January 2006

Spider-Man 2

January 11, 2006

Before the review, let me tell you guys that I am a huge Spiderman fan. I like the films, love the comics and cartoons, and I think (with a few exceptions) the games are fantastic. Since [i]Spiderman 2[/i] was an excellent game for the big consoles (with the PC version being pure garbage), I was getting my hopes up for the PSP version. I was expecting the same ability to free-roam, with an all right story mode, and new extras …the perfect launch title and film adaptation. Instead, I was kicked in the nuts.

First of all, the controls suck. It’s hard to control the game, especially when you’re slinging webs. It’s not like you’re really doing that much, since the game is linear and mission-based. So long what people adored so much like free-roaming and web slinging around New York. Some of the levels are new but utterly useless.

Why there were new villains added is a mystery to me because they don’t advance the story really, other than the bosses saying, A

Halo: Combat Evolved

January 11, 2006

Seems a bit late to be talking about [i]Halo: Combat Evolved[/i], but some of us are just late to the party every once in a while. I have owned an Xbox for a couple of years now, but I never did get around to playing [i]Halo[/i]. Even though millions of people love this game, I waited for it to hit $20 because it almost sounded like it was overrated. Combine that thought with the fact that a lot of shooters bore me if they don’t bring anything unique to the table, and you can almost see why I played [i]Halo[/i] for the first time last week.

My first piece of advice to myself is this: If a game sells millions and millions of copies, it can’t just be another of the same game within its genre. I thought [i]Halo[/i] would be just another shooter, and combine that with me preferring a mouse and keyboard for controls, and you can once again see my hesitation to play [i]Halo[/i].

Now, I’m sure I’m not the only one in this boat. Everyone has a genre that just doesn’t appeal to them so much, and they need an excellent game to come around to start enjoying that genre again. [i]Halo[/i] did this for me.

I only played [i]Halo[/i] in two sittings before I beat it (granted, on normal difficulty) because I was just that hooked. While it brought a few new things to the shooter genre that weren’t already big before, the real big thing that [i]Halo[/i] brought to us was an excellent storyline that really pulled you in. The more I played, the more I wanted to play. I just had to see what was going to happen next.

I think this is the first shooter in a long time that I really loved. While I’ve liked shooters like [i]Unreal Tournament[/i], [i]Max Payne[/i], [i]Doom 3[/i], etc., this is the first one in a very long time that I truly loved. [i]Halo[/i] really is every bit as awesome as everyone has told me. Why was I so hesitant to believe everybody?

Of course, the major gripe everyone had was the levels and that they all looked the same. It didn’t really bother me though since an unnaturally made structure is likely to look similar all over. It just makes sense from a cost standpoint that every structure would be made in a similar fashion.

I guess the reason I am writing this piece today is because I know I’m not alone. I’m sure there are a few other people out there like myself who don’t like shooters as much as other genres. Perhaps they’ve stayed away from [i]Halo[/i] because they don’t like shooters on consoles, and perhaps for some reason they didn’t bother to get it on the PC.

Either way, anyone who has yet to play [i]Halo[/i] and wants to have some fun with a truly awesome shooter should really check it out. It’s only $20 now, which means that you can get it for even less used. Forget for a moment that you’re not too fond of shooters. Forget for a moment that it was designed for the Xbox. Forget any preconceived notions that you may have about this game. You really owe it to yourself to at least try it out. I finally did, and I honestly wish I had tried it sooner.

[i]Halo[/i] is one of those games that I should have purchased the second I got an Xbox. From now on, I will not hesitate to try out new games that the whole world seems to enjoy. Odds are, if millions of people like the game, there’s good reason for it.

The [i]Star Wars[/i] franchise is notorious for its crappy games. It’s not very rare that a [i]Star Wars[/i] game turns out to be a rip-off from another title put in a [i]Star Wars[/i] costume and sold like it’s hot stuff. Most of the games are pretty mediocre, with nothing interesting in them other than music and the [i]Star Wars[/i] theme. [i]Apprentice of the Force[/i] is no exception.

