
Game Freaks 365’s Video Game Guide 2011
By Kyle W. Bell
Smashwords Edition 2, February 2011
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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
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Table of Contents
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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 2011 for PS3, Xbox 360, Wii, PC and Nintendo DS.
Game Freaks 365 (http://gamefreaks365.com) is a video game news and review website that has been around since April 2003. We have covered every major console and handheld since, including the GameCube, PS2, Xbox, GBA, N-Gage, Zodiac, Nintendo DS, PSP, Xbox 360, Wii and PS3.
Over 65 reviews from some of the finest games of the past year are found in Game Freaks 365's Video Game Guide 2011, including popular titles like BioShock 2, Call of Duty: Black Ops, Donkey Kong Country Returns, God of War 3, Halo: Reach, Heavy Rain, Mafia II, Medal of Honor, Need for Speed Hot Pursuit, New Super Mario Bros. Wii, Red Dead Redemption, Resident Evil 5, Rock Band 3, Sonic the Hedgehog 4, Super Mario Galaxy 2, Split/Second, and UFC Undisputed 2010.
So what are you waiting for? Get reading!
Publisher: Electronic Arts
Release Date: January 12, 2010
Available On: PS3 & Xbox 360
Following up on 2008's Army of Two, EA Montreal set out to up the ante. Released in the dead of winter, Army of Two: The 40th Day improves the core single player gameplay of the first game, while ratcheting up the multi-player to compete with the likes of Gears of War 2. Still, co-operative action is the name of the game. It's called Army of Two, after all. Unless you have a friend to play with at home in split-screen or online, I'll be upfront with you right now and say that this isn't worth your time.
That being said, Army of Two: The 40th Day is a significant improvement upon its predecessor. The A.I. is vastly improved and some of the glitches that I saw in the first game don't seem to be a problem anymore. There was one weird glitch that I ran into where after a cutscene, my friend who was on the same side of a wall as me all of a sudden was stuck on the other side of a locked door and could not get through. Aside from that, I really did not experience many problems.
This is a game of teamwork where the actions of your comrade can determine whether you live or die. Certainly this is a mixed blessing, depending on who you are playing with. Fortunately for you, if you have a gun crazy ally, the game will pull aggro on them and the enemies will start to target at the guy doing all of the firing. This plays strategically into your hands if say you want to pull out a sniper rifle and pick off a few of them. Other strategic moves you can make include taking an enemy hostage.
As far as the weapons go in Army of Two: The 40th Day, you have a pretty sizable number of variations to choose from. I was rather fond of the shotgun, although the P90 and sniper rifle come in handy as well. There are numerous customization options for you to choose, ranging from new scopes to larger clips. You can even change the color of your weapons with various skins, add silencers and stabbing devices like screwdrivers/bayonets.
The single-player is not all that satisfying if you play by yourself. This is probably the biggest flaw with the game, although it is rather clear that it is intended to be played with two people. There aren't very many games that can demonstrate human-like reaction in their allied A.I. One of the biggest problems comes from the fact that you can't coordinate simply by saying “pull aggro while I find myself a good sniper's nest.” Having PSN and Xbox Live for online co-op is a great advantage.
In closing, Army of Two: The 40th Day is a solid sequel to a franchise that has a lot of potential. The gameplay mechanics feel a lot like Gears of War, except I would argue that it is more fun to play co-op in Army of Two. You feel like a team working together to achieve the same objective. The story is a bit out there, a terrorist group essentially levels Shanghai with explosives in buildings across the city, but the gameplay shines where it should. Definitely check this out if you have a fix for some co-op action.
Graphics: 8.5
Sound: 8
Gameplay: 8.5
Creativity: 8
Replay Value/Game Length: 8
Final: 8.2 out of 10
Written by Kyle
Assassin's Creed II
Developer: Ubisoft Montreal
Publisher: Ubisoft
Release Date: November 17, 2009
Available On: PC, PS3 & Xbox 360
In Assassin's Creed 2, you continue playing the role of Desmond Miles immediately following the events of the first game. Once again you return to the animus to unravel the memories and secrets stored in Edmond's genes. In the animus, now version 2.0, you play the role of Ezio Auditore da Firenze, Desmond's Italian ancestor in the 15th century. Ubisoft Montreal invites you to re-enter the animus and unravel the mystery of the first game.
The story in Assassin's Creed 2 is more personal and brings the story's two protagonists closer to each other. Ezio's motives throughout the game are fueled by revenge after the murder of his family. In the animus you explore a few cities in the Italian peninsula during the Renaissance, including Florence and Venice. Assassin's Creed 2’s story goes back and forth between Ezio and Desmond in a more involved way than the previous Assassin's Creed. At one point, Ezio's world and Desmond's world intersect in an alarming way, like a rift between realities. This adds an element of terror to the game, perhaps also acting as foreshadowing, that creates a more organic story and reduces the jarring contrast of going in and out of the animus.
Your experience in the animus feels more like a digital simulation in this second excursion. The game often employs effects showing the environments in the animus as being constructed out of digital pieces, creating a more dramatic separation between Ezio's world inside the animus and Desmond's world. The game also features a complete day and night cycle. The areas in Assassin's Creed 2 are teeming with life. A variety of NPCs walk about in the cities with some spaces even feeling crowded. Assassin's Creed 2 looks amazing. There is less visible screen-tearing than the previous Assassin’s Creed game on the PS3 but it is still there. The Xbox 360 version of Assassin’s Creed 2 is known to perform better. Though the cityscapes don't have the same dramatic impact as those in the first Assassin’s Creed, the reproduction of the Italian renaissance architecture is impressive.
