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Review Archives - Page 1April 22, 2008Gaming Steve Review: Mario Kart WiiMario Kart Wii Out in Europe for a fair few weeks now – and uncharacteristically late reaching US shores – I thought it only fair to spill a few beans on Mario Kart Wii, thus letting our American siblings know just what they're in for regarding the mustached one's latest at the end of the month. There's both good and bad to report, so buckle in and take note. First, let's talk single player. 32 courses – 16 of which are new – 25 characters, and a good gazillion vehicles round-off the features list, most of which require unlocking as you progress through its four different classes of increasingly (and surprisingly) punishing difficulty. Sure, the setup's undeniably familiar to vets of the series, but make no mistake, Mario Kart Wii boasts some neat new additions to this now-aging formula well worth bearing in mind. Bikes would be the biggest of which, and it's all done a bit of a PGR4 in that regard. A little nippier, easier to knock around, and capable of some fab tricks, they're a blast to wield I'm pleased to say, and prove my personal weapon of choice 90% of the time. Then there's the wheel; the freebie add-on contraption that Nintendo throw into the box as a bonus. While you play with the standard "hands out in front" Wii-mote pose seen in previous racing games on this system, clipping on this optional plastic shell gives it a far more tactile feel, not to mention one immeasurably more fun to boot. It certainly works in that regard, yet I couldn't help but notice that in terms of raw performance, my lap times shrunk the second I ditched the waggle controls entirely and opted for something more traditional.
I call the formula aging, yet 16 years on there's still something undeniably brilliant about Mario Kart as a concept. Blazing around brightly colored cartoony worlds, blowing away pursuers with green shells while knocking friends to their death in fiery lava pits proves just as much a blast as it did back on the SNES, and will certainly see you smiling through this latest installment's opening hours as those timeless memories come flooding back. It's a looker too, right up there with Super Mario Galaxy as one of the Wii's finest. New tracks like Mushroom Gorge and Maple Treeway – with their glowy underground caverns and beautiful orange foliage – stand out in particular, as do the pleasing wealth of more sinister Bowser-themed circuits in the latter cups of the game. It'll blaze along at 60fps just fine too, until you start splitting the screen up 3 or 4 ways, while fab lighting and pleasing bloom effects round the game off with a sensual smoothness that hides many of the jaggies. The retro tracks are noticeably worse off compared to the newcomers, that said – lacking their width and gigantic scope in particular – but never the less inspire a nostalgic grin as they always do.
Of course, amidst all this chaos are the various power-ups that you love to hate, helping out those lesser skilled, while forever hindering those up front. Additions to the age old favorites vary in quality – from the super cool new Mega Mushroom that doubles your size while you go flattening your way across the course, to the frustrating albatross around your neck that is the Thunder Cloud (which speeds you up temporarily, then annoyingly shrinks you) – and on the whole the sheer power of these items may prove a point of contention for some. Which in turn leads us onto the fundamental, yet arguably only real flaw with Mario Kart Wii. For some, it's a minor niggle, but for many it'll prove a deal breaker. And that would be the fact that ... due to the sheer brutality of these power-ups, you really don't have much influence over whether you win or lose in this game. It's sad, but boy is it true. Items have such a ridiculous impact on race outcomes, you can easily go from placing first in one, to 12th in the next, based solely on the luck of the draw. And there's literally nothing you can do about it.
Breathe ... slowly.... If you frustrate easily then, hate to lose, and can't stand a huge dollop o' randomness in your games, quite simply, this isn't for you. These are traits that have haunted Mario Kart since the dawn of time in varying amounts, but it's most definitely far more pronounced this time around than ever before. It makes 150cc and Mirror Cup modes a serious pain in particular, and is something you should most definitely know going in. Regardless of the single player's serious balancing, uh, "issues", online multiplayer alone propels this latest addition up into the realms of must-have status however. Zero lag? A whopping great 12 players? Team games? The ability to race as your Mii!? All present and correct, sir! In fact, the online functionality is so well done here, that it's set a new standard for Wii titles as a whole in my opinion, not to mention shattered Nintendo's spotty track-record in that department almost completely. That's not to say it's perfect, of course. While you can race strangers at random, full-on Grand Prix cups are limited to private games amidst those on your friend's list, which is a serious downer in particular. The Battle Mode is mildly rubbish too, due to the enforcement of teams and no lone-wolf option. Plus after all this time? We're still stuck with those good old ruddy friend codes as well.
