December 2007

Painkiller: Overdose is aptly named; it’s an overdose of Painkiller. My advice to those who have not played the original Painkiller is to skip this game and get Painkiller, which is only 9.99 on Steam. My advice to those who have played the original Painkiller is to skip this game and play Painkiller again.

There is little plot here: in Overdose, you are Belial, the bastard child of an angel and devil. This storyline is introduced with a cheesy and minutes long monologue about how angry Belial is, mixed with the images of five turned-through book pages. I got a bad feeling followed by something so bad I can’t tell you what it is until the end of the review. You have been trapped for thousands of years in prison. When Daniel beat Lucifer in the original Painkiller, the resources necessary to keep you in prison are weakened, and you manage to escape. You then kill other demons. Once you are done killing demons you are fighting…ninjas. Later, you kill scorpions and mummies in a desert. Like everything else about this game, the varied settings and enemies make little sense.

The actual game follows the original Painkiller‘s formula: the weapons sport new skins but function exactly the same, the levels follow a checkpoint system in which your health is fully restored at the beginning of each save, and there are waves of mostly melee-based attackers. You can gain tarot cards by completing objectives unique to each level, and levels can be replayed for this purpose. The game boasts A

Gallery: FIFA Street 3

December 4, 2007

EA sent over a nice batch of new screens for the next FIFA Street title. The screens look pretty sweet. See the new gallery below.

Fury

December 4, 2007

A common refrain you’ll hear often amongst a lot of stalwart MMO players is that the next evolution of the MMORPG has to be focused first and foremost around a fun, balanced PvP component. These gamers, usually with long histories in other PvP-centric MMOs like Ultima Online, Dark Age of Camelot, and EVE Online, are a fairly vocal minority, but a minority nonetheless. The qualities that have endeared monster hits like Everquest and World of Warcraft have been the PvE and social aspects, for the most part. Fury is a game developed with that PvP crowd specifically in mind. The problem is, it seems like developer Auran never really stopped to consider whether the game that players have been clamoring for was actually such a great idea as described.

Truthfully, it’s hard to describe Fury as an MMORPG at all. In reality, it’s something of a spell-based third-person shooter. The only really persistent element is a sort of lobby, where you can find almost all of your NPCs and most of the players waiting to get into a battle. The meat of the game is played within instanced battles, in one of three separate gameplay types. There’s Bloodbath (deathmatch), Elimination (team deathmatch), and Vortex (multi-flag CTF), and that’s it. Progression is entirely measured within the prism of player versus player combat. I don’t mean to make it seem like these options are necessarily shallow–many an FPS has flourished with a similar range of gameplay options, but compared to its competitors on the market it seems a little flat.

This lack of depth might be more forgivable if the combat were actually something worth playing for any extended period of time. Fighting is fast, frenetic, and above all chaotic. You can have 24 spells hotkeyed at any one time, and there’s a massive list of spells available. Even for players who are given to this sort of nuanced cost/benefit analysis, it’s just too much. Spell effects are often redundant, and with the gameplay being as ridiculously fast as it is by virtue of the brisk run speed and quick spell-recharge times, the action on screen is nothing more than a garbled mess of flashing lights. The auto-targeting, which might have mitigated this problem, is unreliable.

Graphically, Fury is a pretty game to behold, when it actually runs as intended. At times it flexes the Unreal 3 engine quite well, but when too much starts happening on-screen (which is just about always) there’s a lot of stuttering, teleporting, and just general confusion. Spell damage and status effects flash colored text above players’ heads, but with all the action on-screen, it tends to congeal into a curious blob of letters and half-information. Don’t even bother trying to play this game if you’re not well into the recommended specs though, because Fury will eat your machine alive.