You play as Luke Skywalker in this GBA game, and it’s a side-scrolling hack-and-slash game. You go all the way from Tatooine, where [i]Episode IV[/i] starts, to the end of [i]Episode VI[/i].

As you go through your exciting adventure, you gain Force powers such as Healing (which gets useful during [i]Episode VI[/i]), Force Push and two more. Before you get your lightsaber, you have your trusty blaster that you can keep using once you get your saber. Boss fights aren’t too interesting, but the enemies vary from stormtroopers to Tusken raiders to Jabba’s goons.

You also get to fly in an X-wing, or go on a landspeeder. I hated theseA

If there’s one thing that gamers have learned to avoid over the years, it’s the dreaded movie tie-in game. Usually, though not exclusively, releasing alongside the major motion picture, the movie tie-in game suffers not only from contractual obedience to the existing script and lofty expectations from excited movie-goers, but a traditionally truncated development cycle that emphasizes the punctuality of a title over its performance. The powers-that-be generally don’t care whether the game is completed, only that it make a presence in stores to capture the fan spillover from the movie. It’s an easy way to make a few bucks if the development costs are capped, but it generally does very little for the brand.

Every now and then however, somebody involved with a major motion picture actually takes the time and effort to shop their property around to a publisher and a development team that actually has a real respect for the medium. Peter Jackson, as it turns out, is one of these people. Entrusting his latest blockbuster to the Ubisoft team that handled development of the critically lauded Beyond Good & Evil, Jackson was virtually assured that the results of their labor would be of a quality befitting his vision for the film and franchise. We can tell you unequivocally that he made the right decision.

Kong is presented in such a way that nothing comes between the player and the action on-screen. From the moment you walk on the beach to investigate the horrific beastly shrieks emanating from the interior of the island, there is no narrator, no heads-up display, no ammo bars, no written mission objectives, and no life bar. It’s a completely engrossing and surprisingly intuitive approach to the first-person aspect of the gameplay. To call the segments of the game where you take control of Jack a first-person shooter would be somewhat misleading. While everything, including the dialog are presented in the first-person, and while there is a lot of shooting going on, it’s still a bit of a misnomer to lump it in with more traditional FPS offerings. You’re only allowed one weapon at a time in Kong, and new weapons and ammunition appear extremely infrequently. Instead, you have to make prodigious use of the throwing spears littered about the terrain, as well as using your smarts to outwit and elude your enemies, making the combat in this game feel almost like survival horror.

But while it feels like an adventure game in its scope, Kong is actually an extremely linear affair, with literally no chances for deviation. There’s usually only one solution to the puzzles that block your path, and if that was all there was to it, the game might very well seem like a bore. What makes the game so exciting and so tense is that there is nearly always some kind of imminent danger that makes otherwise mundane tasks like finding a stick or wading through a swamp feel like a battle for your life. Just like the film, the game is a constant battle for your life and reprieves from the insanity are few and far between.

You also get to take control of the game’s namesake at times, commanding the giant ape against Skull Island’s most formidable enemies. When you get to the Kong segments, the camera shifts back to a fixed third person, giving you full view of the action. Kong is pretty easy to control with melee strikes, grabs, and throws very reminiscent of old beat-em-ups like Rampage. There’s also quite a bit of jumping, as Kong often needs to swing about his jungle home to keep Ann, his damsel in distress, out of harm’s way. While fairly simplistic, the segments where you get to play the King himself are extremely fun and are very satisfying upon their completion. Like the segments with Jack, there is usually a palpable urgency to affairs, and you usually have both a physical and emotional incentive to dispatch your enemies as quick as possible. And really, what’s more fun than smash some dinosaurs, then swinging across the jungle with your favorite lady in your hand?

