build as high as you can without having it fall completely over.

The graphics are the weakest part of Babel: The King of Blocks. Very simple characters and animations were attempted. The backgrounds are uninteresting as well. I found the sound to be annoying, too, so basically the whole presentation is bad.

Overall, Babel: King of Blocks is a decent budget puzzle game. As a PlayStation Mini, Babel is a competent game, yet graphically unimpressive. There is a multi-player component, although I do not recommend it. You either take turns in the Balance mode or end up sabotaging each other in the Tower mode. If you have PlayStation Plus, you can download this for free, otherwise, skip it.

Graphics: 5

Sound: 5

Gameplay: 7

Creativity: 7

Replay Value/Game Length: 7

Final: 6.2 out of 10

Written by Kyle



Battlefield 3

Developer: DICE

Publisher: Electronic Arts

Release Date: October 25, 2011

Available On: PC, PS3 & Xbox 360

Step aside Call of Duty - there's a new sheriff in town. Battlefield 3 launched to an enormous marketing campaign blitz blanket televisions and websites with $50 million worth of ads. On display was a game that looked extremely promising with its awe-inspiring graphics and fast-paced action. The good news is that the game lives up to expectations, perhaps even surpassing them.

While Battlefield has long been a PC gaming staple, console gamers have mostly focused on Call of Duty. EA wants to change that with Battlefield 3. The focus is clearly on multi-player, although a single-player campaign also exists. It seems more like a generic after-thought and is clearly a rip-off of Modern Warfare’s Middle Eastern levels, gunship missions and over-the-top action.

The multi-player is where most people will find themselves in Battlefield 3. Like almost all EA games these days it requires an online game pass, which basically means that if you buy the game used you will need to pay EA money just to get online. We haven’t hidden the fact on this site that online passes are an assault on people’s property rights (and it’s worth noting that Call of Duty still does not use them), so the value of the game takes a hit from that standpoint.

Even with that said, Battlefield 3 is a superior multi-player experience. It feels like the next logical evolution in online shooters while Call of Duty remains unchanged for the past five years. Minor annoyances in Call of Duty, such as the inability to customize your weapon load-out, are addressed in Battlefield 3. Much larger complaints, such as the ever-annoying problem of campers in Call of Duty, are made much more difficult in Battlefield 3 with an emphasis on teamwork and open levels rather than hard-to-find camping spots.

The maps are sprawling, graphically stunning, and highly destructible. You may think that you are safe inside of a building, but have your back to it for just a few seconds and a tank shell could bring the entire wall crumbling down. I am usually not a big fan of vehicular combat, especially in first-person shooters. Battlefield 3 does it in a way that is not only balanced, but actually makes sense. This game would be unplayable if vehicles were not included due to the size of the maps.

By far the most consistent annoyance in Battlefield 3 is the unpredictable nature of spawn points. You will often start a match either facing an enemy or having one within a few feet looking directly at you. This is especially a problem in the Team Deathmatch mode where the maps have been condensed. Other modes allow you to spawn on your squad mates wherever they are on the map, so if you spawn in the middle of a gun fight it is your fault and not the game’s.

Unlike Call of Duty, which does a poor job of encouraging teamwork, Battlefield 3 puts a heavy emphasis on it. Really it is imperative in certain game modes. Try taking out an enemy base by planting bombs without the assistance of your team. This innovative mode gives you two initial targets and a limit of only seventy-five lives. If you run out of lives, it’s game over. The team on defense simply has to prevent both targets from setting off. If both targets do go off, however, a new set of two targets become the focus of action. Ultimately it takes three different sets of two targets to win this mode, so on paper the defense has an advantage, but again, it takes a good amount of cooperation when you are being assaulted with everything from Humvees, tanks, fighter jets and helicopters.

Battlefield 3 is the game for you if you like online first-person shooting action. I would go so far as saying that it is the king of online multi-player. The number of options given to you will satisfy any gamer. Want to be a sniper? Sure thing. How about a mechanic that can repair vehicles? They have that too. If driving tanks is your thing or flying helicopters, Battlefield 3 will give you a hard-on. It plays like a refined version of last year’s moderately well-received Medal of Honor.

Finally a game has come along that can proudly claim to have surpassed Call of Duty in a number of areas. Fanboys from both camps will argue over the merits of that argument. I’ll certainly be the first to admit that it depends on your style of play. However, a few things are indisputable. Battlefield 3 looks like a crisp shooter with graphics that closely resemble real-life while Call of Duty is using an engine that is beginning to look dated. Battlefield 3’s multi-player puts a heavier emphasis on teamwork and its game modes punish camping. I still think that Call of Duty has a better control scheme and streamlined menu system, but it has changed so little that they have allowed the competition to out-innovate. If you have to choose between the two, Battlefield 3 is the more memorable online experience.