Usually one would have to be hesitant to review an MMO and slap a score on it. They’re games that develop over long periods of time, and many of them age like a good bottle of wine. Fortunately for this reviewer, Fury is not really an MMO as such. It takes many of the elements of MMO PvP combat and tries to synthesize them down into a simpler product. If simpler was their charge though, developer Auran has done quite the opposite. They’ve taken fun gameplay mechanics and watered them down with their lack of focus and vision. The end result is a game that not only fails to justify a monthly fee, but isn’t quite worth the purchase price to begin with.

Jackass: The Game

December 4, 2007

With regards to Jackass: there are those who like it, and those who deplore it as immature fodder for people who probably enjoy sniffing glue. That pretty sums up whether you will like the game as well. I find the Jackass television show to be both hilarious and deplorable, and the game is no different.

What little there is of plot is related to filling in for a hurt director as you film 7 episodes with 5 segments each. Each segment has 3-5 goals which can be accomplished to get more money. Get more money to unlock the next episode or extra character costumes or equally banal props to use in future segments. In addition certain episodes can be unlocked to open multiplayer challenge mode which helps bump up the replay slightly.

All of the characters are here from the show, and this proves to be one of the best things about the game because it feels like a truly brutal extension of the television series as you complete stunts no human being would be capable of such as launching Steve-O over four backyards with a human sling-shot or waterskiing on a trashcan lid through a neighborhood. The voice acting is superb and gets the feel perfectly. The soundtrack even adds to the game by giving an eclectic feel to each game, and reminding me I need to dust off my Folk Implosion and Skinny Puppy albums. Unfortunately, the graphics don’t quite attain the same level; each person’s avatar is off and wouldn’t be recognizable if it weren’t for the voice. While this is definitely the case for the PS2, the PSP fares better with the smaller screen as it is not as obvious.

Each segment requires a set of goals to complete, and even a few for extra credit while others require a score to pass, such as dancing as Party Boy to a sequence of button-pushes. This system allowed for a lot of control schemes that mostly hit the mark, but didn’t really elevate the game much beyond an overall themed mini-game. The simple game designs are very easy, almost too easy, as you find yourself focusing on the extra credit items rather on completing the segments, and while they are amusing to amass to open extra unlocks, it never required you to get these objectives in one run which could have boosted the difficulty level to at least the A

With regards to Jackass: there are those who like it, and those who deplore it as immature fodder for people who probably enjoy sniffing glue. That pretty sums up whether you will like the game as well. I find the Jackass television show to be both hilarious and deplorable, and the game is no different.

What little there is of plot is related to filling in for a hurt director as you film 7 episodes with 5 segments each. Each segment has 3-5 goals which can be accomplished to get more money. Get more money to unlock the next episode or extra character costumes or equally banal props to use in future segments. In addition certain episodes can be unlocked to open multiplayer challenge mode which helps bump up the replay slightly.

All of the characters are here from the show, and this proves to be one of the best things about the game because it feels like a truly brutal extension of the television series as you complete stunts no human being would be capable of such as launching Steve-O over four backyards with a human sling-shot or waterskiing on a trashcan lid through a neighborhood. The voice acting is superb and gets the feel perfectly. The soundtrack even adds to the game by giving an eclectic feel to each game, and reminding me I need to dust off my Folk Implosion and Skinny Puppy albums. Unfortunately, the graphics don’t quite attain the same level; each person’s avatar is off and wouldn’t be recognizable if it weren’t for the voice. While this is definitely the case for the PS2, the PSP fares better with the smaller screen as it is not as obvious.

Each segment requires a set of goals to complete, and even a few for extra credit while others require a score to pass, such as dancing as Party Boy to a sequence of button-pushes. This system allowed for a lot of control schemes that mostly hit the mark, but didn’t really elevate the game much beyond an overall themed mini-game. The simple game designs are very easy, almost too easy, as you find yourself focusing on the extra credit items rather on completing the segments, and while they are amusing to amass to open extra unlocks, it never required you to get these objectives in one run which could have boosted the difficulty level to at least the A