Then there are the races themselves. So much fun. So much laughter. You've never flat-out creased up in fact, as much as you will the first time you sucker-punch a buddy on the home straight to secure your first win. For all the randomness of the power-ups, and the teeth-grinding inability to just disable the suckers when playing over the net, the sheer underlying stubbornness of how bloody brilliant this game is with a group of pals renders pretty much all your whinings invisible. So share them annoying friend codes. Type those endless streams of numbers in. 'Cos I'm telling ya; with a jam packed buddy list and a race full o' Miis? Mario Kart Wii reaches just about the pinnacle of online fun. I exaggerate not. Say what you will about the Wii's software line-up thus far, but Nintendo's first party titles have been just as good as ever, and here's yet another to chuck on that pile. Now how about F-Zero and Starfox sequels to round it off in style? PLUSES: Hints back to earlier Mario Karts, while adding neat new features like stunts and gesture control to (mostly) fantastic effect. Gorgeous graphics rank up there among the system's finest. Boasts an online mode to die for, that'll keep you coming back for many, many months, and sets a new standard for this system as a whole. MINUSES: Single player mode proves endlessly frustrating in later levels. Item imbalances make you wish the damn things were stripped out completely. Music is uncharacteristically forgettable. Online Grand Prix cups disappointingly limited to just those on your friends list. FINAL VERDICT: 8.0 BUY IT! April 2, 2008Gaming Steve Review: Rainbow Six Vegas 2![]() Rainbow Six Vegas 2 These days, everyone loves a good tactical shooting, taking down tangos in an overly planned manner. Games in the Rainbow Six and Ghost Recon series' have advanced from being completely hardcore titles to become somewhat more accessible, letting players ease in with slicker controls and cover points, as well as giving them a bit more health and power. The introduction of cinematic cutscenes that take full advantage of the new generation of hardware has also helped the helped the genre, as well as the fact that the Tom Clancy brand has been thrusted upon gamers everywhere. If you haven't played a recent Rainbow Six game, they are basically tactical FPS with a story. Rainbow Six "mixes it up" by giving you indirect control of two equally skilled NPCs fighting at your side. You can order them to move to a certain position, blow up doors and clear rooms, as well as making them cover you when you're trying a particular maneuver and they do their jobs pretty darn well. Overall it's a nice change to command a small squad rather playing yet another "uber killing machine". However, unlike your standard FPS your character is quite vulnerable – even a few shots are more than enough to take you out – so you have to play carefully and artistically. Vegas 2 follows this same basic pattern, with a story that involves Las Vegas, funnily enough...
The original Rainbow Six Vegas was good; it brought the age-old tactical shooter to a new generation, showing people the power of their new hardware, and became an Xbox Live favorite. It was fun, had a large story mode, and also featured some nice set-pieces. However, it was flawed by the randomly spawning AI, the lack of a coherent friend invite system in the online multiplayer, spotty team and enemy AI, and some rough graphical finishes. Well, I'm not happy to report that its sequel doesn't improve on much of these at all, and instead chooses to add different things. Yes, the rough graphics are back, as is the invisible tripwire spawning AI, and the team and enemy NPCs are still fascinatingly glitchy. The ranked multiplayer now has friend slots, but after a game you are not returned to the lobby with all of your friends, but are literally thrown back to the main menu. Why Ubisoft Montreal can't get it right is beyond me, but perhaps looking at the release date can give us a clue. This game has arrived approximately 1 year and 4 months after the original appeared on the 360. Therefore, it's fair to say that Vegas 2 had a rushed development, with the developers just delivering the smallest amount they could get away with to make a quick profit, somewhat akin to GRAW2's rapid arrival last year.
The multiplayer side of the game has seen little change from the original Vegas, but there are one or two new modes and a few new maps which are pretty much copied from the single player mode. The game will keep you hooked just like its predecessor though, because the gameplay is fast, frantic, and tense, and winding up your friends with mad camo combos and customized characters is still fun. Terrorist Hunt still rules the roost though, which now can be played on your own with your own squad, and the online component finally has options such as respawning for weaker players. Moving on to one of the better additions to the franchise, the character creation aspect has certainly changed. You can now carry a persistent character across all of the game modes and you can earn experience points for just about ... well anything really. You can earn XP from kills, when your team-mates kill someone, killing someone up close, through think cover, with an explosion, with harsh language... I'm actually surprised they didn't award XP for starting the game there are so many different ways to earn XP.
In conclusion then, Vegas 2 is a very mixed bag. It is hard to review as a standalone release as in essence Vegas 2 is an expansion pack for the original game. It adds little from the original title and even takes away some elements. Most notably the story mode being smaller in general and co-op mode reduced to 2 players. But the few new features are excellent and suit the franchise amicably – even though Ubisoft Montreal should've hammered out some of the bugs in the code they (metaphorically) simply copied and pasted from the last game. The end result is very conservative effort, feeding the fanbase of the past game and trying to appeal to many people at once. It does certainly improve on the predecessor and makes small shuffling steps in the right direction for the series as a whole, and it will definitely be a highly played title for a considerably long while.