Graphics: 9.5

Sound: 9

Gameplay: 9

Creativity: 8

Replay Value/Game Length: 10

Final: 9.1 out of 10

Written by Kyle



Brink

Developer: Splash Damage

Publisher: Bethesda

Release Date: May 10, 2011

Available On: PC, PS3 & Xbox 360

I am a huge fan of Bethesda and all of their games. Naturally, when I first heard of Brink nearly a year ago I was intrigued. As additional information on the game was released, I became more and more interested in the new ideas that were being brought to the table. I have also heard a decent amount of feedback on the game's developer Splash Damage. Release day finally came. What happened to this promising title?

I'm very bothered by games where the single player campaign is the exact same as the multiplayer offering. Repetitive objective-based gameplay that is the same in each and every mission can lead to a very bored gamer. Unfortunately, this is the style that Brink brings to the table. While you can pick what side of the war of the Ark you want to fight on, you'll find that you are playing the same missions with slightly different environments and very monotonous objectives. Hack a door, escort (or take down) a hostage, run a briefcase to a goal without getting killed. All of the objectives are just very run of the mill and do not add much to the replay value.

On a positive note, the boring and painstakingly linear shoot ‘em up gameplay has a nice distraction in the way of complete customization of your character. Given the nature of Bethesda's standard fare, character customization is not in the least surprising, and in fact, is part of Brink's core gameplay. After playing through a decent sized chunk of the campaign, I was able to unlock enough stuff to get a really cool-looking character.

Also central to the mechanics of the game is the parkour style of movement when navigating the varied terrains. This has been done before in games like Mirror’s Edge and is honestly a great idea. However, a great idea is only as good as the execution. Taking advantage of the parkour engine feels more like a chore than a seamless integration into the chaotic gameplay.

There are three body types: Light, Medium and Heavy. Each body type has different abilities in terms of parkour and weapon use. One thing I have a problem understanding is why there isn't much of a difference between them when it comes to overall speed and ease of movement. Of course, Light characters have the most maneuverability and low health, whereas Heavy players are slower and have a massive amount of health and can carry bigger guns. This seems balanced, but when you have 3 Lights vs. 3 Heavy guys, well, you can imagine the brutal outcome.

Perhaps the biggest original draw for Brink was the super deep multiplayer that was promised. As with most of the other great advertised things in this game the multiplayer is a letdown. The "missions" you complete are little more than the single-player missions with other people, although honestly, it is better than the single-player because the AI in this game is absolutely horrendous. It's nice having an enemy chase you around a window rather than simply stare at you through it.

While it is slightly more fun to play with people, there is pretty much an insurmountable amount of lag when playing a public match. When the lag dies down, you will notice that people like to abuse the slide technique and kill you without thinking twice. Whether online or offline, however, it takes more than a clip of ammo to drop an enemy and that is infuriating.

The visuals are the most disappointing thing about Brink. At times, even when in full HD, I felt like I was looking at a 10 year old VHS movie. Think about watching a streaming movie on a very unstable Internet connection. Somehow when things get hectic the graphics quality just degrades dramatically and then slowly improves once the gun fight calms down. For a modern video game trying to make its own way in a competitive first person shooter environment, this is just not acceptable.

The way the game looks is nowhere near as annoying as the way it sounds. Multiple recycled audio bits during a match can really wear on your nerves. For instance, if I hear "five minutes left brothers!" one more time in that way too dramatized Scottish voice, I will probably shoot my speakers. Explosions and gunfire do not sound like they would in real life and do not really make you feel like you are in a crazy battle zone.

Brink is one of the most disappointing games that I have played in a while. I was looking forward to this game and it let me down so much that I was literally shaking my head at times. I will admit that once I started unlocking more weapons and abilities I began to actually have fun with the subpar gameplay, even though that feeling was fleeting. I like to get the full experience before I write my game reviews, and I feel like I got that within the first hour of gameplay. Some people do seem to like the game, so I would borrow it from a friend or rent the game to see what you think, but I will warn you that the replay value will not be high unless you love everything about this game. I like to tell people that Bethesda has never released a bad game, but I think with Brink, I'm not able to truthfully say that anymore.

Graphics: 7

Sound: 6.5

Gameplay: 7

Creativity: 7.5

Replay Value/Game Length: 5

Final: 6.3 out of 10

Written by Evan



Call of Duty: Modern Warfare 3

Developer: Sledgehammer Games

Publisher: Activision

Release Date: November 8, 2011

Available On: PC, PS3 & Xbox 360

Call of Duty: Modern Warfare 3 quickly became the biggest entertainment launch in history, yet it still has the measly problem of being the same game that Activision has released for the past five years. A few changes to multi-player including new maps, co-op special ops missions with friends and the best single-player campaign experience that you will find in the shooter genre define Modern Warfare 3. Just don't expect anything groundbreaking.

