Showing posts with label 360. Show all posts
Showing posts with label 360. Show all posts

Sunday, July 22, 2012

On the Rain-Slick Precipice of Awesome

Sometimes, when a game franchise switches developers mid-stream, things go awry. It just isn't as good anymore. Things are different for no good reason. New gimmicks are introduced. It just doesn't work.

Penny Arcade's On the Rain-Slick Precipice of Darkness 3 is the exception.

The first two episodes looked pretty good, yes. All the concept art came directly from the source and was turned into pretty backgrounds and character designs by professional animators. You (yes, you) were even a player in the game! Personally, though, I always thought the best part of the first two games was the writing, which came straight from the source, unfiltered. As a result, the games are intensely funny. However, I never thought they were really terribly great games. The combat was repetitive and a tad boring, and I thought the attempts to inject action-RPG elements into the game always fell a bit flat.

That said, I think I speak for both proprietors of this here blog when I say that we were kind of disappointed that the third game apparently wasn't going to come out. Hothead (the previous developer) and Penny Arcade had, uh, differences and they split up. Making up for it, PA published what is essentially a novelization of the plot of the third game online. (As one might guess, that link is pretty much 100% spoilers.)

And then, a simple page appeared in our programs at PAX 2011.

It was like this, except there wasn't a date on it yet.
Could it be? Yes, it was. And now it is. Zeboyd Games is pretty much two dudes who develop retro-style console RPGs with modern sensibilities. Though I was not familiar with their previous work, I had at least heard of it from hanging out on the Penny Arcade forums, which is where they started their enterprise. Suffice it to say, these dudes have a healthy respect for the source material.

This game picks up where the 2nd left off. The player is no longer represented in the game with a character, and there is no way to import your character into the new generation of games. Like I said, since to me the best part of the previous games was the writing, I don't view this as a terribly big loss. Speaking of which, the writing is great in this game too, as it's pure Tycho (Jerry Holkins). The story that I linked to above was expanded, messages, and adapted for the game by Tycho, and all the other text you need for a game (item descriptions, flavor text, etc.) were also written by the man himself. Suffice it to say, this is the funniest game I have played since the last Rain Slick game. (Yes, Portal 2 was funny, but there's something about poking fun at RPG tropes while playing a RPG to be really hilarious.)

I've basically been paying for Tycho's writing for years by purchasing all the Penny Arcade books, so I would basically like anything that had most of the text written by him. However, unlike the first two games, this game is also fun.

Okay, yes, there's a bit of grinding in some places, but that's part and parcel of the retro feel. The vast majority of the game aims to recreate the experience of the 16-bit SNES heyday of the console RPG. However, there are modern sensibilities. The squad regains their health after every battle, for instance. There is a pretty cool class system, allowing each character in the party to have up to two sub-classes. (Examples of classes in the game include "slacker", "cordwainer", and "hobo".) These sub-classes grant additional actions and abilities.

Items work in a similar manner. Items have two sorts of upgrades: quantity (the number of times per battle the item can be used) and quality (the level of the item). Characters can also use magic, as dictated by their classes. Every battle turn each character gains 1MP, with various items and abilities allowing one to gain MP more quickly. The turn systems itself is worthy of note, more akin to something one would find in a modern RPG. All characters and enemies appear on a timeline, with two parts: waiting to get an action, and then shortly afterward, actually doing said action. The key drama here is whether one's speedier characters can pass enemies before they act. There is also one sub-class that can manipulate the flow of action, such as kicking enemies out the short period between when they enter and action and before they act on it. I know this sounds complicated, but it works pretty well in practice. And, most importantly, it's a lot of fun.

And as previously said, I didn't really say "fun" in relation to the gameplay in the first two games a whole lot.

Many folks would pay $25 for a game like this. More would pay $15. What if I said this game was only $4.99 though? That's a downright steal. Even better, it's on Steam and XBox Live Arcade.

asim's "tl;dr" summary: This game is more fun than many games that cost 12 times as much. There's almost nothing to lose by getting this game and it's the most intentionally funny game that's come out since the last Rain Slick game.