PLUSES: Same old lovely Rainbow Six gameplay, the controls are refined further still, and the running addition is useful. Also, the increased importance of the XP system is refreshing, offering real player progression. MINUSES: This is basically an expansion pack to the original game, and doesn't offer that many new useful additions. Furthermore, all of the old bugs and nuances from the last game are all still present and unfixed here. FINAL VERDICT: 7.0 TRY IT! March 18, 2008Gaming Steve Review: Lost: Via DomusLost: Via Domus The highest compliment I can pay Via Domus, is that despite the lack of canonization deemed worthy by the show's creators – meaning none of the game's content should be considered official events that actually take place within the confines of the show – the storyline genuinely feels as if it were concocted by the writers themselves. Playing as one of the un-named 46 survivors of Oceanic flight 815 – complete with his own back-story, secrets and flashback sequences – the pitch alone is positively gripping to the typical LOST nut like myself. Clearly made by avid watchers of the TV program then, the look, sound and mood is faithfully represented too, through some glorious presentation and superb use of music. Exploring The Hatch for instance – keying in the numbers frantically while that dreaded alarm goes off – provides that irresistibly tense LOST buzz us long-time viewers'll positively mop up.
Before all that though, you'll start the game right where the pilot episode does. Ground zero. Exploding engines and screaming passengers abound, our nameless hero has not only the recent crashing on a (not so) deserted island to contend with, but also his newfound amnesia. This setup proves ripe for a fab LOST yarn, with you slowly uncovering bits and pieces of your memory as the story progresses, forever knowing only as much (or as little) as our new found friend does. The plot's kinda great right up 'til the very end in fact, where it promptly turns ludicrous and takes a humongous dose-dive into incomprehensible LOST nonsense-ville. Oh well. Unfortunately, this segways into my other complaints with the game; pretty much everything else. I'm afraid as an actual gameplay experience, Domus falls drastically short you see. Five seconds within firing her up, and the lack of official endorsement from the show's creators makes complete sense. While it may be kinda fun to watch – and as mentioned, the atmosphere is incredibly potent – it's a stilted, jerky and simply horrible game to actually play. It tries to fool you into thinking you have a reasonable chunk of freedom at your disposal in the beginning. Exploring the island, conversing with familiar faces from the show and perusing quests as you so wish hints at mild promise. On further examination however, it turns startlingly linear, and you realize you're forever surrounded by cardboard sets and invisible walls.
These can range from Pipe Dream-esque puzzles, to labyrinthine mazes, to the odd shoot-out too ... not much else. Other than the admittedly exciting chase sequences, none really impress I'm sad to say, with some proving flat-out excruciating. One can't help but feel like more of an action slant – perhaps mixed with some Tomb Raider or Uncharted style platforming influences – could have turned this far more enjoyable. Alas, t'was not to be I'm afraid. A pity, to be sure. While no Crysis, it does at least impress graphically. The amazing visuals Ubisoft have become synonymous with shine through as you'd expect, with a similar hazy, desaturated look found in the likes of GRAW and Assassin's Creed. The lighting effects and real-time shadows come across particularly lovely, really selling that desert island vibe at all times. Meanwhile, spooky interiors and recreated sets from the show appear 100% faithful and packed full o' love. Sadly, it lacks the sheer scope of the aforementioned Ubi titles, with distant mountains and gorgeous views merely that. As mentioned, constant barriers keep you forever confined to what is essentially a very tiny corridor game 100% of the time. Yikes. Pretty much every major character from the show makes an appearance at some point – looking pleasingly similar to their real-life counter-parts at that – yet they're animated truly dreadfully, and are rockin' that "uncanny valley" look in full-force. After bathing in beautiful digital acting in the likes of Heavenly Sword and Mass Effect, LOST's love doll-esque mannequins simply don't convince as a result. If you ever wanted to watch the show reenacted by waxwork dummies, now's your chance.