We’ll start off with the single-player campaign which remains Call of Duty’s biggest strength over the competition. While the experience amounts to nothing less than an over-the-top action movie, it proves to be an enjoyable diversion from the multi-player offerings with spectacular production value that is second only to Hollywood blockbusters. The story is a muddled mess, but who cares when you get to see Wall Street under siege, the Eiffel Tower toppling over, and airplanes ripped in half?

The content is compelling in its own right for the single fact that you are defending American and European territory as if it were a modern-day World War III. The developers do a fantastic job of making Modern Warfare 3 a visceral experience. Forget the fact that America has a larger military budget than nearly every country on the planet and that Russia is a shadow of its former self. As unrealistic as the story may be, Call of Duty makes you believe that we are under siege.

Of course the single-player is largely overshadowed by the online multi-player, which is the part of the game where most people are looking to play. Unlike the competition in Battlefield 3, Activision has opted against forcing gamers to enter online game codes to play online. Essentially it is a money grab by EA and other companies to shut down used game sales and rentals, even though every other industry on the planet accept used sales as a way of life. We give a tip of the hat to Activision for not following EA’s model of screwing over their customers.

With that being said, Activision has done little to make Modern Warfare 3 stand out from the past games. Aside from new maps and an altered perk/killstreak system, the engine remains unchanged. The maps are largely constructed in a way to encourage camping with plenty of opportunities for cubby holes, ledges and other areas to hide away. Killstreaks further encourage camping by rewarding players for getting consecutive kills.

They have balanced this a bit with a new game mode called Kill Confirmed that forces you to pick up dog tags from dead enemies in order for the kill to count towards your score. Teammates can also pick up the dog tags so if you end up killed before you get a chance to pick it up, or if you play as a sniper, you still have the opportunity to contribute to the score. However, if the person that was killed or a member of their team picks up the dog tag before you do, the points from the kill do not count. This is by far the best addition to the Call of Duty franchise in Modern Warfare 3.

Other changes include leveling up your weapons individually. While you still need to level up your account in order to unlock new weapons, the weapons have their own perks that can be unlocked by leveling them up. Killstreaks have been changed into three different classes that focus on varying play styles. If you find yourself getting killed a lot then the Support class would work best for you since your kills carry over between each death. The rewards for Support are more defensive in nature, but at least players using this can contribute to the effort instead of proving to be an albatross with each death.

Call of Duty: Modern Warfare 3 is not a perfect game and it is hardly a must-have, but the developers have delivered a solid single-player campaign with fun co-op missions, as well as the tried and true online multi-player that we have come to expect. Sooner or later fans are going to get tired of these incremental games that on the PC would amount to an expansion pack. Still, there is no doubt that Call of Duty: Modern Warfare 3 has one of the best single-player experiences around, albeit a short one. The multi-player is where the franchise is showing its age with campers galore, little attempt at innovation and graphics that are dated. Hardcore Call of Duty fans will eat it up even if it is the same basic game foundation repackaged as a $60 product.

Graphics: 7.5

Sound: 9

Gameplay: 9

Creativity: 7

Replay Value/Game Length: 10

Final: 8.6 out of 10

Written by Kyle



Call of Juarez: The Cartel

Developer: Techland

Publisher: Ubisoft

Release Date: July 19, 2011

Available On: PC, PS3 & Xbox 360

Some games just do not warrant a sequel. You would think that after the first two mediocre entries that they might call it quits. Instead they took a moderately underused premise in video games – a FPS based in the Civil War era – and abandoned it for the tired route of drug cartels. What you get is a wildly uneven experience with a surprisingly shallow story, excessive f-bombs and graphics that make some Wii games look good.

The game includes three different characters, including the descendant of the past game’s main protagonist. Each character is a law enforcement officer from different agencies tasked with the same case. You take on the Mexican drug cartels in California after they blow up a federal office in Los Angeles. The problem for your group is that there are internal divisions within the various bureaucracies and disagreement over how to respond.

The story is unfortunately hindered by ridiculously bad voice-acting and dialogue. There is a lot of profanity used, which I guess the developers thought would be attractive towards their target audience, but it is used with such frequency that it actually gets annoying. They repeat a lot of the same lines, there are awkward pauses during cut-scenes, and they use stereotypical accents. The game’s Latino agent sounds like a gringo that is trying to impersonate a Mexican. It’s embarrassing to listen to.

Oddly enough the game uses subtitles by default. They did not do a very good job editing the dialogue. I noticed a few blatant elementary-level errors, such as “there” instead of “their” and “your” instead of “you’re”. I might expect this from a Japanese import, but there is no reason that this should happen with a game developed in the U.S. This is a professional retail release, not a Facebook status.

