Paul Bishop

Dark Sector

May 28, 2008

Hayden Tenno is sent into the decaying ruins of a Cold War era Eastern bloc country where his mission to destroy a harmful virus becomes a fight for his own life. When he becomes infected, only his weak vaccination stops him from succumbing to the virus and turning into something non-human, but will the powers he gained be enough to reach safety and still accomplish his mission?

Really the plot is a side note to explain the glaive; the entire game centers on the use of this bladed boomerang. From puzzles to fighting, it provides a completely new way to approach the FPS genre; with power-ups and steerable flight, tackling hordes of enemies becomes fun and challenging. Each power-up is well-spaced throughout the story’s progression, giving elemental attacks and different abilities to drive the player to the next addition. Similarly, using the glaive for puzzles was a well-placed addition to the gameplay that almost elevate this FPS to an action-adventure category.

Guns are not completely removed from the equation though; similar to Uncharted: Drake’s Fortune, the third person run and gun, dodge and cover mechanics work well with the off-hand gun and glaive combination. The gun is upgraded throughout the story by finding mostly hidden briefcases and buying the associated weapon specs on the black market, making exploration worth the player’s time. Mastering the game involves balancing use of gun and glaive because of the glaive’s limited raing.

The controls adequately allow either play style, excepting two examples: the SIXAXIS control of the glaive, and close quarter fighting. Early on the glaive is enhanced to direct its path during flight, and this is primarily used to get past puzzles, but can become invaluable during fights, hitting multiple targets or enemies around corners. The problem is that the tilt control is too confined and the glaive shot distance is too short to really make it any fun to use. Similarly, using the glaive can be pretty interesting to use as a melee weapon for close conflict, but finishing moves quickly become repetetive.

One thing the game nails though is ambiance. Providing a solid nod to Resident Evil, the tension, the darkness and the uncertainty of enemies popping out of nowhere is constantly present. Add to that the cinematic grainy quality of the graphics and color palette used and you have a visual experience that is spooky and addictive. The bouncy camera will either be a love or hate addition for some. I loved it, as I thought it added to the atmosphere, giving a blurring sensation as you attempt to run for cover. Others may find it down-right nauseous, almost to the Blair-Witch-In-The-Theatre level. The sound did an adequate job filling in the game but didn’t achieve the scare factor that could be found in similar titles. Voice acting and cut scenes were decent but they didn’t really add much to the overall package. Many times they only served to emphasize the weakness of plot and dialog, and opted for the less-is-more option of trying to get back to the action as soon as possible.

Multiplayer is pretty standard for an FPS with the addition of the glaive as the major addition, and while this mostly works for the better, it doesn’t really separate it from most multiplayer online games. Worth mentioning though are two different modes of online play that use one player as the fully upgraded Hayden, while the rest try to take him out. Similarly, there is a team against team version of this that makes it slightly worth looking at for those die-hard online multiplayers out there.

Like I said earlier, the glaive deserves a game by itself, and Dark Sector delivers this in a fun and interesting forum. While it may not win any awards, it succeeds in creating an ambiance and an action mechanic that are worthy of checking out and playing for a while.

Before Kratos took on the gods, he served them as a pawn hoping to be rid of his nightmares caused from his past deeds. When the god Helios is taken from the sky and the world is plunged in to night, the gods implore Kratos to track down his captor Atlas and free the sun before eternal slumber consumes gods and man alike. Set before the events in the original God of War, Chains of Olympus takes all the successful elements of the series and ports them to the PSP to create an excellent addition to this thrilling trilogy.

Right from the first mission, you see that the developers wasted no resources on ensuring a smooth, playable game that will become an instant classic.
It’s essentially a gloried hack-n-slash, but oh man, what an adventure it is. Kratos is as fluid as ever as he creates spectacular combos that shred opponents and dice up the screen. The fighting is so intuitive and inviting that you will be sucked into this visceral melee right from the first level. You are rewarded for creating combos with more orbs that are used to upgrade weapons and attacks into even more deadly and visually stunning combos.

When you are not slashing your way through waves of enemies, you will be solving puzzles and exploring to further the story. Here the puzzles usually represent object placement/manipulation to trigger the next linear path forward, and while the puzzles do get slightly complicated, they don’t really get beyond the difficult level. Exploration rewards you with hidden chests that contain extra orbs or items to improve health or magic and with new scenery.

The controls are easy to pick up and you will be quickly chaining combinations together, but as the game progresses you gain more and more abilities that strain the limits of the PSP’s controls. Noticeably missing is the right analog stick from the PS2 which was used for dodging attacks. Now this same feat is achieved by holding both shoulder buttons while moving the analog control in the direction you wish to roll. The problem with this is that each shoulder button is already tied with a face button combination to use special attacks, so if I wanted to do a roll (L+R+analog) followed by a magic attack (R+Triangle) followed by a Cyclone of Chaos (L+Square) the finger manipulation in the midst of battle starts to become cumbersome.

The graphics and sound are almost movie quality and push the PSP to the limit. The stellar cut-scenes and fluid non-clipped fighting show the best the PSP is capable of. The voice acting is awesome, parcticularly as Kratos and the narrator return to help solidify this game in the trilogy, and the orchestral scores and sound effects round out this epic endeavor. While the game is on the short side (around 6 hours), there is ample incentive to replay the game on the increased difficulty modes to unlock extra treasures, which includes concept art.

I can’t even use “scaled downA

College Hoops 2K8

March 21, 2008

Another year brings us another college basketball game, and while most developers will forgo any real enhancement to college series to work on full NBA games, Visual Concepts and 2K Sports have really added decent content to make this worthy of looking at.

