Talking About Games : Reviews : ALL
Oct
06
2008
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Written by Larry "Bacchus" Marcum
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Monday, 06 October 2008 |
I think we’d all be kidding ourselves if we said the concept behind Star Wars: The Force Unleashed didn’t provoke interest and intrigue. When LucasArts began this project in 2004, they wanted to create a Star Wars game unlike anything the gaming world had seen before. And in truth, they have accomplished their original goal. Unfortunately, it appears the game isn’t the world-renowned masterpiece they had hoped.
The basic idea here is pretty exciting. Finally, we get a chance to play as the evil apprentice of Darth Vader, destroying everyone and everything in our path. We’re unstoppably powerful, and we know it. How cool is that?!
The problem, though, lies in the execution. Sure, the core of The Force Unleashed can be pretty fun. But, it gets old very quickly, and you’ll soon find yourself trudging your way through the repetitive and mindless gameplay. On top of that, the title just doesn’t perform well on a consistent basis. In the end, The Force Unleashed could have used another few months in development.
Use the Force to hit the jump. If you haven’t upgraded your abilities enough yet, just use your mouse.
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Oct
03
2008
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Written by Cliff Bakehorn
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Friday, 03 October 2008 |
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Oh, Brothers in Arms! Some of my fondest memories are lodged back in the gut of one of 2005's best
first-person shooters. Gearbox Software's shooter had all of the
markings of a great new IP. The innovative squad-based mechanics
worked brilliantly, and along with an exciting campaign, there was an
authentic, realistic plot that you could really care about. The
characters were well-developed and so there were actually upsetting
ramifications for losing your squad mates. Although the sequel
(Earned in Blood) came out very soon after the original (Road to Hill
30), the series lost some steam and the third entry (Hell's Highway)
was delayed for quite some time.
Finally, Hell's Highway is here.
Hey now, I heard those groans – WWII may be old territory, but
before you begin complaining about how much you have already looked
down the iron sights of an M1 Garand rifle or dodged the peppering
fire from MG42 encampments, give Gearbox's new game a chance. Hell's
Highway brings back the gameplay from its predecessors and spices it
up nicely for the Xbox 360/PlayStation 3. As a result, the new game
plays a lot like the old ones – and that is not a bad thing.
Click here and jump back to the
devastation of World War II once again.
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Oct
01
2008
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Written by Patrick Cassin
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Wednesday, 01 October 2008 |
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Feeding Frenzy 2 is the sort of Live Arcade title that makes an excellent first impression; dropped into the ocean as Boris the angelfish, you "dodge predators and eat your way up the food chain," according to PopCap Game’s official website. Or, as I like to imagine it, you immediately begin swimming back and forth, devouring nearly everything in sight in an unending gluttonous killing spree. Clearly the ESRB sees the game through PopCap colored lenses, giving the title an "E" rating, but in my heart I know one day a developer somewhere will leak some sort of Mortal Kombat-esque "Blood Code," and that day the true frenzy will begin.
Until that code surfaces, however, it is strongly advised that you bring your own chum, as you’ll find the local-only two to four player modes provide the greatest thrills. In the single-player campaign, with around twenty types of fish to devour (sans carnage), after the initial glee of fighting for your life on the ocean floor wears off things become blasé. Sure, there’s "Story Mode Lite," which presumably has fewer predators than normal, and there’s "Time Attack!," which has a persistent little clock at the bottom of the screen. But whatever adventure you choose you’ll still play through the exact same sixty stages over and over again, with a plot that literally is nothing more than, "What the heck is that shadow swimming by?"
What may make Feeding Frenzy 2’s $10 price tag hard for some to swallow? Find out after the jump.
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Sep
28
2008
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Written by Cliff Bakehorn
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Sunday, 28 September 2008 |
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Editor's Note: We're bringing you this retrospect review as a
special edition release. These reviews are offered as a fresh perspective on a
game that's been out for a short while, but deserves a new look.
Sometimes there is a treasure trove of entertainment to be discovered laying underneath the cover of simplicity. This has been all but proven with the increased development and rising popularity of Flash games. The Internet is stuffed full of them. Sites like Newgrounds.com can thank them for a large percentage of their daily traffic. Who doesn't enjoy a quick distraction from work or school? That is what Flash games are all about - although most Flash games lack the depth of full retail games, some of them are crafted into works of brilliance that stack up right beside the best console hits. Thanks to online services like Xbox Live, some of the best Flash games can be easily translated to an experience intended for consoles. It turns out that one of the most recent Flash-based games released on Xbox Live Marketplace, Castle Crashers, is one of those brilliant works.