The gameplay is not much better. The shooting is passable, but frankly average just does not cut it in a market that is saturated with good first-person shooters. Why settle when you can have great? My main beef is that the action feels like the same from one level to the next. You have to unlock new weapons at certain stages in the game, so you cannot even enjoy a wide variety of guns until late in the game. I also had a problem with not being able to exit the weapon selection box at the start of each level.

The racing missions are absolutely atrocious. Why they added this, I have no idea. It is an unnecessary component that was tagged on to give the impression that things are getting mixed up when it is really just a painful diversion. I realize that they were going for a sense of being an action movie, but all it turned into was following a white dot that told you where to go from point A to point B.

The main complaint that I have with Call of Juarez: The Cartel is that the product was rushed. The game is glitchy, the graphics are dated, the voice-acting is pathetic, and the story is laughable. If it weren’t for these numerous complaints, it might be worth a rental. As it is, Call of Juarez: The Cartel is just another sub-par first-person shooter that everyone will forget about in six months. Save yourself the trouble by forgetting it today.

Graphics: 4

Sound: 4

Gameplay: 5

Creativity: 5

Replay Value/Game Length: 5

Final: 4.6 out of 10

Written by Kyle



Catherine

Developer: Atlus

Publisher: Atlus

Release Date: July 26, 2011

Available On: PS3 & Xbox 360

Catherine is a difficult game to classify by any standard. The trailers led me to believe that it would be an anime-style murder mystery with gameplay similar to Heavy Rain. It turns out that the core game mechanic is pretty far from detective work, although it does have dialogue options that change the outcome of the story. Get ready to dive into the deep inner thoughts and nightmares of Vincent Brooks.

Vincent is a 30-something year old male between jobs and unsure of his future. He has girlfriend problems, spends most of his nights at a local bar with friends getting hammered, and suddenly finds himself having strange dreams. Before he knows it, Vincent is cheating on his girlfriend with a beautiful young girl that he met at the bar. Reports surface daily about young males dying in their sleep. All of them were cheaters like Vincent. He begins to wonder if he is next.

The world that Vincent finds himself in at night is a tower filled with blocks. The only thing keeping him alive in these nightmares is climbing. Once you reach the peak of each section of tower, you meet up in an atrium area with other people that are also dreaming (many of them are from the bar), but each appear to you as sheep. They reveal to you their deepest secrets, many of them quite dark and disturbing, as well as strategies for survival.

Most of the game is puzzle-solving. The tower is made up of a variety of blocks in a grid-like pattern rising into the sky. You can only climb when a block is on the same level as you (it is not possible to jump, so any gaps will make it inaccessible). You will have to move blocks in order to climb the tower, maneuvering them in a way that creates a path for you to progress. Blocks come in many varieties. Aside from the average block, there are also immovable, ice, bomb and monster blocks.

Your main tool, if you want to call it that, is the ability to pull and push blocks. The simplest way to climb is to pull out a block from wall and simply use that as ledge to reach the next level of blocks. There are a number of strategies, though, that you will learn by watching videos scattered throughout the game when you talk to the sheep. These include a pyramid formation, a shimmy ability along ledges, creating bridges and so forth.

The puzzles are often broken up into three or four different stages a night. Between these stages is the previously-mentioned atrium with the sheep. This is where you will also encounter a man in a confessional booth that asks you questions between levels. It’s interesting to see other people’s responses to the questions that the game asks. Responses are shown in a pie graph, allowing you to compare yourself to the world at large.

Once you are done with the stage, including a boss for each. You will wake up each morning, usually with a movie sequence, and then end up at the bar the next evening. This is where you meet with your friends, talk to characters in the bar to gain background on the story, drink alcohol (it actually helps you move faster in the puzzle stages), and play an arcade game named Rapunzel, which is basically the same as the puzzle stages, except it has old-school graphics and a limited number of block moves.

Catherine took me about twelve hours to beat, although it depends on which difficulty setting you choose. I expect that a lot of people will want to play a second or third time just to see the different endings and earn a higher rank on each level. Getting gold for each puzzle is quite a feat. There is also a multi-player element, but that is more of an extra than anything. The main game is an interesting experience to say the least. If you enjoy puzzle games, anime, or Japanese game imports, Catherine will likely be a satisfying experience.

Graphics: 9

Sound: 8.5

Gameplay: 8.5

Creativity: 10

Replay Value/Game Length: 8.5

Final: 8.8 out of 10

Written by Kyle



Captain America: Super Soldier

Developer: Next Level Games

Publisher: Sega

Release Date: July 19, 2011

Available On: PS3 & Xbox 360

As great as the trailers looked, Captain America: The First Avenger proved to be a decidedly disappointing movie. One of the weaker points of most action movies, the story, was actually its strength. There just was not enough action to keep things interesting. The same can be said of the video game: too much talk and not enough action.

The main problem that I had playing Captain America: Super Soldier is that it is a linear event that feels totally devoid of life, excitement, and suspense. Once you take out the handful of baddies in an area, the place is desolate. You then have to look around for what platform to jump on or swing to.

