Xbox

[floatleft]http://www.snackbar-games.com/images/reviews/batmanrost/cover.jpg[/floatleft]Dots is a huge Batman fan and as such she should probably be writing this instead of me, but given my propensity to be a controller hog she didn’t get to play all that much. So here I am. Let’s get this show on the road.

The first thing you should know about Batman:RoST is that it plays almost exactly like TMNT. The games share a very similar graphics engine. They were both cel-shaded and both used fixed 3rd person cameras that moved thru the level. I ended up giving TMNT a pretty harsh review for quite a few reasons and while this one seems to be very close to TMNT, I think they eliminated a lot of the things that truly annoyed me in TMNT.

In RoST you can play single player or in a 2 player co-op mode. From the beginning you can choose to use Robin, Batman, Batwoman, and Nightwing. There was one stage in particular where I was unable to complete the mission on normal without having Dots as the 2nd player. I tried maybe a dozen times to no avail and the nice thing is that the game doesn’t have to stay 1 player or co-op for the duration. You can essentially pick and choose which levels you need a 2nd person to help you on. The downside is that you have to save, quit and restart the level if you decide to change.

[floatright]http://www.snackbar-games.com/images/reviews/batmanrost/ss02_thumb.jpg[/floatright]Each or the 4 characters has a unique set of moves. The button combination and the end result of the move is identical across players, but it was nice to see a variation in the attacks. You start out with a minimal number of moves and as you progress thru the level you gain points which can be used to unlock new moves at certain points in the game. Some moves inflict maximum damage while others are more style based and help you gain additional points for unlocking even more moves. The sheer number of moves you can unlock kept me playing for quite some time as I never seemed to be happy with the move I had just unlocked. Unfortunately, when I had unlocked them all I didn’t seem to utilize more than 3-4 combos from there on out. As I mentioned, each person’s moves are exactly the same in terms of button presses, and this makes it easy to switch between characters assuming you have unlocked the moves you typically use.

One caveat to the point system is that each characters points are separate. Just because you have 10000 points with Batman doesn’t mean you have any with Robin. This made switching to a new character in mid game a very brave move as you were essentially starting over in terms of combos. Another quite annoying discovery was the fact that a new game was completely independent of any previous or in progress games in terms of moves. New game, clean slate. Unless you are a very advanced player, it will take you the entire game to earn enough points to unlock all the moves and even then you only get to use them for a few levels before the game ends.

In terms of gameplay, there isn’t a whole lot to RoST. You basically run thru a level section by section and kill all the same bad guys over and over. Every boss you face has some special trick to defeating him and it can get tiring playing them more than one time. Even on easy I gave up trying to defeat Sin Tzu as it became very very cumbersome. I can’t imagine what it would be like to play him on Hard or even Dark Knight, which I assume is unlocked after beating the game on Hard.

As you play through the game you also unlock different Arena Challenges. Unfortunately, the challenges are all very similar and only the setting really changes. You have the choice to defeat 20, 40, 60, or 80 enemies and be scored based on time or given a certain amount of time, defeat as many enemies as possible. Both challenges kept me busy for only a few minutes before getting old.

[floatleft]http://www.snackbar-games.com/images/reviews/batmanrost/ss04_thumb.jpg[/floatleft]To keep the comparison running with TMNT, RoST had an actual combat and combo system where TMNT seemed to be a game based around a string of no more than 3 or 4 moves. In RoST you can build pretty lengthy and impressive combos given a little practice. The random catch phrases from TMNT were also present, but they were a lot less frequent, had a lot more variety, and were immensely less annoying.

Graphically, the game was similar to TMNT, but it was definitely a step up. TMNT looked flat, but RoST has a very cartoon feel to it and looks just like the newest Batman cartoon series even during gameplay.

My initial time with the game left my hands tired as I felt like I was on a button mashing marathon. You can decide if that is a good thing or not. Personally, I like games with a little more skill involved than how fast I can hit the buttons. I took some time away from the game and went back to play it and it took me a little while to get back into the rhythm of the combos.