Other stuff: Yeah, I was going to write a Mass Effect 3 review. But it might be awhile before I'm ready to approach that minefield again. Not sure how much there's left to say about it at this point. It was sort of like that Steven Spielberg move A.I.. It was really good until the last 45 minutes.

Tuesday, January 6, 2009

Bioshock actually shocks me

I'm going to be honest here; when the game first came out, I ignored it. To me it was just another FPS in an already crowded, bloated and generally boring market of games aimed at kids with twitch fingers and appetites for violence and mindless action. I've gone on record stating many times that just about the only FPS I play anymore is the Half Life series, to due it's excellent pacing, puzzles, story, characters and overall polish. When Halo 3 came out - one of the biggest FPS releases since, well, Halo 2 - I only played the last 2 levels because I happened to be at a friends' house when they were finishing it on 4 player. I didn't even play through the whole thing until after a friend in Austin purchased the game and wanted someone to play co-op split screen with. That's right, I don't even own it. And while I do own Team Fortress 2 - a game I actually rather enjoy - I'm just not good enough or interested enough to keep playing an FPS for more than a few days.

Of course, then Bioshock exploded. It was given all sorts of awards and lauded as an incredible, "not to be missed" game. I chalked this up to those who like to talk up games on their favorite system which are not on other, rival systems (even though it is now). I'd heard more hype about Halo 3 and Call of Duty 4 and was not rivited by either, what could this no-name offshoot offer me that these two behemoths did not?

When I received Bioshock for my birthday, then, I was somewhat surprised. I hadn't really mentioned it to anyone, but I suppose when you have a teenager in the family making suggestions on what he'd like to buy someone who plays games, he knows which ones are the big names. After a few months of sitting on the shelves, I took it down to give it a whirl (as a diversion for all the JRPGs I had just finished playing), and I must once again admit that I was terribly, horribly wrong. I seem to be doing this alot lately.

My 'problem' with most FPS's is that they are more well suited for quick-fingered, aggressive thrill seekers than strategic, tactical min/maxers like myself. There's no real numbers, reason, logic or strategy, just run here, shoot stuff, run there, shoot more stuff. Most games that I play (and most enjoy) are turn based and involves lots of numbers, elements, variables, options and calculating. I know that in many FPS's enemies have 'weaknesses' or whatever and that you can master weapons and enemies just as well with brain as with brawn, but overall the genre is composed more of brute force combined with trial and error than not. And while this may, in many respects, be true of the basic core of Bioshock, it is hidden and masked so well that it really did not bother or frustrate me as much as normal.

That may be, of course, because Bioshock is not 'just' and FPS. It is an experience, a world and narrative so rich and engrossing that you perhaps forget yourself in it. It starts off with an intriguing enough beginning, which is a breath of fresh air compared to most "lone man saving the world from destruction" story so typical to the genre (even my beloved Half Life series!). Your plane crash lands and you find yourself in an underwater city, surrounded by sociopaths and lunatics. At this point you are not trying to save anything but yourself, and not only is it a nice change of pace from the norm but also sets itself up well to feed into the rest of the story.

I'll do you a favor and not talk about the story in great detail from here on out, because to do so would ruin pretty much everything that makes the game what it is. Suffice it to say that while you may find the plot predictable you still will not expect it, while you may see characters as shallow you will discover them to be quite deep, and while the place may seem droll and lifeless you'll find plenty of times that you wish it were. The environments suffer from the usual 'too realistic ' nonsense found in most games these days, dark with slightly varying shades of brown and grey, but there is some variety and it all fits surprisingly well together with the theme and atmosphere of the game. Most of the time you will be too busy lost in the incredibly rich atmosphere or frantically running away from that pissed off big daddy to notice (or care) about nit picky things like that anyway. It looks nice and does the game service, in this case that's more than enough.

The number of different 'plasmids' (body altering chemicals) you can make and weapons you can weild keeps most of the combat interesting and gives you strategy and choice when moving forward in the world. Do you take the upgraded shotgun to help with the big daddies or upgrade your pistol to help against splicers? Do you take the hacker plasmids that help against turrets and cameras or do you need the extra health to survive all the enemies? It helps to customize the game in ways not normally seen in shooters and gives an otherwise linear experience a bit more freedom and choice. It also means that you can make the game more stealthy (camo and quiet footsteps combined with a few good wrench-based beatings) or more twitchy (big guns with huge clips and giant explosives) so it caters to your playstyle if you play your cards right. It won't be as tactiacl as Metal Gear nor as run and gun as Halo but it finds a happy medium and gives you the power to play it as you like.