Thankfully, you won't be doing a whole lot o' that though, as Domus is over before it's even started. As in, I finished the darn thing in three measly hours. For a full-priced game, that's somewhat reprehensible, and worthy of chopped off hands if you ask me, particularly amidst these here days of cheap downloadable titles and top quality budget-ware. With just a handful of concept art paintings to unlock, there's precious little to call back even the most die-hard LOST fan beyond that initial play-through too. All in all then? Rubbish. PLUSES: Lovely visuals and cool presentation brings the LOST universe to life pretty darn well at times. Interesting storyline keeps you wading on through hardships. MINUSES: General roughness invades every facet of the gameplay. Monotonous fetch quests and repetitive puzzles bore quickly. Hilariously short with zero replayability. FINAL VERDICT: 4.0 AVOID IT! February 27, 2008Gaming Steve Review: Wipeout Pulse![]() Wipeout Pulse For those of you who have not played much of the long-running Wipeout series, allow me to explain what it's all about. Basically, the series is set in the future, where F1 racing is now seen as old-hat, so the people have decided to create anti-gravity racing machines capable of achieving speeds up to 1000km/h for their racing pleasure. Not content with injecting more speed and lack of gravity into the mix, they also apparently decided to give the racers access to weapons, boost pads, and shields, as well as what can only be described as brain-bending tracks to race their little ships on. Even the most speed-loving gamers should be quaking in their boots just thinking about it. Back when I was younger, with my little grey PS1, I had the attention span of a small fish and the gameplay experience of Jack Thompson. In essence, I was awful at games. When Wipeout came out, I played the demo, crashed a load of times, and subsequently threw it away. The series went on without me, achieving greatness in the form of various sequels across various platforms. Following a mediocre stop on the PS2, it's now becoming a nice little series on the PSP, with the prequel Wipeout Pure back in 2005. This was a good return to past form for the series, and now we pick the story up with its sequel, Wipeout Pulse.
What's most important to the Wipeout series is its unique gameplay. Pulse doesn't disappoint in this area, it's full-on, mad, and incredibly challenging. This is all achieved by the viciously tight courses and the dangerous AI, which coupled with the new weapons, will make you feel lucky every time you finish a race. The game modes are now built to show this off, with Eliminator returning from Wipeout 3 to truly put the cat amongst the pigeons. If you cannot remember what this one is all about, it's basically what it says on the tin, an epic battle taking place across a single course, with the first team to 10 kills winning. In short, it's not for those with a nervous disposition. Other additions include the Speed-Lap and Head-to-head, which are fairly self-explanatory but they don't add too much to the gameplay, or at least not as much as Eliminator.
As is usually the case, the full game doesn't start until the Phantom Class. This is the very pinnacle of speed, where everything starts to fall into place and it all goes so fast that you are actually guaranteed to crash. That's all well, but you still have to grind through all of the other slow classes until you can get to the full meat of the experience, and that is not good at all. If there was some way to skip the slower classes, it would allow those that are fairly experienced with the game to get to the part they want. Looking at the multiplayer features, there is obviously the traditional Ad-Hoc mode, but what I liked was the Infrastructure Mode, which actually uses the PlayStation Network, the first time it's appeared on the PSP. However, there was a few glitches signing in with the system, but once I managed to get into the server list, it was remarkably easy to join a match and get going. My in-game experience was very solid. The loading times were adequate, there was barely any lag, and it was just generally fun. Disappointingly, there is no way to communicate with your enemies, but I think a rocket up the back of their ship is all the communication that's needed in this arena.
To conclude, this is a great start to what could be a great year of releases for the PSP. Even though the system has an abundance of racing games, Pulse definitely stands out amongst the crowd despite its flaws and repetitiveness. There is quite a lot on offer here, and I think it shall keep you busy for quite a while. Besides, I don't think you're going to see that many games this year that let you travel over 900km/h, unless Fable 2 has an anti-gravity hovering vehicle mode or Wipeout HD finally arrives for PS3. PLUSES: Great gameplay, online multiplayer, huge amount of content. Genuinely mad speeds that seem audacious even in today's fast world. MINUSES: Slightly repetitive, real action still doesn't start until Phantom class, new modes seem tacked on. FINAL VERDICT: 8.0 BUY IT! February 19, 2008Gaming Steve Review: Devil May Cry 4Devil May Cry 4 DMC ain't normally my thing to be honest. While dabbling in past Cry titles for example, I've typically given up within the first hour or two, convinced that Team Ninja has little to worry about, and content in the fact that Ryu could throttle lady-boy Dante any day of the week. Needless to say, I'm more of a Ninja Gaiden guy. At least, I was until 4 arrived. Quite simply, it won me over. It may be the fact that DMC3's insane difficulty has been replaced with a far more gradual and finely tuned learning curve (hypocritical, coming from a Gaiden fan I guess). Perhaps it's the inventive new combat system that the awe-inspiring addition known as the "Devil Bringer" affords. Or maybe it's just the swishy new next-gen visuals re-awakening the graphical harlot within me. Who knows? All I can say, is that numero quatro here has been devouring every spare hour of my life this past week. Sorry it took so long, sons of Sparda. I therefore approach this game from far more of the perspective of the newcomer, as opposed to the devoted die-hard. Make of that what you will.... As luck would have it, DMC4 introduces a playable newbie of its own to the series; emo bad ass Nero, thus providing quite the convenient in-road for those in my shoes. Gorgeous early cut-scenes – all rendered real-time, as panning around with the right analogue stick soon proves – show Nero late for a ceremony at the local Opera House, in which his special lady friend is performing on stage for the Order of the Sword. Whoever they might be. In a minor hurry, Nero dispatches demons in the typically ludicrous DMC fashion amidst his brisk wall-run there, but you'd be forgiven for thinking you were actually watching good old Dante on first glance; bizarrely similar artistic design decisions ahoy.