There are neither children nor elderly in Assassin's Creed 2 but there are fatsoes. I never really felt like I was in a real living city because most of the crowds of NPCs seem purposeless. The smaller locations and countryside showed the Italian culture better than the big cities though I never saw any wineries or vineyards. I do think I saw some small olive trees in the Toscana map (Tuscany) but those kinds of cultural nuances seemed generally washed over. It wasn’t until later in the game, during the “carnevale”, that Italian renaissance culture really shined through. Assassin's Creed 2 does not have cultural presence as strong as the first game unless you play it in Italian.
Assassin's Creed 2 sounds great, though the English dialogue with Italian accents got on my nerves really fast. Instead, I played Assassin’s Creed 2 with Italian dialogue and English subtitles. That created a vastly more believable and natural experience. Sometimes the quality of the dialog recordings comes off as flat and not quite in stereo, like watching a dubbed movie. Other times, everything sounds top notch. Some parts of the soundtrack are culturally significant and greatly improve the atmosphere of the game while other parts are less inspired. The soundtrack is never over the top. The crowds and environments all sound very natural and create a fantastic ambiance.
The overall gameplay in Assassin's Creed 2 has not deviated much from the original. There is a greater variety of missions, addressing the repetitiveness of the first game. There is a chase sequence and a flying sequence that breaks some of the monotony and they are spaced well apart. Variety is also added by introducing a family villa which you can renovate and derive income from. There are puzzle elements and an expanded use of Eagle Vision. You have a greater selection of weapons, more kinds of enemies, secret locales to explore, and the NPCs have greater utility as well.
The game still relies on collecting items, though this time they have a significant impact on the game. The camera remains a mix of good and bad. The free running gameplay is still hindered frequently by a camera that won’t stay put or thinks it knows better. The default difficulty setting is not any real challenge unless you get sloppy and lazy. Assassin's Creed 2 is generally easier than the first game. There are no invisible walls, as the limits of the animus are still clearly marked and the game still keeps you on a fairly linear path.
Assassin's Creed 2 is mostly an improvement over the first title. There are some performance improvements on the PS3 with less screen tearing and slightly smoother frame rates. The story is improved in the sense that it is more dramatic. Repetitiveness has been reduced and there is the small simulation element created by the family villa. I definitely enjoyed Assassin's Creed 2 more than I did the first game. Aside from collecting all of the treasures and feathers, there is not much else to do once the end credits roll. There are no branching paths in the story and there is no multiplayer. There is DLC that extends the playtime of Assassin's Creed 2. If you enjoyed the first game, Assassin's Creed 2 definitely delivers a superior experience. I am definitely looking forward to the next game in the series.
Graphics: 9
Sound: 9
Gameplay: 9
Creativity: 9
Replay Value/Game Length: 9
Final: 9 out of 10
Written by Angel
BioShock 2
Developer: 2K Marin
Publisher: 2K Games
Release Date: February 9, 2010
Available On: PC, PS3 & Xbox 360
One of the highest rated games of this generation has finally gotten its sequel. BioShock 2 came out approximately 3 years after the original. In its absence, we have been playing other marvelous shooters, such as Halo 3, Killzone 2 and Call of Duty: Modern Warfare 2. A lot has been changing in the world of First-Person Shooters and indeed in Rapture as well. BioShock 2 takes place 10 years after the first game. The underwater city is a much more dangerous place, even though Andrew Ryan, the villain from the first game, is now dead.
In many ways, Rapture returns as legacy to Andrew Ryan. His messages and ideals are still strewn throughout the game. The biggest difference between the first and its sequel is the fact that the main character is no longer a relatively vulnerable human. You're now a Big Daddy, the clunky yet deadly protectors of Little Sisters. Your Big Daddy is a lot quicker and more agile than the ones in the original BioShock, though.
As you can imagine, playing as a Big Daddy changes certain aspects of the game, but the core shooting mechanic is more or less still classic BioShock. The sequel throws at you a more defensive aspect of the game as you face an onslaught of splicers while defending a Little Sister that harvests Adam from a corpse (think of Adam as experience points for upgrades). As far as the story goes, you are out in search of your character's Little Sister. But in the meantime, you can kill other Big Daddy's and take their Little Sister's. You can choose to rescue them or harvest them just like in the last game.
BioShock 2 is heavy on action. You get thrown into tight situations quite often and will have to quickly fend for yourself. Thankfully, you have tools such as the hack dart that allow you to take control of enemy gun turrets, cameras and flying attack bots. Hacking them turns them onto your side against Splicers and other enemies in the game. In fact, you can hack almost anything, from doors to vending machines (for discounts on weapon ammo). You can also pick items (such as ammo and money) off of corpses, from objects such as desks and by buying them in said vending machines.
The developers put a heavy emphasis on both weapons and on powers. My personal favorite gun is the shotgun, but you will eventually have variants on rocket launchers, spear guns, machine guns and so on. Each weapon has three upgrades that allow you to improve damage as well as abilities such as electricity. You can upgrade these at weapon upgrade stations, which are free, but only allow you to choose one upgrade per station.
Not satisfied with single-player alone, the developers included a multi-player mode to BioShock 2. I'm still not sure if this was a wise choice or not, but I can definitely say that they did not sacrifice the quality of the single-player experience to add a multi-player mode. That said, there are not a ton of people that play online, especially for the PS3. It can be entertaining for a few hours, especially the Capture the Sister mode.
Fans of the original BioShock definitely need to check the sequel out. The single-player experience will last you a good ten to twelve hours, depending on your difficulty setting, and the multi-player adds at least a few hours of enjoyment. It's a game that I did not expect to perform on par with the first, but somehow it managed. A few different endings make playing through at least twice (once as good and once as bad) worth the effort.