A big part of this game is collecting useless items. If you are a collector of Nazi schematics, Prussian helmets, and dossiers, you are sure to love this game. While this could possibly be forgiven if it were optional, you have to collect these items in order to upgrade your abilities. One room of the game had a stunning five dossiers inside of it for you to collect. It’s a time-consuming and completely boring pain in the ass.

One thing that you would expect to be good in a Captain America video game, the combat, is at best a generic brawler-inspired romp. Captain America’s shield is overpowered, deflecting attacks and easily taking out multiple enemies. You can also punch, roll and grab enemies. All of these will contribute to a power-up ability that is essentially a slowed down instant kill for normal enemies.

Fans looking to recreate scenes from the movie will be disappointed. You don’t get to see the making of Captain America as you did in the movie and even the movie’s villain, the Red Skull, is absent from a boss fight in the video game. The bosses that you do encounter add little to the game.

If you found the Captain America movie to be disappointing, you will find the video game to be even worse. The game is only loosely based on the movie and the primary villain you do not even get to fight. The combat is about as good as your average brawler and the platformer sequences have nothing to them that is remotely challenging. Sorry Captain America, but you should just go back into retirement.

Graphics: 6

Sound: 5

Gameplay: 5

Creativity: 5

Replay Value/Game Length: 6

Final: 5.2 out of 10

Written by Kyle



Cars 2

Developer: Avalanche Software

Publisher: Disney Interactive

Release Date: June 21, 2011

Available On: PC, PS3, Wii & Xbox 360

The Cars movie franchise was a surprise hit when it was released in 2006. A Walt Disney and Pixar venture, the film was about a hot-shot race car named Lightning McQueen who ended up in the run-down town of Radiator Springs, accidentally tearing up their main road and being forced to fix it before he can make it to a race in California. The original game unsuccessfully attempted to use the movie’s material in an open-world experience. This latest title, Cars 2, features scenes from the movie in a more streamlined game.

You start off Cars 2 with a C.H.R.O.M.E. training facility, the spy agency from the new movie, giving you pointers about how to use the controls and various moves. It’s quickly obvious that Cars 2 will be a Mario Kart clone substituting Mario, Luigi, Peach and Bowser for Lightning McQueen, Mater and Finn McMissile. Not that this is a bad thing, especially if you like kart racing games. Power-ups are a big part of the game as well with oil slicks, machine guns and rocket launchers, among others.

The game modes vary from traditional races to arenas of destruction where you try to build points by taking out small “lemon” cars. I found the single-player experience to be a pretty boring and lonely experience. There just is not enough excitement to keep anyone but a kid amused for extended periods of time. Thankfully, there is a multi-player element where you can drop-in and out for up to four players on one system. There unfortunately is no online multi-player to complement the experience.

One of the more unique parts of Cars 2 is the way that you build up your boost ability. Most games have you drift, slipstream, etc. to build up your boost. Cars 2 lets you do that too, but it rewards you for special moves such as driving in reverse, flipping on your side and driving on two wheels, performing tricks in the air, and sidestepping to avoid obstacles. At the very least, these are worth some Achievements/Trophies for those interested.

Fans of the Cars universe are sure to find the Cars 2 video game to be a worthwhile investment. This makes for a great game for kids of all ages and potentially as a bridge between father and son. A ton of the characters from the movie, over twenty in all, make appearances in the game. This will undoubtedly please kids looking to play as their favorite characters. The Mario Kart inspired gameplay is a big improvement from the original Cars video game. Overall, this is a must-have for kids and adults may even get a kick out of it too.

Graphics: 7

Sound: 8

Gameplay: 8

Creativity: 7

Replay Value/Game Length: 8

Final: 7.6 out of 10

Written by Kyle



Conduit 2

Developer: High Voltage

Publisher: Sega

Release Date: April 19, 2011

Available On: Wii

Developer High Voltage Software and Sega give it another go at the first person shooter genre on the Wii with Conduit 2. In 2009, they released The Conduit, a game that many considered to be the best place for online multiplayer on Nintendo’s current home console. Despite criticisms of the single player mode, The Conduit was praised for its excellent multiplayer offerings and for High Voltage’s commitment to the platform. Has High Voltage improved upon their 2009 offering with Conduit 2?

The story of Conduit 2 is fairly simple. It picks up immediately where the last ended. Those new to the series will be left without a clue, though that will not prevent you from making sense of the campaign. The story is kind of a wacky affair overall. The first Conduit game’s story was about an alien invasion of Washington D.C. involving an alien disguised as John Adams, alien conspiracies throughout history, and portals known as conduits. In Conduit 2, you are tasked with trailing John Adams through a few locations around the world.