Now a days, most shooters are very short single player experiences and rely on online play to keep you interested (and to keep you from turning around and selling it back to Gamestop). To compare, Halo 3 took me a paltry 6 hours to beat, Call of Duty 4 clocked in at a slightly more impressive 8. Multiplayer? Barely touched either, didn't care. Bioshock has NO multiplayer and doesn't even have co-op (on the 360 anyway) but the 'main' game took me nearly 20 hours to play through. This is not some halfway done attempt at single player to put a bullet point on the box of a mostly multiplayer focused game. It will take you a few days to beat (or, if you go at my pace, about a month) and won't leave you feeling like you were shortchanged. Aside from a *few* uses of the feindishly evil backtracking parts (i.e. make the game longer on the cheap), it's new and interesting at every turn and, assuming you can keep going without being creeped out by the characters and story, keeps you coming back for me. For those who have mastered the game I'm sure you can plow through it faster, but harder difficulty settings and special 'survivor' modes on the PS3 add even more to its length and replayability.

It's not all roses, of course, but it's hard to think of many things that are actually "bad" about this game. Hacking is cool at first but when every room has 2 cameras, 3 turrets, 4 vendors and a safe it gets old REALLY fast. On some of the easier difficulty levels you will probably end up just buying autohacks, buying them out, destroying them, or just plain ignoring them. It's not that the minigame itself is poorly designed (it's actually quite fun when it becomes semi-challenging), it's the fact that you are spending 30 minutes clearing a room of hackable things only to have to do it all over again 5 minutes later that it starts to get annoying. If you do enough research you can auto hack some of them by that point it's too little too late and a drop in the bucket compared to what you've done so far.... and what you have left that still has to be done. I can only imagine how much more annoying it must be on the harder difficulties, where you don't have the cash to burn or the ammo to waste on these foolish things.

Speaking of bots and cameras, some of them are in the weirdest or most annoying places - often to disasterous (or frustrating) consequences. I found myself the unwanted recepient of a bot swarm a few too many times playing through the game, usually because I stepped around some corner and directly into the line of sight of a camera that I had no idea was there, only to be completely out of luck. Add the fact that you must then run to some 'security bot deactivate' switch - which could be so far away from your current position that you might as well just fight them off and wait it out - equals to a minute of annoying, flying mechanical demons that like to come from nowhere and aren't very happy with you. Usually it's not a problem - cameras give off light that's pretty easy to see as it moves along the otherwise dark and uninteresting metallic grey interior - but when you think you are being careful or cautious and STILL get caught it's no longer a gameplay mechanic, it's now a frustration mechanic. Considering the list of good things about this title, though, these are really just some unfair nit-pickings and are no reason whatsoever to not give this game a fair shake.

Overall, the one thing you can say about the game is that it delivers. It took the single player aspect of the first person shooter, gave it a unique twist, threw in and incredible story and a very well designed locale and just lets you go to town. It even gives you a fair amount of freedom for a game that is otherwise a purely linear experience. It may not play or even handle any different than your normal FPS, but honestly that is not the genre's problem. It doesn't need a new gimmick, it needs people with decent ideas and the ability to deliver them. Bioshock may only be good because it is a refreshing change in an otherwise stale and overharvested genre, but sometimes that's all it takes to make a masterpiece. And believe me when I say.... they have.

---

With Christmas comes new games, and that means more things to review. I have 10+ games practically unopened and several more in various states of completion, so I expect this list to grow MUCH faster than I can possibly keep up with it. Well, than I choose to keep up with it, anyway. At least the first half of this year will cool off a bit, I'm not even really looking foward to anything (that I know of) until Resident Evil 5 hits in march, which gives me a good bit of time to work through my back catalogue.