Graphics: 9
Sound: 10
Gameplay: 9.5
Creativity: 9
Replay Value/Game Length: 9
Final: 9.3 out of 10
Written by Kyle
Blur
Developer: Bizarre Creations
Publisher: Activision
Release Date: May 25, 2010
Available On: PC, PS3 & Xbox 360
Lately, more and more racing games have been released, perhaps to try and compete with the soon-to-be-released racing juggernaut, Gran Turismo 5. How does one stand out from the flooded market of other racing games? Somehow Bizarre Creations, creators of the mega-popular Project Gotham series, found a way to make a unique experience with Blur that is actually a lot of fun.
Project Gotham Racing tends to have a nice bit of realism while maintaining a slight arcade-y edge that keeps it fun and not too serious. Blur, however, throws any sense of realism out the window to deliver a fun and unique experience, which seems to be a cross between Need for Speed and Mario Kart. To be more specific, it is a combat racing game which pits you against other speed demons whilst flinging lightning bolts, Force-like pushes, and metal bolts at each other. This formula is amazing online, and provides virtually endless gameplay for racing buffs of all calibers.
That, however, is where the buck stops. The single player "campaign" for Blur is pretty run of the mill. The combat racing is fun and fast paced, drawing the player in early with the various upgraded cars and perks you get from reaching certain "Fan" milestones. One of the biggest problems with not playing online is that the A.I. is brutal. You can race as hard as possible and still end up being very, very proud of your 5th place finish. The "lights" system is similar to the "credits" system in Project Gotham Racing. You earn them for doing cool stuff like drifting and smacking someone really hard.
There are real licensed cars in Blur, which is a plus for any racing title, but customization does not go as far as one would like from a game like this. Aside from the "perks" you can unlock, you can change the color of the car, but that is about it. It is quite a disappointment, but you don't spend your hard earned money just for some new tires and pink seat belts for your in-game racing machine do you?
Visually, Blur is a little above average. The car models look great, but the environments are a little repetitive and leave much to be desired. However, in the frantic chaos of 20 cars blowing through a straightaway, the multiple colors of the power-ups can be a treat for the eyes. This is usually to a fault as it can be very distracting. "Ooooh look a pretty red glowing orb… ", then you're in a wall watching the opposition drive right past you.
This game is published by Activision, the same company that publishes music games such as DJ Hero and Guitar Hero. I don't understand why a game under this house has to have such a bad soundtrack. The music is boring and downright repetitive, and the game sounds aren't much better. In fact, when I installed the game to my hard drive, I had a terrible problem with audio lagging and skipping. This was resolved when I deleted the game from my drive, but came back when I installed it again. The sounds of the weapon power-ups sound cool for about 20 seconds and then get annoying.
Blur controls very well on a controller, as most racers do, since there are not many buttons to use. However, apparently sticking true to the "no realism!" rule, Bizzare Creations omitted use of the Microsoft Force-Feedback wheel. The wheel worked to a very slight extent, but does not work in a practical sense. Luckily, you only need two buttons for firing and switching weapons, so all of your concentration is saved for the craziness on the road.
By no means is Blur a terrible game, it just needs a lot more work if there were to ever be a sequel. If you are a fan of arcade-style, fast-paced racers with little regard for the laws of physics, then this game could be right up your alley. If you want a more realistic experience that won't make you want to throw your controller through the TV, then go with something like Forza or even Project Gotham Racing. This is definitely a rental and a buy when the price goes down a little, but a definite buy if you want a crazy-fun online car bashing experience.
Graphics: 7.5
Sound: 7
Gameplay: 8
Creativity: 8
Replay Value/Game Length: 7.5
Final: 7.8 out of 10
Written by Evan
Braid
Developer: Hothead Games
Publisher: Hothead Games
Release Date: November 12, 2009
Available On: PC, PS3 & Xbox 360
Braid was one of the most popular Xbox Live Arcade games of 2008 – and for good reason. It is a highly imaginative platformer from a talented independent game designer in Jonathan Blow. The only major oversight that was made with Braid was nothing mechanical at all. It was that they left out the 25+ million PS3 owners that eagerly wanted to play it as well. With Braid coming to the PSN, that has now been rectified.
If you didn't play the Xbox 360 version (and admittedly, I never got the chance), the PS3 version is virtually identical. The charming hand drawn visuals with a storybook feel to them, the puzzles that revolve around time and simple controls all make for an experience that is indeed quite rare. The 2D design is a refreshing blast from the past in an era where cutting edge 3D visuals are about to give way to gameplay using 3D glasses.
The charm never really wears off, even after you beat the frustratingly short story. You play as Tim, a man in search of a princess who “has been snatched by a horrible and evil monster.” Sound familiar? Well, it actually is a lot more poetic than that. The story unfolds through text at the beginning of each of the game's six worlds. These reveal vague tidbits and details into their relationship. I'll leave it at that. Buy the game if you want to know more.
Braid is one of those rare games that do not really have an ending (although thinking about it, maybe not so rare these days). You can't die. You can, but you can always press the square button to reverse time. The game will just wait for you to reverse time as opposed to going to a Game Over screen or prompting a load of a check point. This is a neat mechanic that I can't recall ever seeing in another game. As such, it encourages gamers to sort of test the waters and experiment without fear of consequences, since you can always just retry it again with the press of a button.
There are some other neat tricks that you can use other than reverse time. There are levels where other forms of time manipulation come into play, such as slowing down time in a specific area of a level. This is particularly useful if you have fast moving objects coming towards you. Other levels will only have time move forward as you progress through the level, while time moves backwards when you walk backwards. Almost all of the puzzles involve something like this. Collecting all of the puzzle pieces can be extremely frustrating.