[floatright]http://www.snackbar-games.com/images/reviews/batmanrost/ss06_thumb.jpg[/floatright]The game was also packed full of bonus material that seemed more fit for a DVD of the cartoon series. It had character sketches that could be unlocked by purchasing coins on the different difficulty levels. Needless to say, purchasing these coins means less upgraded moves, so I didn’t waste too many points on this aspect of the game.

Batman: RoST was a highly enjoyable 3rd person action game. The tons of bonus features seemed almost out of place and possibly had more depth than the additional game types and variety in the story mode. The game was meant to be a straight up arcade style action game and I think it accomplished that very well, but after playing through on easy, I sincerely have no desire to go back and play again. The arena challenges are repetitive and the time spent on unlocking bonus features would only be worth it for a die hard Batman fan. Even though I enjoyed my time w/ RoST, I recommend you keep on your list for rainy weekend rentals or bargain bin titles.

Breakdown

March 16, 2004

You mention a first-person shooter (FPS) to anyone and images of Doom, Quake or one of the many hundreds of followers will immediately pop into the heads. You mention first-person adventure and resulting image becomes a bit more muddled. Games such as System Shock and Deus Ex helped to define this genre, but even now it still remains a somewhat nebulous concept. Perhaps that is because of our innate need to pigeon hole everything, be it a game or otherwise, into a pre-defined classification so that it can be more easily understood. The first-person adventure game type has not yet been fully fleshed out, as developers are still struggling to define the boundaries of what it means to count a game within a genre that deals with the mechanics laid out in the popular FPS genre, while setting these against a canvas of story telling, platforming and other sub genres. Namco’s Breakdown is the latest title to be labeled a first-person adventure, and while it isn’t perfect, this game makes many great strides to not only make a name for itself, but to also deliver a one-of-a-kind memorable experience wrapped up in an intriguing, yet bizarre story.It begs to be said again, despite appearances to the contrary, Breakdown is not a first-person shooter. In fact, players will go entire stretches of the game without engaging in any sort of offensive situation. This is an adventure game with first-person shooter mechanics made available should the need arise. In fact, the shooting, hand-to-hand fighting and puzzle solving, all play second fiddle to the truly surreal story behind Breakdown. This game tells the story of Derrick Cole, a US soldier badly wounded in combat and revived thanks to secret experimentation. Derrick finally awakens in the Carter Research Centre, a US research facility located in Yokohama, unable to remember his past. It isn’t long before things take a strange turn, soldiers raid the base and Derrick is unexpectedly rescued by a teleporting female soldier, Alex Henderson. But who is she and what is her relationship to Derrick? Both begin their escape from the research center and in so doing things begin to unravel in a surreal and sinister plot.

So what makes Breakdown so memorable? Well, for one thing it tries things that players have not seen before, thereby doing its best to shatter any expectations and preconceived notions laid out by players before tackling the experience. From shimmying across a ledge on the 15th floor of a high rise to tearing off a gas mask from a corpse so you can survive a crawl through a smoke filled hallway, Breakdown does its best to deliver the unexpected. And all of this is done in the first-person, as the game never leaves this perspective for a single moment. The ambitious nature of the developers shine at several points in the game such as these, and it is this that makes Breakdown such a joy to play. It has its problems, but as a total experience Breakdown is not to be missed.

Breakdown plays out as a sort of mixture of western and eastern cultures, with all manner of sci-fi clichA

Deus Ex 2: Invisible War

December 21, 2003

[floatleft]http://www.snackbar-games.com/images/reviews/deiw/cover.jpg[/floatleft]The first Deus Ex, released on the PC and later on the PS2 over three years ago, was spearheaded by the up and coming developer Ion Storm Austin with Warren Spector in the director’s chair. The game was released to a flurry of raving reviews and game of the year accolades, in no short part due to it’s branching mature storyline and “play as you want” gameplay. After multiple delays and an unusually high amount of hype, Deus Ex: Invisible War has been released. Does it live up to its older brother?