As was said earlier, the game is fairly linear, so it’s not terribly plausible that you’ll play more than seven or eight hours on one play-through. The game ends before its core gameplay mechanics lose their luster, and any additional gameplay would probably feel tacked on and unnecessary. Still, while the Skull Island segments exceeded our expectations for what a game of this sort could accomplish, the final level is a little bit disappointing. If you have yet to see the movie, don’t fret, because the specifics of the plot are considerably different in the game – though they still share several of the same set pieces. Even if you beat the game several times over, it’s still recommended that you go out and see the movie as well to get more of the motivation behind the characters, and to enjoy the emotional climax of the film that is lacking somewhat in the game.

The graphics in Kong are a sight to behold, and the other platforms simply don’t hold a candle to the high-definition brilliance of the 360 version. It appears as though Ubisoft genuinely put effort into optimizing the game for the platform, because everything from the lighting to the textures to the framerate are improved dramatically. There are still some things that could have used some work, like some plants that are a little under-realized, but it’s rare to even have an opportunity to focus on minute details like those when you’re about to be trampled by a stampede of brontosauruses. The sound is also fantastic, making excellent use of the 5.1 sound. The jungle seems to be teeming with life, both threatening and benign, and there’s never a silent moment that doesn’t carry with it a sense of foreboding. Naomi Watts, Jack Black, and Adrien Brody all show up in good form, as does Kong himself, whose ear-splitting roar will likely terrify the neighbors. The orchestral score is also fantastic.

As a retail package, King Kong is a difficult sell. It’s retailing for $60, with less than ten hours of gameplay and somewhat limited replayability. Gamers on a budget may take exception to this kind of information and avoid the game altogether. In terms of judging its viability as a gameplay package however, it’s hard to deny the game’s appeal. It’s a blockbuster movie, shooter, survival horror game, and amusement park ride all wrapped into one. On its own merits it’s a fantastic cinematic achievement and exceptional precedent for license-based games. Don’t let the price tag scare you – do what you have to do to at least give the game a shot.

Score: 85%

Any console-maker worth their salt will tell you that one of the main ingredients for the successful launch of a new console is a showcase title – a game that is not only exemplary on its own merits, but which takes advantage of those facets of a console which are unique. It’s one thing to list new and improved features on a piece of paper, but it’s another entirely to be able to point to a specific game in order to let skeptics experience what your nifty new console brings to the table. The Nintendo 64’s controller probably seemed silly until people started playing Mario 64. The Xbox probably looked unwieldy until Halo jumped off television screens. PGR3, probably more than any other launch title, demonstrates what the 360 experience is about. With tried and true gameplay, a startlingly slick presentation, and seamless online integration, PGR3 seems to be a sign of things to come from the 360.In terms of fundamentals, very little has changed from Project Gotham 2 to Project Gotham 3. The basic gist of the game is that you start with a not-so-good car, perform in a series of races and challenges to earn cash to put towards new cars, which in turn give you an edge on further races and challenges, and so on and so forth. Ultimately, you wind up in an elite series of races driving extremely high-performance cars against rather stiff competition. PGR3 does differ from its predecessor is that the lowest class of cars have been cut off entirely, bringing the total car count somewhere closer to 80. The cars you start out with are, in comparison to what you see on the street, pretty high performance vehicles. This does cut the length of the career mode down a bit, as you can accrue a respectable amount of credits in a short amount of playtime – giving you access to cars like the Enzo Ferrari, which you can use with a good degree of success even up the game’s last events. Still, there’s a significant chunk of gameplay to be had, and it’s a real challenge trying to get the higher levels.

The gameplay itself will be familiar to most – it tends towards the simulation side of the racing spectrum, and it can be extremely punishing to gamers who have grown a little too accustomed to Ridge Racer, Burnout, or Need for Speed. Unlike those games, PGR3 requires extremely judicious use of the power and e-brakes. Skilled players will be able to whip around turns with the e-brake, but even preemptive use of the power brake is extremely effective in competition. Most of the cars, by virtue of their high performance, are RWD – so effectively controlling oversteer and managing your tire traction are just as important as hitting your corners at the right angle.

One of PGR‘s biggest shticks has been the emphasis on style. Players are rewarded for risquA