Castle Crashers is made by Behemoth Games, the same team of guys who originally made and then ported the cult-hit Flash game Alien Hominid to consoles. There are differences that separate Castle Crashers and Alien Hominid, but both of them are stylish side-scrolling action games that will hook anyone who gives them the time of day. Castle Crashers delivers on all of the most important aspects of a Flash game while also offering enough extra content to make it well worth the 1,200 Microsoft Points investment. There are dozens of levels, 26 game-affecting animals to collect, and an RPG-like character customization system. Did I mention that, with its four-player co-op and competitive (local and online) game modes, it is one of the best multiplayer offerings on the Marketplace? Suffice it to say, anyone interested in old-school action games, stylish graphics, and Xbox Live Marketplace should read on.
Read on past the jump, the princess gives you a smooch at the end!
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Sep
24
2008
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Written by Josh Krehbiel
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Wednesday, 24 September 2008 |
You've heard of Rock Band, right? You're aware of this sensational rhythm game movement that started really gaining steam when Harmonix released Guitar Hero in 2005 and then everyone was suddenly bursting onto the scene with tiny plastic guitars and now fake drum kits and elaborate karaoke system? I mean, there are no surprises here? I'm not going to shock or offend anyone if I refuse to mention the various, now painfully obvious, gameplay components, correct? Plastic drum kits no longer turn heads, right?
Alright, good. Because in most ways, Rock Band 2 is pretty much exactly like the first one. They tweaked some things, sure, but everything you could do or play in the original is here too. A more accurate name would have been "Rock Band Also," since the bundled game isn't even out yet, so only owners of the original are interested at this point in time. That doesn't mean that they haven't improved on an already great thing, I'm just saying that the industry needs to stop indiscriminately putting numbers on things.
Let's continue the rock after the jump.
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Sep
22
2008
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Written by Larry "Bacchus" Marcum
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Monday, 22 September 2008 |
Ah, marble games. I’ve missed you so much. It seems like just yesterday I was spending hours on my NES playing with your one of your ancestors, Marble Madness. And yet, here we are again, ready to renew our longtime affair.
Have you ever run into someone who looks exactly like one of your friends of yesteryear? They’re so similar that you could swear they were the same individual. But once you get to know this new person, you realize he’s absolutely nothing like your old pal. Well, it turns out that Fading Shadows is one of these “new people.” The initial promise and nostalgia it induces quickly fade away into the bleak background of mediocrity.
Ivolgamus, the Lithuanian developer behind such classics as Barbie as The Island Princess, is taking its first dive into the world of the PSP with Fading Shadows. A marble-based puzzle game, Fading Shadows can be plenty of fun in small doses. But spend too much time in front of your luminous LCD screen, and you’ll likely find yourself tearing out your hair in frustration. Sure, the developers should be commended for creating a moderately unique original IP, but the final product ends up falling a bit short of spectacular.
We’ve got a hell of a puzzle to solve. Hit the jump to find the solution.
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Sep
18
2008
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Written by Josh Krehbiel
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Thursday, 18 September 2008 |
After years upon years of what seemed like constant waiting and being told it would just be another three months, thank you, Spore finally charges onto the market with a whole bunch of fire nipping at its heels. The flood of penis monsters, the anti-piracy software debacle, the threats of TV tie-ins, it seems like the game the world was finally ready for came into a world that wasn't all that interested anymore.
But game politics are only interesting to guys who play with spreadsheets all day. People who actually play games will see that it took that long to make because there are a lot of variables that needed to reconfigure and whatever. I mean, there is so much going on, you almost wish that you had a lot more control.
Find out what makes Spore almost worth the wait after the jump
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Sep
17
2008
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Written by Cliff Bakehorn
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Wednesday, 17 September 2008 |
Square-Enix is one of the most respected video game publishing houses in the world. If you were to start listing off all of the high-profile console role-playing games you know, chances are that Square-Enix would be responsible for many of them. They have definitely done their part in helping to make games what they are today, particularly concerning RPGs.
Like anyone else, they can slip up from time to time. They're human, after all: but their latest game, Infinite Undiscovery, is troubled. It seems like tri-Ace decided to wing it, pulling out the How-To Guide for making RPGs. Then they proceeded to copy every major bullet point in the book and translate it into another $60 game.
If I have ever played a cliched RPG, it is Infinite Undiscovery. It seems like almost every single thing I could mention about this game has been done before - everything! Even with all of the similarities to other role-playing games and Japanese fantasy productions, can Infinite Undiscovery manage to have a spirit of its own?