Before I get down to things, I first would like to strongly caution anyone who has not played the original Deus Ex to do so before they play IW. There are multiple references to past events that occurred in the former game, and certain characters in IW will not have the same impact upon you if you haven’t played through the first Deus Ex. Furthermore, this review contains no major spoilers, so read without caution.

Making certain you know IW does indeed still have some RPG elements left, the game forces you to first create your character. Granted, you can’t alter any ability points or skills, but you can choose between male and female models and their respective skin tones.

As soon as you finish making your character, IW shows you a spectacular FMV of a terrorist attack that obliterates the city of Chicago. From here, IW plants you into the heavily bio-modded boots of one Alex “Don’t Ask” D. at the Tarsus Academy in Seattle. The game starts off with you first having to escape the Tarsus Academy, which is under attack from a group of extremists called The Order. After some instructions from the Tarsus Academy director, Dr. Nassif, via an implant in your cranium, you are set free to explore. While escaping is indeed your ultimate objective, you can freely get there however you want, as fast as you want, and with as much stolen loot as you wish.

[floatright]http://www.snackbar-games.com/images/reviews/deiw/ss03_thumb.jpg[/floatright]I will not spoil the game’s story for you, but rest assured it’s every bit as mature as the first game, complete with many twists and surprise character appearances. The game’s story spans multiple regions, including Cairo, Egypt and Tier, Germany. Each location has its own microcosm of problems that you will become enwrapped in, and how you deal with them garnishes either praise or abashment from the multiple groups attempting to use your skills for their own agendas.

Much like its predecessor, IW allows you to choose what group or corporation you wish to ally yourself with. There’s the mega corporation WTO, the balance seeking Order, and the extremist ApostleCorp to name a few. Each of these groups will have objectives for you to complete, and choosing one group’s objective over another may result in a hired hit on you or other negative consequences. All of these groups fight over you the entire game so do not worry about having to choose one early on and sticking with it the entire game.

For the most part, the story is well implemented and will be one of the driving forces behind your continuing escapades. My only gripe with it is its linearity compared to the first Deus Ex. You don’t have nearly as many conversational choices as in the first, and not until the very end must you make a drastic game altering choice. Up until that major decision, you can do jobs for anyone or no one and not have a certain group drop you as its courier. You can certainly kill almost whomever you want, but even if that pisses off one of your clients to no end, they will still generally in the end come back to you. Only if you continuously refuse their missions and systematically eliminate their chain of command will they not only refuse you, but also send assassins to take your sorry ass out. Therefore, the game will at first to most seem more linear than the first, but truthfully, it’s just as open. You just have to know where and how to look.

IW is a relatively short game, taking me around 15 hours to complete (I did not rush and openly searched for items). However, one of the bonus’ of an open-ended game is that it allows for a great deal of replay value. I strongly recommend playing through IW again, as you can’t possibly see everything your first play-through, and the game has multiple endings to see, which is reason enough to play again.

IW for the most part carries over its predecessor’s gameplay elements, which is a good thing. Bio-mods return, which are canisters that allow you to upgrade certain parts of your body. An eye implant bio-mod for example will enable regeneration, while an arm bio-mod will result in expanded strength with melee weapons. You have multiple areas of your body you can upgrade, and each one has two regular bio-mod options, and one “black market” bio-mod slot. Black market bio-mods are illegal and usually more powerful than their sister mods, and they are harder to get your hands on. Some of the more memorable ones include Bot Domination, which allows you to take first-person control of any mechanical bot or turret and use it against your foes. Another allows you to consume dead corpses for health – very useful if you like to kill anything that moves. Hacking has also returned as a black market bio-mod, albeit a little less player involved. Now, when you hack, you just wait for a green bar to finish loading before fiddling with cameras and turrets. My only gripe with the bio-mod implementation in the game is that there are just too many bio-mod canisters. By the end of the game, my character had full bio-mods for every part of his body, and still had some canisters left in his inventory.