Currently playing:
WoW:WotLK (PC)
Ace Attorney: Apollo Justice (DS)
Professor Layton and the Curious Villiage (DS)
Fire Emblem: Radiant Dawn (Wii)
Lost Odyssey (360)
Banjo Kazooie: Nuts & Bolts (360)
Fable II (360)


What should be next (no particular order):
The World Ends With You (DS)
Castlevania: Dawn of Sorrow (DS)
Spore (PC)
Final Fantasy Tactics Advanced 2 (DS)
Rock Band 2 (360)
Banjo Kazooie (XBLA)

Wednesday, December 3, 2008

(If only it were) Eternal Sonata

I really question the way blogger does dates. Unless I write the post in a single day (I almost never do, being as long and thought out as they are) it makes it seems like I post something the day I STARTED it, not the day I actually posted it. Guess I should manually change this, but really, that just seems silly...

This time I'm going to skip forward a few games (sorry TWEWY, your time will come) because I just finished a game (Eternal Sonata, in case you didn't see it in the not-so-catchy title) that I believe is really deserving of some high praise. And, since it has been released VERY recently on the PS3, I believe it is prudent to tell those who might be interested in it just what they are getting themselves into.

First and foremost, the game is absolutely stunning. This is by far and away the best game I have ever watched on my HD TV. This is, of course, because the art style and design are so incredible that it is absolutely mind-blowing. The cartoonish, almost anime look to the game, combined with the very elaborate and artisitc character and level designs, make for one of the most vibrant and memorable RPG experiences to date. It has a simliar look to Blue Dragon, but goes above and beyond because the world they create is so vibrant and full of life. Just the first few scenes alone assualt your eyes with deep, rich colors and a strikingly crisp, detailed world and characters so beautifully drawn that, at times, you may think you are watching a cartoon. Of course it has some funny problems (try for a second to convince yourself that anyone would hold their arms the way that they do) and some of the later enemies and bosses suffer from the dreaded pallete swap (where they use the exact same model but simply swap colors) but your mouth will simply be on the floor so often in awe of what your HDTV is able to produce that these flaws are easily overlooked.

It is not often that graphics stun me, especially to the point that I believe it is something that people need to know about in a game. There are games with less-than-hd quality graphics that are still amazing games (Smash Brothers, Mario Kart), and even games that look 'good' in HD but really don't stand out too much due to poor art direction or bland environments (Enchanted Arms has the resolution but very little inspiring art, Gears of War has the detail but I think they limited themselves to the colors black, brown and grey). Graphics are almost always the last thing to mention or bring up because as long as the gameplay is solid or the story is engrossing the graphics, to me, really don't matter. However, there are some games that just go above and beyond with their art direction - more important than pixels or detail - and make something really stand out or really unique. World of Warcraft continues to impress me with what they can do with so little horsepower (as Blizzard has always done time and time again), The Legend of Zelda: The Wind Waker showed us just what games could do with cell shading and facial expressions, and the new Prince of Persia really stands out as a unique and interesting art direction that I think shakes things up enough to be worth mentioning. The same can be said of Eternal Sonata, so while I would not suggest you buy the game solely on looks alone (it's a game for crying out loud, why buy something to look at it?) it is worth noting that a new benchmark has been set for art and style of cell shaded, anime-like games. If this is where HD gaming will take us, I welcome it with open arms.

Eye candy aside, Eternal Sonata does an incredible job melding button mashing, dungeon crawler elements of action rpgs with traditional turn based rpg gameplay. The battle system of an rpg is one pillar on which the entire genre must stand - along with plot and characters - that gives the genre it's own uniqueness and meaning. A poor battle system can drag down even the greatest of stories (FFXII) and save a game from even the most pathetic writing (Enchanted Arms). For almost 7 years, my favorite rpg battle system belonged to the increible Legend of Dragoon (in my opinion, one of the most underrated and unknown rpgs on a system overflowing with them). For those who never palyed it, Legend of Dragoon used a classic turn based battle system that really stood out for two reasons. 1) Most characters (not all) performed 'combos' for their attacks that required you to press buttons at a certian time to increase damage and completing the combo (you could defend/counter attack in the same manner). Think of it as a more complex, fleshed out version of the Super Mario RPG battle system. This meant that battles required more attention than was usual for an RPG, so no more constantly spamming 'A' to attack things and win outright with no real challenge. 2) The game was HARD, and the limitations on the number of items you could carry, combined with difficult enemies, the combo system, and your limited amount of ‘magic’ meant that every turn and every decision was important and required strategic precision. This made battles more enjoyable and more thrilling, as each battle could easily be your last and you always had to be working on contingency plans and planning your next few moves. Enchanted Arms bested this system, but only by making a pact with satan himself and including a miniaturized version of a tactical, grid based SRPG as the battle system, cranking up the difficulty and rewarding you extensively for finishing off foes quickly and with big numbers.