Conduit 2 is a mixed bag when it comes to graphics. The character models for Michael Ford and Andromeda are fairly detailed and even cool-looking. A few areas look almost like current gen graphics in standard definition, while other levels look like early last generation graphics. Overall, Conduit 2 is a very generic-looking game. The voice acting is a bit like a Saturday morning cartoon. Michael Ford is no stranger to cheesy one-liners. Everything else sounds alright though nothing really stands out. The limited edition of Conduit 2 comes with a 44-page art book but, sadly, the game does no justice to the quality of the artwork found within.

Conduit 2 supports two control schemes. The first is the standard Wii remote/nunchuk controls with Motion+ support and the second is the Wii Classic controller scheme. While you can play Conduit 2 without Motion+, I would not recommend it. The standard remote/nunchuk scheme without Motion+ is a jittery motion sickness-inducing mess. I found the classic controller scheme to be the most familiar way to play a FPS, with all the caveats, but alas the classic controller lacks the rumble feedback and feels far too lightweight. Playing with the Motion+ is probably the best way to play Conduit 2 as you get the more natural Wii controls with the precision and stability of the Motion+.

Conduit 2 is by no means a challenge. The AI is fairly predictable and sometimes downright oblivious to your presence. The single player campaign maxes out at 8 hours if you take it more seriously but it’s more of a 6 hour deal. Online multiplayer is really where all the meat in this game is. Conduit 2 features an online multiplayer component where you can dive right in a play a matched game or make your own. Playing a matched game is fairly easy and streamlined. Conduit 2 gets you online with practically no fuss.

In Matchmaking, you select from the following playlists: 8 player “Hardcore Team Games”, 8 player “Free for all Grab Bag”, 12 player “Big Team Grab Bag”, 6 player pure deathmatch “Hardcore Free for All”. You have three multiplayer modes, ten maps, five rule sets, and a variety of fine tuning options to mix and match to your heart’s content when creating your own game. The game servers seem to be fairly populated for the moment and can be an enjoyable experience for multiplayer fans. You can add your buddies to a Friends list using the not so handy friend code. Conduit 2’s multiplayer offers nothing new or original but at least it is a solid multiplayer offering.

I do not mean to be overly critical of High Voltage since the Wii seems to be reaching the status of abandoned hardware. They tried some neat things on the Wii and Conduit 2 is probably the best place for FPS online multiplayer this spring on the console. Alas, the game’s campaign is short and underwhelming and the graphics are generic. Multiplayer can be fun but it brings nothing new to the table. You might want to get in on it before everyone moves on to something else. If you’re interested in playing Conduit 2, I highly suggest that you rent before you buy.

Graphics: 7

Sound: 7

Gameplay: 7

Creativity: 7

Replay Value/Game Length: 7

Final: 7 out of 10

Written by Angel



Cubic Ninja

Developer: AQ Interactive

Publisher: Ubisoft

Release Date: June 14, 2011

Available On: 3DS

The best way to use a new technology is to go all-in. At least that must be the motto behind Cubic Ninja as this title features nothing but the Nintendo 3DS' gyroscope. That is to say that it does not have any buttons at all. Yep, none at all. This is basically a Wii platformer on the 3DS.

You play as CC, a cube-shaped ninja (as the title suggests) out to save a princess. In order to do this you will tilt your way through the world getting from the start of a level to an end-point. There's nothing terribly innovative about any of this, except for the input device.

I have never been opposed to using motion controls for creative uses. The problem comes up when the controls themselves become an impediment to gameplay. This is readily apparent when you attempt to play around with the three-dimensional world that CC lives in. Having the character move towards you means tilting the system towards you, obscuring your vision in the process.

While the gameplay mechanics can detract from the experience, the platforming is actually quite solid. You get a nice variety of obstacles, hazards, and even occasional boss battles. The game will take you only a few hours to beat, unfortunately. Throw in a level creator and time attack mode; that’s about it. It is also worth noting that due to the movement necessary to play, Cubic Ninja does not support 3D.

Cubic Ninja is a fresh concept that you would be more likely to find on an iPhone these days than a 3DS. It is a fun and imaginative game that would probably be better suited for a $20 budget release than the full $40 that Ubisoft is asking for it. When the red clearance tag gets put on it, give Cubic Ninja a second look.

Graphics: 7

Sound: 5

Gameplay: 7.5

Creativity: 8.5

Replay Value/Game Length: 6

Final: 6.8 out of 10

Written by Kyle



Daytona USA

Developer: Sega

Publisher: Sega

Release Date: October 25, 2011

Available On: PS3 & Xbox 360

2011 has been a big year for Sega remakes. As if Sega Rally, Radiant Silvergun, Guardian Heroes and the soon-to-be-released Sonic CD are not enough, Sega has recently resurrected its most iconic arcade racing title, Daytona USA. With a presence in nearly every arcade during the mid-90s, Daytona USA has seen a few console ports over the years, each containing more tracks, cars and graphical enhancements than the last.