As a character, Nero's fab in particular. While imbued with the trademark sword 'n' gun combo the series is known for, he's also host to a crazy blue demon arm; the previously touched upon Devil Bringer. Seemingly invincible – regularly punching its way through solid concrete and stopping razor sharp swords dead in their tracks – the arm works its way seamlessly into his arsenal to much bone-snapping amusement. You can ram enemies into the floor with shocking power, as well as fling the suckers around as if made from cotton wool, and it's spectacular looking stuff I must say. Meandering such tomfoolery into your turbo-charged melee combos becomes quite the sight in particular, with Nero – for example – able to slice and dice enemies all over the screen, grab 'em before they fall down dead, drag 'em back kicking 'n' screaming, then continue the pummeling with nary an interruption. You will smile. The beauty of DMC4's fighting system is how many similarly great little nuggets of brilliance there are tucked away to discover should you so wish to though. Insane amounts of combos to learn, tons of weapons to unlock, and crazy magical powers are all a given, but there's also a great little charge-up mini-game to contend with too for instance, one barely touched upon in the tutorial. Coming across like a beat 'em up twist on Gears of War's much loved "active reload" feature, "instant revving" your sword up in this manner enables it to not only fire off even more unlockable specials, but also ups your damage quota in the process, and is yet another means of sprucing up your kills and raking in the style points. Yet I doubt many even know it's there.
Yet there's more. Halfway through the game, Dante himself turns playable, giving you a whole other character to factor in on top. From what I understand, little has changed from controlling ol' white pubes since his previous outing – other than a newfangled real-time style change ability – but hey, it's still one hell of a pleasing addition that adds a ton more depth to an already insanely robust fighting system. One could never claim this game lacks stuff to do betwixt the hack 'n' slashing. You could say DMC4's combat is what stood out to me above all else then. There are simply so many different combinations, weapons and techniques at your disposal, that each and every player essentially gets to craft their own distinct fighting style out of it. I love that. You just know a game's on to something special when every single time a wall is sealed and you're forced to bash your way through further hordes of respawning enemies in order to proceed, you get a brief surge of adrenaline and a smile creeps across your face. 4's battles just never grow old, it seems. Of course, I have to mention how stunning the game looks too. From Lost Planet, to Dead Rising, to DMC and (one hopes) Resi 5, Capcom's ever impressive next-gen engine continues to drop jaws the more we see of it. The moody art design, Ico-esque vistas and effortlessly rich detail impress all the more when blazing along at a gloriously flawless 60 FPS, while character models and their subsequent animations are more than up to the task too. With some of the most spectacular looking bosses seen this side of God of War – many 30 times Nero's size at that – our boy's ability to then hurl such colossi around like a sack of soon-to-be-drowned kittens is the kinda giddy-infused video game experience that leaves you ready to give up on life and retire to your death bed. Resigned to the fact, that few experiences in the boring old real world will ever match up.
A lot of the goodwill the game sets up early on goes straight outta the window as a result, knocking DMC down a peg or two from where I'd initially placed it I'm sad to say. Don't even get me started on the penultimate "dice" level. The trademark ear-bleeding fighting music that's plagued previous DMC games returns too, although at least that's nothing a little custom soundtrack twiddling won't fix if 360-endowed. More aggravating are some middling – to downright ginormous – camera issues, whose presence in this day and age is ... somewhat perplexing, really.
In fact, between the depth of the combat system, the insane technical accomplishments, and just that final unlockable gun alone (details of which, I'll resist spoilerating for now), I'd even go so far as to call it the first truly great game of 2008. The question is, can Team Ninja now recapture the throne? PLUSES: Fantastically balanced fighting action with scale-able depth and difficulty for all types of player. Hundreds of moves to see and learn, and at 15 to 20 hours long, plenty of game to use 'em in too. Graphics impress like nothing else. MINUSES: Second half loses some of the early magic. Combat music blows, giving PS3ers major mp3 envy. Devil vets may feel déjà vu, given Dante's lack of upgrades (no skin off my back though!) FINAL VERDICT: 8.0 BUY IT! February 15, 2008Gaming Steve Episode 69 - 02.15.2008 After years of waiting, dreaming, speculating, hoping, wishing, fantasizing, and talking about Spore, we finally get ... a release date! Sure it's still seven months away, but now we all have something to look forward to for the next seven months!