But, I think I was trying to talk about Eternal Soanta...


Eternal Sonata
is unique in that the battle system for the game grows and evolves as you play. When you start out the game, you begin with a very simple system that gives you plenty of time to learn your characters, plot out your moves and master the controls. As you progress, though, the system begins to become more complicated and fast paced while giving you bonuses to compensate for this increased challenge. You begin with fairly simple, 'turn based lite' type game where you may take however much time you wish to plot out your moves and each action you take has a certian 'cost' associated with it. The basics of the system do not get any more complex - you may move, attack, use an item or use a special attack (called a 'Harmony'). However, as you gain 'party levels' the battle system changes and becomes more real-time while it also expands in complexity and power. This is where the real fun begins.

It turns out that the 'cost' associated with each action is actually the time it takes to perform each move. Harmonies have much longer times associated with them while normal attacks are much shorter, encouragaing you to chain multiple attacks together before finishing with a large Harmony attack. Eventually even movement takes 'time' and the battle system shifts to real time as you are slowly weened off of your 'tactical time', which gave you precious seconds to plan your move. By the end of the game, the battle is constantly flowing without interruption and it is up to you to make sure you keep track of whose turn it is next and plan out your attacks accordingly. This all happens gradually, though, over the course of the nearly 40 hour story, so you are given ample opportunity to get used to the system and moving at faster and faster paces. Perhaps the most difficult addition is the optional party level 6 ('optional' in that you could beat the game without it, required if you wish to do the bonus dungeon before you finish the game). This party level really throws a wrench into the system, changing around the buttons associated with different actions (harmony, defend, and attack) each time you perform a harmony. Of course, if mastered properly, this is not without it's own rewards...

As the party system becomes more complex and demanding, the rewards for keeping up with the system increase as well. You can start to save up 'echos', essentially a counter for the number of attacks you chain together in a turn, that makes your Harmonies more powerful the more echos you have. Eventually you can 'chain' Harmonies together and, at party level 6, can perform SIX harmony attacks by continuously chaining them together (remembering, of course, that the Harmony button can change each time a Harmony is used). You also gain more total echoes as your party level increases (making your Harmony attacks stronger) and, at party level 6, your Harmony chains can 'carry over' echoes and your correctly performed Harmony chains become devastatingly powerful. It also allows you to carry more items into battle (vital for classes that have no healing harmonies or equipment). The main benefit, of course, is the potential to do greater damage, something that is necessary as the bosses get tougher.

Unfortunately, as you gain a better control over your party's movements and begin to plan attacks, the game becomes almost a cakewalk. This is especially true after getting party level 6, where you can now kill enemies in a single turn and, if played right, can set up 6-chain harmonies every turn. This kind of constant damage output, coupled with a character that has a healing harmony (Viola, Chopin or Polka, for instance), and a even only occasionally properly defending against enemy attacks begins to make battles almost trivial. It still requires you to pay attention and is better than the usual "just spam A to win" style battle systems, but it may take Encore mode - where enemies have huge health and damage increases - to really begin to challenge you. Of course, the other side of the coin is that once you get good at something and learn to plan your attacks well things SHOULD get easy, so perhaps my complaint is somewhat misplaced. It did not make the battle system any less fun or involved, but it did take away the feeling of anxiety in knowing that you could be in danger of dying at any time. Overall the system is very etertaining and a marked improvement over the very slow, 'gimmie' battle systems of old and is one of the reasons that Eternal Sonata stands out in my mind as one of the best rpg's I've ever played.