The biggest change from last year is the addition of the 6th man meter. This feature attempts to show how home-court advantage really helps the team dominate. By completing successful plays in succession, you fill up a meter that represents the hype of the crowd, and by topping off that meter the A

NBA 2K8

March 21, 2008

A solid contender for the best basketball simulator out there, 2K8 improves upon last year’s game by adding content and removing fluff, while focusing on creating a smoother gameplay model. But like layups, the results are mostly there but with an occasional miss.

Once you hit the boards you will notice several different features that have been enhanced since the last outing. Player animations have been improved to incorporate signature moves, and a more realistic momentum foot-planting mechanic allows for a dramatic flow of the action. The latter may be point of contention for some casual gamers as the action has slowed down to incorporate this realism, but it ultimately works to make a more true-to-life experience. AI has been tweaked to make it a nice balance for casual gamers and hardcore alike. Offense AI still puts pressure on you to stop while the Defense AI gets watered down. Combined with the momentum changes, you just can’t barrel into the zone, you need to shift around to get into the crease, but beyond just getting in the way, the defense doesn’t do much to try to stop you. Many times you can sit there and do the same play over and over, and the AI won’t learn, or worse, won’t even attempt to intercept, and while this is a good thing for the casual folks, this may leave some hardcore fans bored.

Along the same lines there seemed to be a tendency for missed layups that should have been golden. Even the announcers seemed to mirror my bafflement as I miss undefended hoops, but regardless it sticks out as incongruent to the whole. The new Lock-on-D is another one of those love it or leave it additions to the game. By locking on and using the analog stick to adjust your position you can make it virtually impossible for opponents to get past you. This may be a good thing for people like me who like to win a lot, but for the majority of people it will just feel like a cheat after time.

Beyond the standard pick-up and play functions present, the main drive of the game is the Association mode in which you take complete managerial control of your franchise; it is too bad you have to navigate through the sub-par menu system to access this though. The plotline feature is now gone, but you start by recruiting and paying players and assigning them slots which are generally broken down in to two categories of personality and positions; players can thus be laid-back/starters or showman/star players. Managing the team becomes a feat as you balance personalities and play time to improve morale and work towards winning seasons.

The old street ball feature has been modified into the Blacktop section of the game which includes a brand new dunking contest mini-game. Street ball remains virtually the same as you can take many favorites from past or present and take them up against the CPU or against friends. The dunking contest is a nice bonus as you master the three sections of a dunk to impress the judges and your friends including online partners. Online adds a solid element to the gameplay as you create a profile which captures your playing style and is viewable by others and go head to head against others.

Graphically the game looks sharp, with little deviation between it and its 360 brother, the lighting, coloring and character animations all look smooth and crisp. The already mentioned addition of signature moves provides inspiring visuals as the players pull no-looks, and awesome dunks. Player avatars do a fair job of representing their namesakes, although there is a wide spectrum where certain players look good and others look horrendous (insert your ugly basketball player joke here), while clothing edges still have a tendency to disappear into player bodies. Crowd models are great at filling the ambiance of the court, including accurate swells in sound as the game gets heated. Announcers do an accurate job updating the play-by-play status but don’t really bring much else to the game.

NBA 2K8 is a great experience that moves past the multiple nits it has against it to vie for greatest basketball simulator out there, for casual or hardcore alike.

Bomberman Land

February 28, 2008

When White, the hero of bomberman, gets a plea for help from the famed Bomberman Land amusement park he rushes to the scene to find the park erased off the map. Some mysterious force has caused the park to disappear and it is up to you and your friends to gather zone pieces to put the park back together.

Really there isn’t much more to the plot than that, but then again it isn’t really necessary for a standard mini-game focused PSP release. Pieces are the ultimate goal of progression here, as you talk to befuddled inhabitants, solve minor puzzles or complete mini-games to earn these numbered tiles. Along the way you can earn money through casino games to buy props, costumes, or (more importantly) access to additional areas, which contain some of the yet unplayed minigames. As linear as it sounds, it quickly becomes anything but as you move from the Red to Blue to Yellow zones and beyond; a lot of backtracking between zones begins to wear on the player as it seems unnatural and time-consuming constantly have to check back to beginning zones waiting for someone to finally appear at a location to move you forward. The dialog sections required to get pieces out of park employees is humorous at times, but once again takes on an inane feel as I quickly got tired of the banter and skipped through the dialog to get my reward.

Undoubtedly the mini-games are the high point of this title. Very numerous and quite addictive at times, there is no shortage of replay value that is suited nicely to the portable format. The games go from timed shooters to side-scrollers to racing to somewhat difficult puzzles. Controls are aptly applied to each game whether it is using the input buttons for Whack-A-Gnome or the directional buttons and/or analog stick for driving games. Aimed primarily at the younger crowd, the games vary in challenge, but rest assured there are still ways to buy out of certain mini-games so you don’t get stuck or frustrated.

The addition of buyable costumes is a nice nuance but ultimately it is the addition of the original Bomberman that will have a whole bunch of people dropping money to buy this title. Included as a standalone game, the enhanced graphics of the original help bring this classic back into the mainstream. Add to that the fact you can play four players at the same time using the Wi-Fi option and you are getting a huge bang out of your buck. In that same vein it is possible to challenge another PSP user to some of the mini-games adding to the multiplayer options.

While the graphics of the original Bomberman have been updated, the overall visual quality of this game is not really up to the PSP’s superior output. Sprites are colorful, but there is an almost hokey nature to the graphics that isn’t helped by the sub par sound. The happy theme-park music is cute at first, but due to its repetitive quality it quickly wears out its welcome.

Bomberman Land is not going to win any awards, but its cute and easy-to-pick-up play style make this a game worth checking out, especially if you are a fan of the original.