[floatleft]http://www.snackbar-games.com/images/reviews/deiw/ss05_thumb.jpg[/floatleft]One of the more drastic changes over the first game is the inclusion of a new HUD. The developers crafted it to make it seem as if you are peering through the character’s eyeball, hence its circular nature. On the left are your slots for weapons and items and on the right are your bio-mods. At the top are your health and electric energy bars. The game has two bots that come in handy – a health bot and repair bot. This HUD works very well and is a refreshing change, but if you find it unnerving, you can tweak its opacity in the option menu.

Since IW takes place 15 years after its predecessor, the game’s weapons have evolved into more future-esque devices. All of the first game’s memorable weapons make a return, including the much-vaunted sniper rifle, versatile pistol, and electric prod. You will also gain access to an energy sword, flamethrower, shotgun, SMG, tranquilizer, and the devastating MAG gun. Perhaps my favorite weapon though, isn’t even a gun. The spider bomb is a small grenade you lob, and upon detonation, a small spider bot emerges which will follow you around and electrify foes for you. Throw multiple spider bombs and you will have a small mecca army on your hands. All of the game’s weapons are useful and delicately designed. However, one of IW’s biggest changes is with the weapons’ ammo. Gone from the first game is individual ammo for each gun, and in its place is universal ammo. Universal ammo is exactly that, one type of ammo. Each gun uses the same type of ammo, however, some guns use a different amount per shot than others. The shotgun for example might deplete eight bars of ammo while the pistol only two. In theory this could have worked out, but in execution it’s flawed. Since ammo is limited in the game, you will most likely go through the entire game using either just the pistol or SMG. This is due to an imbalance in the damage the guns do. A mid-range shot gun blast takes multiple tries to kill its target. While the pistol may take a few more shots, the shotgun eats so much more ammo per shot it’s not strategic to use it. Also, some have called the sniper rifle as being too powerful, as it is a one hit gun, but only when zoomed in. However, it also eats a large amount of ammo, so I found it to be properly balanced.

Level design wise, the game is respectable. The environments are relatively small, but lovingly crafted with shadows and interactable materials. There are also a plethora of well-stashed multi-tools and health packs.

The game’s controls are standard FPS fare, and handling is responsive and quick. Aiming speed can be tweaked, and while it’s not as good as a keyboard and mouse, it’s as best as the Xbox will get.

If you thought Ion Storm Austin couldn’t push the hardware after their PS2 port, you wouldn’t know it looking at IW. The game is simply astonishing – everything from the real-time shadows to pixel shaders and bump mapping create a very believable and stylish game. Of its entire graphical prowess, two things stand out the most – the games Havok 2 physics engine and the game’s real time lighting/shadowing.

[floatright]http://www.snackbar-games.com/images/reviews/deiw/ss08_thumb.jpg[/floatright]Every light in the game reflects in real time – even when you alter the environment the light changes accordingly. Trash bonfires flicker as accurate shadows reflect onto steel beams and characters’ faces. Take a chair and throw it near the fire and its shadow will alter and stretch, all in real time. In perhaps to show it off, IW is fundamentally dark, very dark. Luckily, you have your trusty pistol flashlight, a graphical beauty in itself, to light up those dark places.

IW also features the Havok 2 physic engine, which has been grafted onto the Unreal Warfare shell code. What does this mean? For one thing, you will see the most realistic and interactable physics on the Xbox. The physics are so incredible and fresh that I spent literally the first 20 minutes of the game throwing dead bodies at fans and tossing trash bins down stairs. Every moveable object in the game has its own physics model, and when you make two objects interact with each other, you start to see the beauty of it. I remember quite clearly moving a trashcan to the top of a stairs, and throwing a dead body at it. What ensued was not only hilarious, but it felt right. If you were to nitpick, you could say the physics are a bit exaggerated, especially for the dead bodies. You can be shooting someone in the chest with a pistol, and suddenly when they die they’ll do a triple back flip onto a desk and fall over. This situation might not be an accurate physics model, but I would choose it anyway, for nothing else than it’s highly amusing.