Just think, seven months of waiting, dreaming, speculating, hoping, wishing, fantasizing, and talking about Spore!
Oh yeah, and lots of other news, I prepare for next week's Game Developers Conference, and something terrible happens to my Wii ... and Spore! Enjoy the show!
Gaming Steve Episode 69 Program
Add the Gaming Steve Podcast feed to your RSS aggregator. Digg the show? Then Digg it! February 13, 2008Gaming Steve Review: Sam & Max Episode 203: Night of the Raving DeadSam & Max Episode 203: Night of the Raving Dead With minimal spoilers, Sam & Max Episode 203: Night of the Raving Dead, Sam and Max have to stop a flood of zombies who are invading from the “zombie factory”, try and help Sybil get her groove on and sell their soul to mass market a new online service. In short, it’s a nice satire of various horror genres, especially the ISP-marketing-horror genre, one I certainly miss from the days when I was drowning in discs arriving in the mail. I’ll start right off and say that I was really looking forward to reviewing this game. I had heard nothing but good things about the Sam & Max series, to the point that I’d categorize it as a “critic’s darling” for whatever that’s worth. I realize the point of this review is what I thought of the game but I wanted to establish my mood going in which was terribly positive. Since life is too short for negativity, I’ll start with the positives for this game and there are a lot of them.
In addition to being nice to look at, the characters are all well voiced, especially the main characters and those I’d guess are recurring, this being an episodic game and all. I especially like Sybil and found her story, her light-hearted search for love the most interesting storyline in the game. Which brings me to another positive about the game: silly as it was (and again – it’s a cartoon so silly is a plus not a minus) I really wanted to see how the story ended. That’s a very nice trick for any game to pull off, since I often want less talk and more gameplay. Speaking of gameplay, this seems like a nice place to segue into the part of the game that I did not care for. One reason I perhaps failed to resent the dialogue for getting in the way of the gameplay in Sam & Max is that I found said gameplay to be an exercise in tedium. If your idea of a good time is mousing over every square inch of a room looking for that one item you missed, then this will be gaming nirvana for you. If your idea of the perfect evening is a glass of warm milk and a 200,000-piece jigsaw puzzle, then this will be the best game ever made.
And so my review really comes down to one of personal tastes. If you like hunting for clues and piecing puzzles together, then I can’t recommend this game highly enough. It has great production values, is very well put together and has an engaging story. On the other hand, if you’d like something in a game, even a single time, to be solved simply, by say, taking out your big gun and putting holes in dudes, then this is probably not the game for you. PLUSES: Fantastic art direction, story and dialogue. Great voice acting. Genuinely funny. February 12, 2008Gaming Steve Review: Sins of a Solar EmpireSins of a Solar Empire A really simple, two-word summary of Sins of a Solar Empire would be "ridiculously epic". If you think spending 2 hours playing a single RTS game is long, then I'll tell you right now, this is not your game. My shortest game on the smallest map with one enemy clocked in at over 3 hours. But for those who love their gigantic games of galactic conquest to span multiple solar systems and hours, then this truly is a gift from the strategy-game gods. Sins of a Solar Empire is in the simplest description an RTS set in space. You build space stations, take over planets, and command massive fleets of frigates and cruisers. But where this game differentiates itself from other space strategy games, like say Homeworld 2 , is the addition of 4X turn based strategy mainstays, like culture, trade, and long term tactics. You begin a game of Sins of a Solar Empire with a single planet and a couple of construction ships. This planet (and all other planets, stars, large asteroids, and various other space oddities) is surrounded by a "gravity well" where your buildings, spaceships, and resources (crystal and metal asteroids) are located. Your spaceships travel through warp lanes that connect these gravity wells, which makes the maps focused and strategic. By making a majority of the map that would ordinarily be empty space actually empty space the maps end up very concise and goal oriented. Claiming a resource rich planet or the only route into another solar system creates true tactical points worth fighting over. Resources are harvested in much the same way as Company of Heroes or Dawn of War – once you have built your harvesting buildings resources will automatically be gathered. The last resource, money, is gathered through taxes collected on your planets or trade routes you can set up between your colonies.