I have always been a fan of indie efforts in the gaming community. Studios like Telltale Games that put out fantastic adventure games get less credit than they deserve. I feel the same way towards this game. It deserves all of the accolades that it has been showered with over the past year. The graphic design is beautifully done, the puzzles are intelligent and extremely challenging and the story, while a little too vague and open to interpretation for my liking, is one of the best attempts I've ever seen in a platformer. Unfortunately the experience will only last you a few hours at the most. Don't let that deter you, though. This is a piece of art that deserves to be relished.
Graphics: 9
Sound: 8
Gameplay: 8.5
Creativity: 10
Replay Value/Game Length: 7
Final: 8.5 out of 10
Written by Kyle
Call of Duty: Black Ops
Developer: Treyarch
Publisher: Activision
Release Date: November 9, 2010
Available On: PC, PS3 & Xbox 360
Only a year ago Call of Duty: Modern Warfare 2 came out to record-breaking sales and rave reviews. Call of Duty: Black Ops has so far outperformed its predecessors on the sales front, posting an impressive 5.6 million units sold in the first 24 hours. Yet reviews have been slightly less positive. How does the latest Call of Duty stack up?
The game takes place during the Vietnam-era. You play as Mason, a member of the Special Forces, and are in charge with taking out Fidel Castro in Cuba during the early 1960s. The plan, of course, is botched. The Bay of Pigs was a failure. Tensions increased between the United States and Soviet Union. War seemed like it was inevitable.
The developers at Treyarch did a wonderful job of crafting a story around the historical backdrop of the Cold War. They took events, such as the Kennedy assassination and Vietnam War, to craft a historical fiction that rivals that of Hollywood movies. Yes, it is over-the-top and even at times cheesy, but really that is what they are going for. It’s an interactive action movie on steroids.
The single-player experience, while impressive for the short duration that it lasts, has long been a weakness in the franchise. They basically gave up on a lengthy single-player campaign after the franchise switched to the modern warfare setting, favoring the multi-player experience. That changed with Call of Duty: Modern Warfare 2, which had extensive offline options with its story and split-screen mission options.
Call of Duty: Black Ops extends the single-player story by a few hours, but lacks the co-op missions that gave Modern Warfare 2 some extra replay value. Some people may appreciate the greater attention to the storyline, although it is quite weird at times, while others will likely wish they would have kept the co-op missions. At any rate, the overall package is well-balanced with both single and multi-player.
Returning to the franchise is the popular Nazi Zombies mode that first made its appearance in Call of Duty: World at War. Each of the Zombie maps are playable with two players offline and four players online. Black Ops includes two new Zombie maps: Kino der Toten and Five, as well as a new mode called “Dead Ops”. Kino der Toten is the only real “Nazi Zombies” map; Five is actually in the Pentagon during the 1960s, featuring undead civilians and scientists. Gamers play as Presidents Kennedy and Nixon, Secretary of Defense Robert McNamara and Fidel Castro. Some of the dialogue is hilarious and the character models look very similar to their real-life counterparts. Ich bin ein Berliner!
Dead Ops is a new addition to the Call of Duty franchise. It takes the basic concept of Nazi Zombies, survival from undead hordes, and puts it into a fun shoot-em-up game. If you have ever played the classic Smash TV, then you have a good sense of Dead Ops. It basically has you fire in a unidirectional angle using the right analog stick and moving the character with the left analog stick. The game has little 2D sprites and is a fun distraction.
The clear appeal of Call of Duty: Black Ops comes from its robust online multi-player. The new maps take you everywhere from a nuclear missile facility to a 50s-era “nuke town”. Others include more tropical locations such as the maps in Vietnam and Cuba, as well as colder, snowy climates like that of Siberia. The number of maps is impressive and none of them are poorly done, although some flaws (such as spawn points), can be annoying. Ultimately, the decision for what map to play falls to the users playing. They can vote on a map that the game selected, vote for the previously played map, or vote for a new random map.
Also new to the multi-player is the inclusion of an in-game money system. While the ranking and rewards are mostly the same, the money system means that you have to earn in-game cash from playing well, completing missions that you can purchase, and wagering against friends. Virtually everything requires money now: the weapons, perks, kill streaks, attachments, and even items such as images for your player card (basically a customizable user logo).
Fans of the franchise are sure to love the new Call of Duty. Black Ops is an improvement on an annual franchise that shows no signs of slowing down. Frankly, I started to feel Call of Duty fatigue after playing Modern Warfare 2 for a couple months. Black Ops has me back in it, playing with friends and spending countless hours killing random strangers online. Does it feel old? Yeah, the formula hasn’t changed much since 2007. It still works and relatively well, even if a break would be welcome next year. Six million people can’t be wrong, can they?
Graphics: 8.5
Sound: 9
Gameplay: 9
Creativity: 8.5
Replay Value/Game Length: 10
Final: 9 out of 10
Written by Kyle
Call of Duty Classic
Developer: Infinity Ward
Publisher: Activision
Release Date: December 3, 2009
Available On: PC, PS3 & Xbox 360
Having played all of the Call of Duty games besides the original PC game that started it all, I was quite excited to hear that Activision was bringing this classic back as a download for PS3 and Xbox 360. Back in 2003, gamers were still fighting the good fight against the Nazis. The World War II theater would last until 2007's Call of Duty: Modern Warfare. After playing through the single player campaign, I have to say that the nostalgia wears off pretty fast as there are more annoyances than anything in this game.
Now to be fair, we are talking about a six year old game here. What works today is a much higher standard of gaming than in 2003. The graphics are certainly nothing to write home about. Many of the levels are sparsely populated with no destructible objects to speak of. The sound of gunfire and blasts from cannons is a nice touch, but a lot of the time you will find yourself in an empty room with no ambient noise at all.