Gameplay being covered, on to the story. For those who don't know, the story is loosely tied to Frederic Chopin's (composer and pianist) life, or more specifically, his death. The world acts as a kind of 'dream', something Chopin's mind takes him down as his physical body nears death. Chopin also acts as a character himself in the game, and you can watch as he battles in his mind to tell whether or not the world he currently is experience is real or a dream. You even see several historical slideshows which generally tells a kind of 'making of' each song, which, as a lover of music, is something that I actually enjoyed. This can be skipped if you so choose, which is good, because it's certianly not for everyone.

This story, however, really takes a backseat for most of the game and more sets up the 'theme' than it does the actual plot. Sure, everything is based off of music; just look at the names of locations and places, and even the shape of their weapons (which look like different kinds of musical instruments), but the real story lies in this dream world. That story is more your standard rpg fare. Boy meets girl, awkwardly falls for girl but can't admit it, fights against an ufair or oppressive government and does his best to save the world. I wills say that the story actually seems to 'jump' from character to character and you honestly have no 'main character'. There are several subplots that are followed and even times where you will not see the (arguably) 'main character', Alegretto, for several hours. This also means you may use whichever characters you want in your party, and are not forced to use one guy all the time. This is unusual for the genre, which tends to force entire plot to revolve or be somehow attached to the main character, but is a nice change of pace if you don't think you are being robbed of some 'main' plot. Everything that happens moves the story along, even if it's not connected in any way to a single character.

Character development is strong but occasionally flawed. Some characters certainly come across as more believable than others - Chopin being a prime example - but others are left in a sort of out on their own because it is hard for them to carve a niche into the group. The fact that they attempt to give Jazz not only a love triangle but a love SQUARE (3 girls fawning after 1 man) means that it's going to be difficult for each of them to distinguish from one another. Most of the character pairs work flawlessly - Beat and Salsa make a great pair and provide a significant amount of the humor throughout the game. Unfortunately the same cannot be said for March, who joins the party late and has no real interactions beyond with her twin sister (who already has someone you mentally pair her with). The Allegretto/Polka love story is believable enough (good enough for a video game anyway) and provides a good way for Allegretto's character to grow and the story to progress. As strong and promising of a character as Viola first presents, she quickly gets swept into Jazz's "love square" at which point she loses alot of her focus and meaning in the group aside from being yet another person swooning over Jazz. Which is sad beacuse the Jazz/Falsetto/Claves love triangle actually stands well on it's own and, given the events of the story, is one of the bigger story arcs that you can see visibly affect the characters and their decisions. The PS3 version includes 2 new characters, and while they are strong NPC characters and could add more dynamics to the group mix, given when they are introduced into the story I feel it may be a bit too late to try and add them in effectively.

On the whole, there are enough twists to keep you guessing and the delivery of the story is strong, backed by characters that you can relate to very well and remain both entertaining and interesting throughout the game. There are occasional hiccups or oddities - some of the love stories feel awkward or forced and the ending is both satisfying and incredibly bizarre - so while the game does not set a new standard in storytelling or epic plots by any means, it does more than 'get the job done' and is enough to keep your interest piqued as you progress. It certainly does not detract from the experience in any way (minus, perhaps, the ending).

Overall, Eternal Soanta represents everything that keeps me coming back to RPGs time and time again. Massive worlds, believeable characters, epic plots, interesting battle systems and incredibly rewarding gameplay experiences. This game executes above and beyond expectations in almost every category and will one day be considered a 'classic' in my eyes. If you're even a modest fan of JRPGs, this game is not to be missed. I would recommend it over any other RPG that I have played this generation and over just about every one I've played my whole life (with the exception of revolutionary classics like FF7, Xenogears or Legend of Dragoon). It takes some getting used to - especially if you are not a fan of the cartoony look - but in the end, this game will not disappoint.

As for what's next, I'd love to sing the praises of The World Ends With You but perhaps I will take a break from my usual JRPG/SRPG lovefest and review Castlevania or Spore.