The game includes 3 different civilizations: the Vasari (the aliens), and the TEC (the humans), and the Advent (the freaky humans). There's some fairly generic science fiction lore behind them, but without an actual story driven campaign, it's not that important. All that I've described so far is effectively universal to each race as their largest differences is in their combat abilities. As far as I can tell after playing each is that the TEC appear to have brute force on their side, utilizing powerful planet destroying bombs, armored capital ships, and nuclear missiles. The Advent focus more on lasers and shields, along with their telepathic special powers to turn battles in their favor. Finally, the Vasari are perhaps the least focused on direct combat, opting to use nanotechnologies to "poison" enemies and repair their own vessels, and using their advanced manipulation of "phase-space" to zip around the map. Each civilization is distinct enough to make for varied strategies, but don't expect Starcraft levels of variety. Sins of a Solar Empire's combat effectively takes place on a 2D plane with 3D space, though ships can pile over each other automatically. The games combat relies on the classic "rock-paper-scissors" style countering with frigates, cruisers, and support ships all taking part in the epic battles. The more interesting feature in the combat is how the game handles capital ships. Each capitol ship has various power-ups and fight/bomber fleets that are upgraded through experience in battle, much like heroes in Warcraft III. These powers range from super powerful planet bombs to powerful reflective shields.
Despite the very intricate nature of the game, the interface is surprisingly elegant and user friendly. A search option allows you to quickly find that rouge colony ship of yours or figure out just where your scouts are exploring. A useful "Empire Tree" sits on the left side of the screen, giving instant access to all your ships and buildings. The game also has a Supreme Commander like mega-zoom feature where you can zoom right up to an individual fighter all the way out to an icon represented view of you multi-solar-system galaxy. With all these incredibly useful interface innovations, I do find it odd that simple double clicking isn't in the game. This is partly remedied by the fact that you are more "fleet" oriented with your ships and assign fleets to all ten of your numerical keys with a quick Ctrl-Number, but when was the last game you played that didn't have double clicking? Not only does the interface look great, but the game as a whole is beautiful. I'm running the game on a 2.2 Ghz Core2Duo, with 2 gigs of ram and 128 MB of video ram to fantastic effect. I only have the settings on high, but the glowing stars, the pulsing quasars, and the intense hundred plus ship battles all look fantastic and almost never stutter. The game is also purported to sun fine and even look fairly acceptable on older machines. The game is purported to run on four to five year old machines, and even some laptops.
PLUSES: Incredibly deep and strategic. Deftly combines RTS and 4X Turn-based elements. Beautiful graphics, art direction, and user interface. Some unique tactical elements (pirate bidding, intricate warp lanes). Suprisingly easy to grasp, considering how complex the game is. A passionate developer that promises and delivers extra content (and no need to have the DVD in order to play). Well thought out multiplayer. The Novalith Cannon! MINUSES: No Story driven campaign (though I know many who never bother with these anyway). The 3 races aren't all that unique, save their art direction. The huge levels also means it takes a long time to cross the map. The combat seems just a little shallow. No double-click? FINAL VERDICT: 9.0 BUY IT! February 11, 2008Gaming Steve Review: Poker Smash![]() Poker Smash If you own an Xbox 360, love puzzle games, poker (or better yet both), then you owe it to yourself to try out the new Xbox Live Arcade game, Poker Smash. A deceptively simple and addicting game, you'll find it hard to put down after one try. If you've played Planet Puzzle League, then you know the basics of Poker Smash – colored blocks scroll to the top of the screen and you need to eliminate them by matching groups. Groups can be matched horizontally or vertically, but you can only move the blocks sideways. Poker Smash adds in a few interesting twist, and obviously a poker theme. Blocks are one of the 5 face cards in a standard playing card deck (that includes the 10) and one of the four suits. To score, you create "hands" like flushes, straights, and full houses. Other tweaks to the formula include an FPS like "slow-mo" ability and bombs to clear away unusable blocks. Challenges pop up every minute that ask you to quickly get four kings in a row or make a flush of clubs for a doubled or quadrupled score. Some fantastic presentation that includes having your score tracked with 3D poker chips and some slick, colorful graphics complete the package. With multiplayer, timed, action, and puzzle modes, the game includes a everything you'd expect in an 800 Microsoft points Arcade game. I implore you to give the game a try and would be surprised if you aren't immediately hooked. FINAL VERDICT: 9.0 BUY IT! January 28, 2008Gaming Steve Review: Burnout Paradise
The latest addition to Criterion's long-running, turbo-charged, truly insane race 'em up series turns the franchise on its head via a surprising new free-roaming slant, with oddly conflicting results to show for it. While Burnout Paradise is often a fantastic, truly original title that supersedes its predecessors right across the board, it just as often proves a frustrating and flawed exercise in missed opportunities and even flat-out monotony. Allow me to explain. On firing up the game for the first time, you'll find yourself almost instantly set loose upon Paradise City minus any sort of leash. There's all but two minutes of a tutorial to get you up to speed, and scarce little in the way of unlockable content for which to work towards, with Paradise instead throwing an entire god damn world at you in pretty much one go. The idea is, you blaze around this wide-open city, pull off stunts, track down collectibles, and partake in any of its endless list of challenges and events as and when you please. It's all up to you, fella. This is all fantastic stuff at first too. Beholding the exquisite detail of Paradise City, and the luscious fluidity in which you careen around its plush, sensual innards awards it instant love that's hard to deny. For a while, you feel as if you're witnessing the very future of racing games in fact, not just graphically, but in terms of sheer design. All of the series' landmark traits — the ludicrous speed, the demented pile-ups and the jaw-dropping crashes — come through in-tact, but this time via a seamless, less constrained and undeniably next-gen universe in which to now savor them. Wow.