As far as the story goes, you play as three different characters across the twenty two levels. One of them, at the start of the game, is an American. You will then move on to play as a Brit and a Russian. Essentially you go full circle with the Allied forces. This set the foundation for future Call of Duty titles that would follow the same premise of switching between the various different Allied nations participating in the combat. It's a nice tribute to all of the men and women that served in World War II, not just the Americans.
Call of Duty Classic set the framework for future games in the franchise. It is not as awe inspiring as the more recent games or even Call of Duty 2. Yet it still has enough action and exciting moments to keep you interested in short periods. A lot of the time you will get annoyed by the dated AI, imprecise aiming and a saving system that leaves you replaying a lot of the same missions. If you can get past that, this is a pretty reasonable download for $15.
Graphics: 5
Sound: 7
Gameplay: 6.5
Creativity: 8
Replay Value/Game Length: 6
Final: 6.5 out of 10
Written by Kyle
Crime Lab: Body of Evidence
Developer: City Interactive
Publisher: City Interactive
Release Date: November 2, 2010
Available On: DS
Crime Lab: Body of Evidence is a murder mystery game that melds CSI-like plot with puzzle game mechanics. The franchise was previously known as Art of Murder and featured the same main character, Nicole Bonnet, an FBI agent. Can you find the serial killer before he strikes again – or will you just lose interest?
The game takes place using a basic touch-screen game design. You use the stylus to tap on items, solve puzzles and communicate with characters. You use none of the buttons on the Nintendo DS, just the touch-screen. Unlike other crime games I have played on the DS, Crime Lab: Body of Evidence tries to make the experience seamless and relatively straight-forward. You move from one objective to the next and spend little time guessing what to do.
The main focus of Crime Lab is finding items. Oddly enough the developers didn’t just choose to make you find evidence, but junk lying around your office as well. It has an “I Spy” feel to it that makes it somewhat childish and a few of the items are completely nonsensical, usually in places that you would never imagine. I guess that was part of the challenge, but it seems kind of stupid to me.
At any rate, the game does a good job of mixing up these evidence collection bits with the more interesting (and varied) puzzles. The game claims to have over 300 skill testing activities. Most of them even a novice gamer could solve, which is probably the point, since this is more geared towards a casual audience.
The Nintendo DS version of the franchise, which does not have a PC counterpart, is simply in 2D. You look at a simple, yet visually acceptable single-frame image of various locations: your office, crime scenes, the crime lab, etc. Imagine old PC point-and-click adventure games and you have the right idea.
I was expecting Crime Lab: Body of Evidence to be much worse than it actually is. In fact, it can be quite entertaining in small doses. The puzzle solving comes in a wide, albeit relatively simple, spectrum. Collecting evidence is only fun if you are into the “I Spy” books and does not lend itself well towards a real crime scene investigation. The story, however, is mildly amusing and will keep you playing to the end.
Graphics: 7.5
Sound: 6
Gameplay: 7.5
Creativity: 7.5
Replay Value/Game Length: 6
Final: 7 out of 10
Written by Kyle
Crime Scene
Developer: White Birds Productions
Publisher: SouthPeak Games
Release Date: February 16, 2010
Available On: Nintendo DS
I first heard of Crime Scene from a video on YouTube. It showed investigators combing through evidence, collecting fingerprints and using lab scientists to solve the crime. Sounds interesting, right? I thought so too until I actually tried it. This is one of those games that sounds good on paper but just was not executed right to make for an entertaining experience.
You play as Matt Simmons, a new recruit in the police forensic unit. They get you started on a double murder straight away. One of them is a fellow detective and the other victim his wife. This is where you first put your crime scene skills to use. What happened? Was this a murder or a double suicide? Any signs of forced entry? Your job is to find out.
The tools that you use are the most relevant to the gameplay. There isn't a whole lot of talking or storyline involved. You basically get to the crime scene, do your field work and go back to the lab to examine your finds. This is more of a forensics simulation than it is an adventure type game (i.e. Heavy Rain). You will be swabbing blood stains, using your dusting brush to look for fingerprints, and pulling bullets from objects using tweezers.
While none of this makes for overly interesting gameplay, it does at least seem to be honest to the trade. Frankly, the developers threw you into the wild with very little knowledge about investigations. There is no tutorial to speak of and the help system is more or less useless. While a Criminal Justice Major might be happy to hear that, it creates unneeded frustration from not knowing what to do. At the very least, they could have showed you how to properly use all of the equipment.
I hate this game. That may seem like a harsh statement, yet it is the only way I can describe Crime Scene with complete honesty. It's boring, monotonous and at times confusing. Plodding around a crime scene with no training, unforgiving difficulty and a storyline that is generic at best is not what I call a good time. I would rather watch an entire season of CSI before playing this game again. That says a lot.
Graphics: 5
Sound: 4
Gameplay: 5
Creativity: 7
Replay Value/Game Length: 5
Final: 5 out of 10
Written by Kyle
Demon's Souls
Developer: FromSoftware
Publisher: Atlus
Release Date: October 6, 2009
Available On: PS3
A great evil has come upon the earth and threatens to engulf all in darkness and despair. Though many have tried, none have succeeded in ridding the world of this monstrous evil. You and only you can dispel the evil forces and restore peace to the world. This is the terribly cliché story to what may be the PlayStation 3’s most rewarding experience. Demon’s Souls is a slow paced take on the action RPG that favors tough love over flamboyant style. Can you handle some tough love?