In a certainly odd move, IW’s characters rarely if ever perform facial animations. They will lip-synch their words, but they never convey emotion in their face. This isn’t necessary, but it can sometimes feel strange when you only see a staring zombie talking to you.

This entire graphical splendor comes at a cost however. IW runs on average at 30fps. This isn’t a bad thing, but things can bog down heavily when you are in intense firefights. The frame rate can hit 20fps, but never gets into the single digits. The low frame rate might annoy you at first, but once you get into it, you forget about it and barely notice it. Certainly a flaw, but not a game-crippling one.

[floatleft]http://www.snackbar-games.com/images/reviews/deiw/ss12_thumb.jpg[/floatleft]IW’s audio strategy is very similar to the first Deus Ex. There is very little in-game music, and if there is, it’s very quiet and low-key. This is a shame, because IW’s music is actually very well done. The IW musical theme on the menu screen is familiar and nothing spectacular, but once the female vocals kick in, it gets addicting fast. Sadly, you won’t hear any of this in-game. So exactly what does IW’s audio mainly consist of? Speech. All of the characters speak their lines aloud, unlike KOTOR which pick and chose who spoke and who didn’t. Even NPC’s who you can’t enter a dialogue with speak and will sometimes say important information to remember later. All of the in-game speech is well-done and top notch, and no one comes across as annoying or over the top.

In-game effects like weapons fire sound adequate and accurately portrays the way the weapon looks. The flamethrower sounds especially nasty, in no doubt due to the way the people you light on fire scream “Water, water, give me water!” Interestingly enough, the developers at Fable removed the ability to kill children. However, in IW, when you investigate the children’s Tarsus Academy, you can freely light up any pre-teenager you want.

IW supports 5.1 Dolby Digital audio, as well as HDTV 480p.

Many have criticized IW for getting more monotonous and boring the more you play – which is exactly the opposite of how I felt. If you can get through the first couple of hours in which you aren’t told anything and are forced to run errands for reasons you know not why, you will find a highly enjoyable and beautifully crafted game that is easily one of the Xbox’s best RPG’s to date. I do not hesitate when I say IW is easily Knights of the Old Republic’s equal in both quality and enjoyment. Go into IW with an open mind and stick with it, and you will find one of the best games of the year, on any console.

[floatleft]http://www.snackbar-games.com/images/reviews/magits/cover.jpg[/floatleft]I kept my eye on Metal Arms from the moment it was released. Originally I read that it was supposed to be some sort of hybrid platformer. Where that came from I will never know, but if you buy Metal Arms expecting a platformer then you are sorely mistaken. Metal Arms is a solid 3rd person shooter with a pretty good story line and some very strange humor.

The first time Metal Arms was on the OXM Demo Disc I played it about 5 or 6 times and not one time did I get more than about 5 minutes into the level. I must have been on a heavy duty suck streak because I just couldn’t do well on that game. It showed up a second time on the OXM disc and I tried but still couldn’t manage any respectable level of skill with this game. It wasn’t until this point in time that I realized I was playing a shooter and not a platformer of any kind. Why it took me so long to actually realize this is beyond me.

Being that I was absolutely wretched at the demo I was slightly afraid to purchase this game. What if I was so terrible at it that it had no fun factor whatsoever? To save myself a little bit of trouble I rented it from NumbThumb. I was pleasantly surprised that I didn’t suck quite as bad in the full version of the game even though not much had changed. The first thing I noticed was that the game felt a lot like Brute Force. The whole 3rd person shooter had never really appealed to me and while I felt Brute Force fell a little bit short of its mark, Metal Arms delivered nicely. I am not really sure if it is the fact that BF was announced as a Halo Killer that assured its demise or if it is because Metal Arms is a more lighthearted humor driven game that didn’t make any lofty guarantees.