You've got good old "Road Rage" challenges — the pick of the litter — that see you bashing enemies to death as you navigate the streets at immense speeds. Enjoyable "Stunt Runs", that enforce gravity defying jumps and crazy drifts within a set time limit. And of course the traditional Burnout races that you'd expect, in which you go toe to toe with seven AI combatants in a blitz for the finish line ala previous titles in the series. The difference being, Paradise has much improved new car handling, way better graphics, and some pleasing new depth to its boosting system. And hey, that's great. What ain't are the actual "tracks". An unfortunate side effect of the free-roaming world in which they're set, sees these city-based routes never feeling setup, nor specifically designed for actual racing. Grid-like streets simply can't match the cornered-off, impeccably designed circuits of similar such driving games, and the added freedom of multiple routes can make such races notoriously confusing too. Given this game's extreme speeds, it's mildly annoying having to continually monitor your mini-map in order to gauge where to turn, with you regularly heading off down the wrong street and spontaneously having to backtrack at a split-second's notice. Expect many a lost race due to this. And grinded down teeth. With only eight potential finishing lines peppered throughout the entirety of the city, races all end in a worryingly similar fashion too. You'll return to the same roads and same locations so darn often, déjà vu becomes a prominent gameplay feature. A new "Marked Man" twist on these races spruces them up occasionally, in which you'll have to zoom to the finishing line by your lonesome while kamikaze AI drivers ram you off the road to much amusement, but even these grow old in time. A pity.
Thankfully, all is not lost. Paradise boasts a superb online mode you see, one that goes a hell of a long way towards filling in the blanks. A mode, oddly enough, that reminds heavily of Crackdown of all things. In the same way that game was always at its best when played online — with you and a buddy merely tearing up the town and causing as much improvised mischief as you could — Burnout is no different. Just er, trapped in a car this time out. Ignoring the plot — or in this case, the races — engaging in your own demented multiplayer stunts is where this game truly shines, only it supports a whopping great 8 players by comparison, and is choc-full of superb mini-games for you to partake in along the way. Paradise weaves such inventive tomfoolery into the actual game design, you see. One minute it may task your group with pulling off 100 jumps between you in quick succession, the next it may have you pile every single car onto one specific level of a particular building without falling off, and so on. The subsequent calamity and group-based bundles prove endlessly enjoyable and undeniably hysterical, with literally hours dropping off the clock at a time as you work your way through its laundry list of shenanigans. The average newcomer will often be left with a, "Guh? I don't get it" look on their face on first firing it up, and given the co-operative nature of these challenges, it can be annoying when just one of your eight won't play along. Once you get your head around how it all works though, simply fartin' around with your pals starts to make up the very core of Paradise's brilliance, and with a decent host making full use of the challenges, it proves truly amazing stuff. Not to mention utterly unique.
Burnout Paradise is an intriguing experiment all in all then, that at often times works, yet just as often fails. In addition to the plethora of negatives outlined above, a series of smaller annoyances like the lack of an instant "retry" option, the removal of the ever enjoyable "Crash" mode, and the inability to turn off the god-forsaken "takedown" cam continually grate, all culminating in far from the nutso racing classic some might have been expecting. There's no denying though, that in its first few hours alone, it's one hell of a spectacular ride, and with a server full of pals, there's no multiplayer game quite so original...nor so god damn hilarious. Providing you have friends, I'd say it's worth the pinch. PLUSES: Traditional Burnout car-bashing antics prove just as fun as you'd hope, while flawless graphics with a seldom-faltering 60 FPS render 'em better than ever before. Amazing multiplayer modes provide plenty of longevity. MINUSES: Single player challenges lack variety, while the city feels small after just an hour or two of exploring. No instant retry on the events can be frustrating, as can the reliance on a mini-map for one so fast-paced. FINAL VERDICT: 7.5 BUY IT! |