Demon’s Souls starts with a short tutorial. You will quickly learn the ropes and pace of things to come. Upon completing the tutorial, you are squashed like a bug by a towering ogre like creature. When I first played though this, I thought I had done something wrong but the game really does want to you die like a bug. That instant kill sets the tone for the rest of the game. You are a bug and you will be squashed like one. You are not Kratos and this is not God of War. You are not some bad ass who is going to just come in and crack some skulls. Everything is out to get you and every enemy you encounter has the potential to take you down. Be prepared to get your ass handed to you, many times.
Demon’s Souls demands patience and you will need it in copious amounts. This is not a button mashing game. Button mashing will surely get you killed. You are very vulnerable; a few well-placed hits are enough to take you down. You will meet a few harmless souls that have somehow managed to survive surrounding horror, but friends will be few and far between. Most everything that walks about in Demon’s Souls is out to get you. Be very weary of your surroundings. Just because there are no enemies in front of the camera does not mean that you are alone. There are many dark corners with monstrosities hidden in them. I found myself traversing the levels with my shield raised, prepared to dispel sudden attacks from a blind corner.
Demon’s Souls is set in a very dark and gritty fantasy world inspired by the dark ages. Set in medieval Europe in the fictional kingdom of Boletaria. A strange fog has cut off the country from the rest of the world. This fog brings with it demons that feed on the souls of mankind. Those left soulless go mad and become violent. Allant XII, king of Boletaria, in search for power and prosperity has inadvertently awaken the Old one through dark ritual and released this fog upon the world. The fog is nearly impenetrable but Vallorfax of the Twin Fangs managed to escape and inform the world of Boletaria’s plight. Heroes and those tempted by the power of souls have attempted to breach the fog. You play a hero who, upon crossing the fog, is immediately felled by a demon. Your soul arrives at the Nexus, a sort of sanctuary for souls watched over by the Maiden in Black. In exchange for regaining your body, you are tasked with slaying demons and recovering souls and ultimately freeing Boletaria from the Old One. The dark story is matched by the equally dark design.
Upon starting your adventure in Demon’s Souls you will notice how dark the image appears. No, there is nothing wrong with your television set. Demon’s Souls has a very dark visual design. Often, your only source of light is a magical item carried by your character that illuminates his way. While often dark, the environments are well varied and detailed. They range from large open spaces to tight claustrophobic corridors. Many of the areas appear as if they had been hastily abandoned though the details will reveal many dead bodies and rotting carcasses. The character models are spectacularly detailed and well animated. Dialog between characters is very natural and the well done voice work makes every character feel distinct and eerily human. The world of Demon’s Souls comes alive through great sound design overall.
The professional presentation is only a complement to the well-crafted game that is Demon’s Souls. Throughout your quest you will traverse five of Boletarias most notable locations, in which you will you will defeat a variety of demons and monstrosities. Upon defeating enemies, you will collect souls which you can use as currency. You travel to each location in Boletaria through the Nexus. The Nexus is an eerie and grand space that serves as your hub. It is a lonely place initially but it is free of danger, unless you fall from a high platform. The Nexus will slowly populate as you progress through the game. Here you will meet two characters, one who will store your items and a blacksmith who will repair and upgrade your weapons and armor as well as sell your new items. The Nexus is the safest place to make weapon changes as the game cannot be paused.
When you are out in Boletaria, you must be mindful of your stamina bar. Attacking and blocking hits drains your stamina. Once depleted, you will be unable to perform attacks or block incoming hits. You are also able to sprint and this too drains your stamina. Because your stamina bar is so sensitive, taking on more than one enemy at a time can be very dangerous. It only takes a couple of effective hits to deplete your stamina bar and leave you completely open to defeat. This degree of vulnerability forces a slow and steady pace in Demon’s Souls.
If I have not yet made it clear, Demon’s Souls is a hard and punishing game. When you are defeated, you lose whatever souls you had collected and are returned to the area’s starting point. As a ghost with half of your health bar, you must trek back to your dead body so that you may recover it and the souls you had previously acquired. All of the enemies you had defeated in your living form will have to be defeated again in your ghost form. If you are defeated before you can reach your body, your current collection of souls is lost for good and you are again returned to the location’s starting point. There does not appear to be a “Game Over” screen in Demon’s Souls. Your ghost simply starts over and over again.
There are some issues with Demon’s Souls presentation and mechanics. While I realize that this is by design, the default brightness in this game may be uncomfortable for some. I felt as if I often had to play with my eyes wide open. Though it does not make the game any less foreboding, raising the in-game brightness to 10 (max) did greatly reduce eye strain. Fortunately, raising the in-game brightness didn’t magically make all the environments bright and clear so the experience of darkness was not lost. While character models are greatly detailed, defeated enemies fall like flimsy rag dolls. When you walk over a fallen enemy, it gets kicked around like a sheet of newsprint. Additionally, the camera in Demon’s Souls could use some work. Often, your view will be obstructed by set pieces and the camera does poorly in tight corridors, though nothing as bad as in Ninja Gaiden. The camera can be rotated freely unless you are locked onto a target, in which case the camera is very fixed on that target and that may work against you. Despite these few issues, Demon’s Souls offers one of the most consistent and well-crafted experiences of this console generation.
Like most modern games, Demon’s Souls includes a multiplayer option, though a very unique take on the Co-op and PvP types. Multiplayer in Demon’s Souls can be at best described as a double edged sword. You can summon a currently dead random online player to aid you in the current area but there is no way to communicate with them besides a handful of predetermined gestures. Your online partner will be restored to their living form after defeating the area’s boss. Similarly, another random currently dead player can come and invade your game. Their goal is to assassinate you so that they may be restored to their living form in their own game. The horror of PvP multiplayer sets in when you realize that an enemy player can invade your game and steal your souls. Additionally, players may leave messages within the game to warn of upcoming dangers or give clues that aid in your survival.