Daytona USA, recently re-released on XBLA and PSN, scraps all of those additions and instead, it ops to be relentlessly faithful to the original arcade hit. It contains just the original three courses (arguably the only ones that ever mattered); you have a choice between two versions (manual or automatic transmission) of the same “Hornet” car; and finally, its pop-rock soundtrack is as outrageously cheesy as you remember it. While these things may discern those who demand a lot of customization in games, they ultimately help Daytona USA mimic the original arcade experience as closely as any console port of an arcade title ever has.

That is not to say the new iteration is so arcade-faithful that it lacks content, either. While its vehicle and track varieties have been scaled back, Daytona USA features several play modes. Apart from the standard Arcade, Time Trial and basic online multiplayer offerings, new ones include the endurance-race Survival mode (complete with tire wear and pit stops) and Challenge mode, which contains a series of brief challenges like ‘knock over x number of cones’ or ‘make a sharp turn without dropping below x speed. While neither of these new modes will captivate beyond a few attempts, they are fun diversions and help provide a decent amount of value, along with the more conventional modes.

Any changes Daytona USA makes to the original’s gameplay are slight. AI drivers seem a bit more aggressive than before as they frequently swerve to block your progress. Otherwise, Daytona USA plays just as it did a decade-and-a-half ago. You race amongst a grid of up to 40 cars (in the classic “Easy” oval course) and are constantly battling against the timer to reach the next checkpoint – at least until you master the “Advanced” and “Expert” courses. At that point, players may wish there were more courses to tackle but what’s there is still a lot of fun.

Unfortunately, Daytona USA’s unique handling will undoubtedly turn off some gamers. Players used to jamming the control stick left or right, with the vehicle smoothly matching the inputted angle, may get a bit frustrated here. As an authentic port of a wheel-based arcade racing title, using a traditional controller to drive the Hornet car requires a good deal of finesse. Slightly pulling the analog stick goes a long way toward keeping the most grip through turns while full tugs are most useful for entering and exiting drifts. Most players should adjust to these nuances with practice but handling lends a potentially unwelcome learning curve even if it is, technically, arcade-perfect. Players who have invested in a racing wheel peripheral will be greatly rewarded, however.

Daytona USA goes to great lengths to preserve the original arcade experience and nowhere is that more evident than with its visuals and audio. Daytona USA boldly sheds any glossy car effects, improved environmental details or any other visual enhancements notably made by 2001’s Dreamcast remake. Instead, it defiantly reverts to the simpler textures and polygons of the arcade original. Trees once again look like they were cut from cardboard while canyon rock walls appear as jagged as they did during the 32-bit era. Pop-up is still present, albeit reduced, as if to tell players, “This game is uncompromisingly old-school and you are going to like it.”

Meanwhile, Daytona’s visuals have been modernized just enough to stay relevant with the technology that powers them. They’ve been formatted for widescreen displays and given a big boost in high-definition sharpness. Most importantly, the game moves at a brisk 60 frames per second, which is essential to recreating the arcade experience. Equally essential to this end is the selection of infamously cheesy background tunes that accompany the gameplay. Modern gamers will scoff as they immediately reach for the mute buttons and their iPods while nostalgic players will let the soundtrack blare out of sheer, unadulterated necessity.

Overall, Daytona USA is a rare and shining example of how to update a classic title without compromising anything that fans loved about it in the first place. While technically its simplistic visuals, obnoxious soundtrack and limited vehicle and course selection may alienate modern audiences, the truth is that this game is not meant for them. Old-school purists, on the other hand, will be rewarded with a faithful recreation of one of the most beloved arcade racers ever.

Graphics: 6.5

Sound: 5

Gameplay: 8

Creativity: 9

Replay Value/Game Length: 7

Final: 7.6 out of 10

Written by Brian Vines



Dead or Alive Dimensions

Developer: Team Ninja

Publisher: Tecmo Koei

Release Date: May 24, 2011

Available On: 3DS

It has been fifteen years since Dead or Alive made its debut in arcades. While it has since become a favorite of console gamers, the franchise has never appeared on a Nintendo system before. That changes with Dead or Alive Dimensions, an original fighting title designed specifically for the Nintendo 3DS. Fighting fans are sure to be more than pleased.

The minute that you start playing Dead or Alive Dimensions you notice how beautiful it looks for a portable title. Certainly graphics have always been a big draw of the Dead or Alive franchise, but I really was not expecting to see such a stunning title this early in the 3DS’s life cycle. Characters are well-detailed, although there are moments when you notice jagged edges.

The 3D is the most striking of any game on the system to date. The levels (and even the menus) pop right out at you. The game looks just as good in 2D, although this is one of the few games on the system where I can say the 3D has the advantage. The 3D is brighter and seems more vibrant. As usual, cleavage is readily apparent on the female characters, even more so in 3D.