[floatright]http://www.snackbar-games.com/images/reviews/magits/ss11_thumb.jpg[/floatright]After acquainting yourself with the controls you soon realize that they need to be tweaked a tad. Good thing for you they added a sensitivity setting which should improve the sluggish feeling of the camera. After tweaking the controls a tiny bit I felt right at home playing Metal Arms. One of the things that pleasantly surprised me about the game was the plot. I expected a run of the mill story with lots of action, but I was given a hilarious outlandish story involving a very one sided conflict with our hero fighting an uphill battle. Glitch is recruited by the resistance army who is defending their only stronghold. Unfortunately, the army is down to a handful of soldiers who just happen to get destroyed very quickly after the story begins. The resistance is left with one lone soldier, you, to fight off an entire army.

You start off with a single puny gun but it isn’t long before you are carrying multiple weapons and sniping off enemy robots with the Rivet Gun. Glitch’s strength lies in the diversity of weapons he has. You have one gun that will do just about everything you can imagine and on top of that you have some power packed grenades and various other secondary weapons. The only unfortunate thing is that your scope is classified as a secondary weapon and its use can be rather tedious should a large group of enemies sneak up on you while zoomed in. Switching between guns is very easy and gameplay is actually suspended as you choose weapons. Normally I would consider this weak, but once you see just how many guns Glitch has available, it becomes justified.

Graphically, Metal Arms is refined and well done aside from some vertical sync issues that seem to plague certain circumstances of the game. If you don’t know what I am talking about, walk into a corner and start spinning in circles and you will see how the graphics seem to shift. That is a major issue in my eyes and I wish it would have been caught before the game shipped. Aside from that flaw, I didn’t really have any complaints about the way it looked.

I have to be honest with you for a moment. If you read the Jak 2 review then you know that I am a generally calm person unless I get really frustrated with a game which doesn’t happen all that often. So you can understand the frustration that I experienced when 2 games so close together made me almost break various elements of my gaming setup. There have been 2 levels to date in Metal Arms that were not difficult by any stretch of the imagination but the utter frustration that I experienced while playing them cannot be described. Needless to say, the game can be hard and it can be easy and it will frustrate you. Either that or I am losing my edge.

[floatleft]http://www.snackbar-games.com/images/reviews/magits/ss18_thumb.jpg[/floatleft]One aspect of the game that I didn’t get to spend too much time with was multiplayer. Scattered throughout the single player game are secret chips. These chips unlock various multiplayer levels. You start out with 5 MP levels to choose from with another 9 that are locked. The first locked level should be opened very quickly as it only takes a few chips to achieve. As far as gameplay options in MP you have your standard options as well as a few unique game types. You can play Tag or Reverse Tag, Possession Melee, Death Match, King of the Hill, Moving Hill, and Timed Bot Brawl in free for all or team mode. Death Match, King of the Hill, and Moving Hill should be familiar to Halo multiplayer vets. Timed Bot Brawl and Tag should be pretty self explanatory. I didn’t get to play it so I am still not really sure what Possession Melee is all about. Needless to say, there are plenty of options packed into this title. The only thing you may feel uneasy about is the 3rd person view in a split screen MP game. It is hard enough sharing screen real estate with other players, but to also use a 3rd person view means you will have even less of a view of the other players and the level. I can do 3rd person in a single player game and I think the MP was a welcome addition, but 3rd person MP just doesn’t sit well with me.

Despite the apparent lack of skill that I must posses, I enjoyed Metal Arms. It was not without fault, but all around it was an above average game and I don’t particularly care for most shooters especially 3rd person ones. Metal Arms is definitely fun and the storyline humor makes it even better. It was really nothing like I expected to be; it was quite a bit better. I have played a lot of very good games recently and I would rank Metal Arms pretty high up there. It took a lot of people by surprise and I heard many people mention it as a sleeper hit. All in all, I enjoyed Metal Arms, but I have a hard time recommending it with a $50 price tag right now. A debut at $39.99 would have made this a solid deal, but I recommend you wait for it to come down in price and then pick it up. If the third person view generally bothers you, go out on a limb and try Metal Arms anyway. You might be surprised.