You may also choose to invade a random player’s world to assassinate them, steal their souls, and regain your body in your own game but this has consequences. Demon’s Souls has a default setting, which is set to hard and only gets harder. The various regions of Boletaria are depicted by carved stones that initially glow white. Depending on your actions in multiplayer, maliciously entering another player’s game will turn a region darker. The darker the region gets the harder and more aggressive the enemies of that region will become. Enjoy PvP at your own risk.
Finally, I have no reservations in divulging the ending of Demon’s Souls. The game is too hard that merely knowing what happens in the end will not deprive you of the sense of accomplishment that you will derive from actually reaching the end. I will not give out precise details. The Maiden in Black will guide you beneath the Nexus to the Old One. The Old One welcomes you inside it where King Allant XII resides and whom you must also slay. Upon defeating Allant, you are faced with one last dilemma: slay the Maiden in Black or walk away. Walking away from the Maiden in Black will result in saving the world from the Old One. Slaying the Maiden in Black will result in condemning the world and becoming its dark ruler.
Demon’s Souls is a difficult game. It is slow-paced and mean; sometimes downright torturous. Yet, it is fun and surprisingly rewarding. While most other games have begun to cater to the casual masses, Demon’s Souls leans in the opposite direction. Only those who can endure the punishments and have the mental fortitude to continue will ever see Demon’s Souls ending. Those who reach the end will feel a sense of accomplishment that few if any other games can produce. If you’re a serious gamer on PS3 and you have the patience and will for something hard and unforgiving, I greatly recommend Demon’s Souls to you.
Graphics: 9
Sound: 9
Gameplay: 9
Creativity: 9
Replay Value/Game Length: 9
Final: 9 out of 10
Written by Angel
Disney Epic Mickey
Developer: Junction Point
Publisher: Disney Interactive
Release Date: November 30, 2010
Available On: Wii
Mickey has not had the attention in the video game world that other world-class stars have enjoyed. James Bond, Sponge-Bob, Spider-Man, the Teenage Mutant Ninja Turtles, even the notoriously bad Super-Man games have been more frequent than Disney’s iconic character. In fact, the last time Mickey starred as the main protagonist in a game, I was barely out of my diapers. So what gives? Why has the black mouse been neglected in the video game arena? Disney Epic Mickey tries to correct that.
The whole project began with some leaked concept art. The world of Disney that we think of is vibrant, orderly, and almost perfect. Epic Mickey was a whole other world, one that we would not think to associate with a Disney brand. The game featured desolate landscapes, defaced landmarks, crumbling architecture, and a dark tone. If they could pull this world off from the concept art, the game would be awesome.
The transition from paper to game world was not as pretty and even a little rough around the edges. A lot of that can be blamed on the under-performance of the Wii’s hardware. Had this game been made for the PS3 or Xbox 360, the development team could easily have made (or even exceeded) the vision set forth in the mind of Warren Specter. It would have been perfectly suited for the PS3’s HD graphics and Move’s precise motion controls. The world of what could have been, however, does not make for a good review of what actually is.
Disney Epic Mickey takes place in a world known as Wasteland. This is a place where the forgotten characters of Disney past inhabit, led by Oswald (the first cartoon star of the company). Mickey accidentally spills paint thinner all over the world when he sneaks into the Wizard’s room and begins to fool around with his magical paintbrush. This leaves Wasteland in ruin and a powerful force known as the Blot, which was once contained by Oswald, in a resurgent position.
The development team did a meticulous job of crafting a storyline that would do the Mickey name justice. Some of the best parts of the game come from watching the creatively drawn cut-scenes that look like a cartoon. These in-game movies help explain to the player what to do and how to do it, as well as advance the storyline in a comedic way. However, the game’s graphics just do not match the spiffiness of these videos.
The gameplay in Epic Mickey is primarily a platformer, but one with a twist. You play using a paintbrush as your primary tool and weapon. In fact, other than a spin attack, it is all you can use against enemies. The paint restores life to the world and can turn some of the bad guys into good. The world will become transformed as you use the paint to re-create bridges, ledges, and steps. The thinner has the opposite effect. If you need to remove a door to proceed, this is what you will use. It can also be employed to eliminate enemies.
Unfortunately, the game limits you too much in what you can paint and use thinner on. Not everything in the world you can interact with. From a development standpoint, I can see why they would not want you to just erase all obstacles in your path, but it is frustrating to see that they did not come up with a creative answer to why it only works on certain objects. Likewise, it is also frustrating that the game does not properly reward you for restoring the world. In fact, there really is no incentive.
When I first started playing Epic Mickey, I thought that the game was ridiculously slow and easy. I did not even die once until a good 8-10 hours into the game. The first few hours were boring and monotonous. The camera and controls were a constant frustration. Then as the enemies get progressively more difficult and you begin to encounter bosses, the game becomes more entertaining. You meet recognizable characters like Pete, Goofy and Donald. Old cartoons are brought back to life in 2D side-scrolling levels between worlds. Everything seems to come together and it becomes an enjoyable experience.
Disney Epic Mickey is a game that came in with big expectations. I am not going to sugarcoat it. On many levels, the game disappoints. The source material literally gave the developers a limitless amount of avenues to take this game. For the most part, it was done quite well, capturing the spirit of Mickey and re-living old times. The limits of the Wii hardware are on full display, on top of issues with the camera and controls. A game that should have been a contender for Game of the Year across all consoles is instead relegated to the status of an above-average platformer on the Wii. That said, go out and give this game a shot as a rental. It has enough Disney charm to put a smile on the most cynical gamer.