I was surprised to see that Team Ninja went all-out in terms of game modes. I was expecting more along the lines of an arcade experience, but they actually have a ton of content on here for a fighting game. You get a story in Chronicle Mode that spans the entirety of the franchise. This is a great mode to learn some new moves, since it basically acts as a tutorial for fighting techniques.

Other modes include Arcade (where you fight a consecutive number of people), Survival (challenge a set number of fighters and see if you can last), Tag Challenge (team up with the AI to take on powerful opponents), Free Play (you choose the fighters and the level), Training, Local Play (multi-player in the same room with two 3DS systems), and Internet Play. Each of these modes brings something different to the table. You can hone your skills in Training or fight with a friend online.

The fights themselves last less than a minute each. This is exactly the type of game intended for handheld play. You want something fast-paced and over in short bursts of time. Dead or Alive Dimensions does a great job keeping you engaged and interested. You will also need to play a variety of game modes in order to unlock all of the characters in the game. Overall, there are more than twenty Dead or Alive characters that you can unlock.

As someone that does not go out of my way to play a fighting game, I walked away impressed with Dead or Alive Dimensions. The gameplay is not nearly as intimidating for newcomers as some other fighting games. Better yet, you can learn the ropes by playing through the story mode and following the in-game directions for moves. The graphics in Dead or Alive Dimensions are quite amazing for an early release title. Finally, the fact that it packs so many game modes makes it well worth the price.

Graphics: 9

Sound: 8

Gameplay: 9

Creativity: 8

Replay Value/Game Length: 8.5

Final: 8.7 out of 10

Written by Kyle



Deus Ex: Human Revolution

Developer: Eidos Montreal

Publisher: Square Enix

Release Date: August 23, 2011

Available On: PC, PS3 & Xbox 360

Imagine a future where democratic government is basically non-existent. The formalities are still there, but corporations run the show. While that is not far from where the United States currently finds itself, it is a world that defines Deus Ex: Human Revolution. Combining elements from stealth games and RPGs, Deus Ex transcends what most games are capable of by telling a story that actually makes you think about the direction of humanity.

You play as Adam Jensen, the security chief that looks a lot like Neo from The Matrix. He works for Sarif Industries, a human augmentation corporation that comes under attack and leaves Adam nearly dead. Adam becomes one of Sarif’s many guinea pigs by undergoing augmentations that he never consented to which ultimate save his life and enhance his human abilities, but have distinct security vulnerabilities.

The majority of the game has you tasked with a specific objective with lesser optional side-missions available as well. Furthermore, there is a decent amount of exploration that you can do not only within the levels where you complete missions but also in the surrounding cities (Detroit and Shanghai). All told you will visit five different parts of the globe, but three of them are limited in scope. Most of these places have a boss fight with three main bosses, plus a final boss. The boss fights can damn hard, especially if you are equipped to take the missions the stealthy route, but oddly enough they got easier after the first one.

A solid number of weapons are at your disposal, including a pistol, shotgun, machine pistol, sniper rifle, heavy gun and rocket launcher. A stealthier route will include the taser and a shockwave type gun that blasts a large area of enemies. If you beat the game without killing someone, you will be awarded with a Gold trophy, at least in theory. I did this and the game gipped me of my trophy. Killing bosses does not count against you, but apparently it is possible to kill enemies by shooting someone in the face with a taser.

Melee stealth attacks are done with the circle button when near an enemy. You can either punch them by tapping circle or stab them by holding circle. This brings up a little action sequence and a guaranteed knock-out or kill. Melee attacks use energy (denoted as a battery pack on the screen) which has to be slowly restored. You can upgrade to have more energy bars using Praxis points, but only one of the bars will ever regenerate. The others have to be recharged using the CyberBoost ProEnergy Bar.

Speaking of Praxis, you can upgrade your augmentations to do all kinds of things once you attain Praxis. If you are going a stealthier route, you may want the upgrade that allows you to disable turrets and robots or perhaps the cloaking ability. If you plan on killing your enemies, maxed out armor is a good idea. Most of the important augmentations can be upgraded multiple times to give you even better results, such as more time with your cloak ability or further damage reduction with armor.

You have a limited inventory menu similar to Resident Evil. Just like those games you can pick up, use, examine and discard items, as well as purchase additional inventory space. Thankfully you can pick up weapons that enemies drop, so even if you need to get rid of a shotgun or assault rifle temporarily, you can always reclaim it or simply collect one from a downed enemy. Even if you go the stealth route it’s smart to keep some guns for the boss fights.

A big part of the game is hacking. Basically it is a web of different computer nodes that you have to capture. You can fortify your home base to give you more time to defend while you assault their network. Two tools given to help alleviate more difficult hacks are the “Stop! Virus” and the “Nuke Virus”. Stop automatically stops the timer while nuke takes over a node without using any time.


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