Find out, and learn more fake words, after the jump!
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Sep
11
2008
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Written by Cliff Bakehorn
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Thursday, 11 September 2008 |

I always felt like I could keep up with the crowd and call myself a hardcore gamer until I started playing games published by Atlus. It was around then that I realized just how casual it is to jump over Goombas and run around looking for the shotgun. If Halo 3 is the obnoxious boozed-up goon at a frat party, an Atlus game is the slightly pretentious, manga-loving member of the chess club that studies literature and does math homework for fun. I personally categorize most Atlus games as "hardcore RPGs", because they generally cater to a niche that is so into role-playing games that its gamers bleed hit points and eat Final Fantasies for lunch.
Thus, I will categorize the PSP's Yggdra Union: We'll Never Fight Alone! as a "hardcore RPG", although it is in a skewed, awkward way. The game is, at its most basic description, a wild mix between Fire Emblem, Advance Wars, a deck of Magic the Gathering cards, and an anime lacking in color and contrast. When you factor in the way that Yggdra Union is presented, in terms of its gameplay, interface, and its progression, it gets even more..."interesting".
Although some of its gameplay mechanics are similar to those found in other games, it is the awkwardness of Yggdra Union that makes it a little difficult to pick up. Still, with a little patience and the ability to remember a lot of different terms, acronyms, conditions, rules, and other mechanics...anyone can enjoy it!
Get ready to jump into battle with armies of sprites, decks of cards and legions of numbers.
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Sep
10
2008
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Written by Josh Krehbiel
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Wednesday, 10 September 2008 |
Let's be clear. Viva Pinata: Trouble in Paradise is not Viva Pinata 2. It's merely a belated expansion. A sequel takes place during a significant event, and the great problem in this game isn't treated with even the slightest bit of severity. A sequel takes the old aspects and reshapes them into something more; this game takes the old, tweaks it slightly for balance, and then just hands it back, nearly the same, with a bunch more thrown in. A sequel sets a new precedent, for better or worse. This game merely shows off what would have been good to have in the first one.
That's not to say that what we're given here isn't worth the time or effort. What would have been good in the first one turns out to be good now that we've got it, and the fixes were a nice touch, although a few of the extras turn out to be a little overwrought.
Let's go back to the garden after the jump.
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Aug
28
2008
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Written by Jason "DJ Quixote" Berg
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Thursday, 28 August 2008 |
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I don't know about you, but I can't believe it's been 20 years since the first Madden game. I didn't play that initial vision of games to come, as it would be another 4 years before getting trounced by my roommate in my freshman residence hall room.
Ahh, even to this day I can still remember what a $%#& that guy was. Sitting there, laughing at me having thrown his 4th TD bomb in that quarter, taunting me with that Philly accent of his. Me, intensely leaning forward, clinging to the hope that Dan Marino would bring me back from the depths to at least score one touchdown. Then he got injured, and left the game. Good times. Still, I was impressed by what the game demonstrated. Prior to that I had only seen poor examples of what football was being presented as. People can say what they will about the Madden series, joke about John Madden himself, and of course the big bullseye EA Games all day long. However, I can think of no other franchise more influential in gaming today than this little pigskin sport. Are we headed for more greatness, or is she a fading beauty? For more hit the Jump. |
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Aug
27
2008
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Written by Larry "Bacchus" Marcum
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Wednesday, 27 August 2008 |
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If you ever had the opportunity to play the original Bionic Commando on the NES in 1988, you know how painfully difficult the game can be. You probably could have fed everyone in the world if you had a nickel for every time you cursed Capcom’s name. I’m curious: How many controllers did you break?
Well thanks to GRIN, the developer behind the PC ports of GRAW and GRAW 2, we have the wonderful opportunity to relive this frustration. Okay, maybe the remake of Capcom’s classic side-scrolling platformer isn’t as difficult as its predecessor. Maybe the game has been retooled to be a bit more forgiving. And maybe, just maybe, nostalgic gamers will think of this game as “soft” and “watered-down.” Nonetheless, this title is loads of fun, no matter your perspective.
GRIN has done a fabulous job reimagining this classic powerhouse. Meticulous attention has been paid to maintaining the concepts and approach that made the original Bionic Commando so successful. But, the developers were not shy about removing portions of the title that were detrimental to the overall gaming experience. This is not simply the same game as the 1988 release with an extra layer of paint. No, Bionic Commando: Rearmed has been diligently remastered, providing exciting new additions while maintaining the core gameplay of Capcom’s original product.
Swing on over to the jump for the full details.
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