Graphics: 8
Sound: 7.5
Gameplay: 8
Creativity: 9
Replay Value/Game Length: 7.5
Final: 8 out of 10
Written by Kyle
Donkey Kong Country Returns
Developer: Retro Studios
Publisher: Nintendo
Release Date: November 21, 2010
Available On: Wii
Donkey Kong Country Returns is a fun game. It is not a nostalgic redo of the Super Nintendo era Donkey Kong games, but an evolution of the series whilst maintaining the core gameplay elements that defined the original. The mine karts, the collectible KONG letters, the bananas, the balloons, and the helpful animal friends all return. It’s all here.
Donkey Kong Country Returns is not an easy game to play. It is by no means a walk in the park like some other platformers. The precision and timing often required of the barrel sections and kart levels will test many and are perhaps not kid-friendly but I praise Nintendo for not making a game that plays itself.
I do not have any complaints about the gameplay in Donkey Kong Country Returns, but sometimes the required user input is different from the expected user input. For example, in my first encounter with the rocket stage type, I expected to tilt the Wii remote to control the rocket's direction as I am used to and was expecting motion controls in Wii games. The game was actually expecting a button press instead without explaining anything. It was pretty frustrating.
Donkey Kong Country Returns is a more action-oriented game and the player rarely experiences a calm, uneventful section in a level. The levels themselves feel more alive and more a part of the game rather than merely a backdrop to the game. In many instances, the game moves you between the background and foreground planes. This is an interesting approach that we do not see very often. Retro Studios, the new developer replacing Rare, obviously had their creative juices flowing.
Much of what made Donkey Kong Country special and unique on the Super Nintendo was its artistic style and faux 3D presentation, which for the time was a real visual treat. Now that Donkey Kong Country Returns is in 3D, the visual presentation feels less special, less thematic, and in general has less character. This is more apparent when compared to side-scrolling games like New Super Mario Bros. Donkey Kong Country Returns' visual style does not set itself aside like it should.
The sound design and sound track in Donkey Kong Country Returns is just superb. The remixed classics from the Super Nintendo games are like nostalgia candy. This is definitely a game that's better enjoyed with the volume turned up.
I can certainly imagine someone playing this game constantly until it is beaten but Donkey Kong Country Returns is more of a play through once kind of game. However, if you were a fan of the Donkey Kong Country games on Super Nintendo, Donkey Kong Country Returns will not disappoint. It is loyal to the source material and one of the finest games on the Wii in recent memory.
Graphics: 8
Sound: 10
Gameplay: 9
Creativity: 8.5
Replay Value/Game Length: 7
Final: 8.5 out of 10
Written by Angel
Dragon's Lair Trilogy
Developer: Digital Leisure
Publisher: Destineer
Release Date: October 12, 2010
Available On: Wii
For those who were fans of the original arcade games comes Dragon's Lair Trilogy. The trilogy features Dragon's Lair, Dragon's Lair II and Space Ace. Some of you may remember Dragon's Lair and Space Ace as cartoons from 1984 and 1985. Indeed, those cartoons were based on these arcade classics. If you were a fan of the cartoons or the original arcade games, perhaps this trilogy is right up your alley.
Dragon's Lair Trilogy features three arcade cabinets to choose from: Dragon's Lair, Dragon's Lair II: Time Warp, and Space Ace. All three games are interactive cartoons that play with timed events. The controls are all quite simple and constant throughout the three games. The controls are limited to the d-pad and buttons "1" and "2" on the Wii Remote. The classic controller is also supported with buttons "1" and "2" mapped to buttons "b" and "a" respectively. The whole setup is quite simple and straight-forward.
Each arcade cabinet has its own set of options allowing you to play the original arcade release of each game or an expanded laserdisc version or director's cut. Each game also features an easy game setting or a hard setting. There are universal settings for all arcades such as setting the number of lives from 3 to unlimited, sound volume, and placement of button cues. I found the unlimited lives option the most useful setting of them all.
The precision needed to progress through the timed events is fairly tight. Decent reflexes are required. The existence of an easy difficulty setting does not seem to make the game any more accessible. Those with twitchy fingers be warned. Also, while the cartoon style of the trilogy sounds like a great product for children, the reaction times may not be suitable for very young children. The default three lives seem like very little for new players or those who may be distracted by the fun cartoon before their eyes.
I would not say that this game is very kid friendly, even though the cartoons themselves are really awesome. A player must keep their eyes fixed on the button cues. If you miss a cue or press the wrong button, you're dead and are sent back to the beginning of that particular scene. The games all move along quite quickly. You have to keep paying attention to the button cues and, sadly, this causes a player to miss out on a great cartoon.
Thankfully, there is a "Watch Game" option that allows you to simply spectate an entire game and bask in the glory of silly cartoon animation. Unfortunately, this "Watch Game" option isn't available on the Dragon's Lair II virtual arcade machine. There is an "Attract" option for each cabinet that shows you an introductory sequence for each game. Also, Dragon's Lair Trilogy is rated "T" because there is a lot of cartoon death, animated blood, ray gun violence, and things getting sliced in half.
Judging the creativity of a compilation disk is rather difficult. The parts that tie all three Dragon's Lair games together is rather unimpressive. The setup is very simple, pre-rendered, more like a DVD menu than a video game menu, and there do not appear to be any extras to indulge in. The three Dragon's Lair games have been simply been printed on one disc.
The creativity of the games themselves are quite outstanding. These games are like a gold mine of creative thought and excellent artistic execution. The animations are all mostly fluid, the scenarios imaginative and colorful, and the storytelling is humorous and entertaining. These three games are now some of my favorite cartoons. The art style is excellent. It is all very reminiscent of a Saturday morning cartoon with a giant budget. Sometimes, the quality of the animations seem on par with classic Disney movies.