[floatleft]http://www.snackbar-games.com/images/reviews/rotk/cover.jpg[/floatleft]As a fan of the Lord of the Rings films, I thought it would be suitable for me to do a review on the games’ third installment of the trilogy, “Return of the King”. Especially, since today is the opening of the long awaited finale of the trilogy. I would like to say that I really enjoyed the first two films, Fellowship of the Ring and The Two Towers. Unfortunately, I can’t say the same about the first game, Fellowship of the Ring. Honestly, I did not bother playing Fellowship of the Ring, because it did not look intriguing by any means. But I did have the opportunity to play Two Towers, which I really enjoyed. Now I have never been a big fan of hack and slash games, but I love LoTR.

Just like Two Towers, Return of the King begins where the last game/movie ended. You begin as Gandalf as he arrives just in time at Helms Deep. From there you are set on the journey that will lead up to the greatest battle of Middle Earth. Now, I really prefer not go into detail about the different levels, since the game follows the movie pretty accurately. Therefore, I don’t want to spoil anything for the folks who have not seen the movie. Now for the most part I will just talk about the usual, graphics, gameplay, sound, and AI.

EA made some improvements to the third installment, which made Return of the King a very satisfying title. From the beginning of the game I was hooked on the new story, graphics and sound. I was very pleased to see that you are able to play as Frodo, Sam, Gandalf, and three other unlockable characters. This is a change from its predecessor where you were only given the option of playing as Aragon, Legolas, or Gemli. Another new addition to Return of the King was the all new coop mode. This is always fun if you want someone else in the action too besides the computers AI. Speaking of the computers AI, depending on your difficulty settings the enemy AI is magnificent. If you are attacking, they will block and fight you with various moves. If you run, they will chase you and hack you up, and vice versa. But it’s rare that you will chase after your enemies considering that you will be in the middle of huge battles.

[floatright]http://www.snackbar-games.com/images/reviews/rotk/ss03_thumb.jpg[/floatright]What I really enjoyed about playing RotK was that each character can be leveled up with experience points. After each level, you are given a certain amount of experience points depending on your performance in battle. These points are helpful in purchasing combo moves, special attacks, and increased health and power. Combos are best used during bosses and one on one combat. It seems that special moves are sometimes impossible to execute during huge battles. When executed properly, the combo moves are flawless. The controls are also quite simple, and very easy to learn within minutes. In addition to your melee attack, you are given ranged attacks to pick off far off foes. Depending on the character, the ranged weapons vary. You should also remember that depending on the character, each path is very different from the others. But all will obviously end up at the same place, The Black Gate.

Graphically, Return of the King is magnificent given it’s improvements from The Two Towers. The different locations are all very smooth, colorful, and detailed with very minimal pixelation. What really amazed me about the games graphics was the elaborate detail of the characters appearances. EA did a great job in designing the characters facial detail identically to the movies. This was not the only aspect that was improved on since The Two Towers. I believe that the sound was improved with a more intricate detail to sound effects. In every level that I was battling in, I could hear everything that was going on from close to long distance. All the sounds were very well recorded and the voice overs of all the actors were uniquely written for the game. I should also mention that the music used in Return of the King is the from the movie’s original score. Using the original score really added to the intensity of the game. An aspect that was used in The Two Towers was to see how the movie sequences transitioned into the games. That effect really engulfs you into the story and the game. EA does not stop there with the improvements. As you continue to new levels you unlock special features to the movie and the production of the game.

As the final game of the series, I was really impressed with the improvements of the game since The Two Towers. Every character had its unique moves and weapons which were all upgradeable and made it very fun to play every level of the game. The story makes the game what it is by a large margin. Yes the game has its flaws here and there, but it’s not something that would make this game lame. Being able to play as the ring bearer and the great wizard is cool enough. At the end of the day, Return of the King finishes the trilogy of the games with a big bang. I would have to say that LoTR: Return of the King, is one of the top hack and slash games I have ever played. This is most certainly a game that I recommend all to play. This is especially true if you’re a big fan of the movies.