Currently playing:
WoW:WotLK (PC)
Final Fantasy Tactics Advanced 2 (DS)
Ace Attorney: Apollo Justice (DS)
Professor Layton and the Curious Villiage (DS)
Rock Band 2 (360)
Fire Emblem: Radiant Dawn (Wii)

What should be next:
The World Ends With You (DS)
Castlevania: Dawn of Sorrow (DS)
Spore (PC)
Final Fantasy Tactics Advanced 2 (DS)

How on earth did I miss reviewing Bioshock (360)?

Tuesday, February 26, 2008

ctl-c, ctl-v

Apparantly, copy-paste is too difficult for me, because I've had this ready for nearly 2 weeks and sitll haven't posted it. So, without further ado, here it is:



I feel as though I've neglected the "ranting" portion in lieu of the deluge of games that I have played recently. That being said, here are a few things that have been on my mind as of late. Granted, they will not be as detailed as the game reviews (I tend to prefer that more to writing down thoughts that end up making me angry or require a very significant amount of research in order to be more fair), but it's at least something to think on.

Firstly, the whole Fox / Mass Effect deal. I have not gotten around to playing the game yet (and if Blue Dragon continues on like it is, I won't get around to it for a while yet), so my comments on this will be breif. This is basically yet another way that video games get singled out over other media (music, movies, books, et al) on "questionable content". Ever since the "hot coffee mod" hit the scene, it is as though games must be squeaky clean, positive reinforcement learn-fests before they are approved by the media. The woman who went off on Mass Effect (basically saying it contains full frontal nudity when it does not) eventually retracted, admitting that once she actually saw the game she obviously saw herself being in the wrong. She went on to state there is more sexually explicit content in your average 1 hour showing of Lost or Desperate Housewives than there was in this 40+ hour epic adventure. The fact that even the loony Jack Thompson didn't see enough in this game to fight against it shows that either hell itself has frozen over, or it was really no big deal (I personally believe the answer is "both").

Next, we have the presidential race. I've yet to dive TOO deep into the race, as I've already grown incredibly tired of this campaign. It started so early, and people have been speculating and guessing and prophesying for so long that I grew both bored and apathetic. I know who I want to be MY candidate, I can do my own research. I don't have to watch disingenuous attempts at "involving the american public" through the You-tube debates, or at all this baby kissing and hand shaking. I don't care about Hillary's every movement nor Guiliani's insane comments. Perhaps I've become incredibly jaded in just the past 4 years, but now it seems to be "same old, same old". Haven't we been here before? "Washington Insider vs. the "breathe of fresh air" outsider. Candidates trying to fight it out as to who is capable of NOT being the same failure as the incumbent. This all sounds... familiar. I certianly didn't need all that extra lead in time they were throwing at me, starting so incredibly early to try to build up the hype machine and raise even more money (I thought we were supposed to be stopping all that? Whatever happened to campaign finance reform and working away from money buying the seats?) These fools do next to nothing while in office - not on immigration, not on security, not on protecting our freedoms or net neutrality or tax reform, big government and over-budgets, a busting sub-prime market.... the list goes on and on - and yet they want me to pay attention to them now? Where do people find the energy to back this kind of rhetoric? Some of these people have been in political power for years, even decades, and they have what to show for it? Once I get passed my primary, and we start narrowing down candidates for me to focus on... then I can get more into it. But right now it's really just tiring to keep up with news about how these people try to undermine each other and slit each others throats day in and day out. I speak in generalities, of course - not EVERYONE is like that in all aspects - but most talk shows or internet sites, or even news stories certianly make you feel as though this is always the case. Anything to grab some eyeballs and captivate audiences, eh?

So much for not being "too deep into the race"! I didn't know I had it in me, really. Serious topics aside, here are a few tidbits about the group of 360 games I've played recently but haven't had the chance to comment on yet.

Gears of War

I've actually played the game before, but I've never really owned it (and just recently started "reviewing" things again) so now seems as good a time as any to mention it. For the most part, I absolutely refuse to touch the game as a "single player" experience. That is not a statement against the single player campaign, either; the story, characters, gameplay and pacing are all very good. But, having now played through the game twice on co-op, playing the campaign with just one person feels very "boring" or bland, despite the fact that Gears of War is, indeed, a very high quality game. Graphically the game does impress - even more so in HD - although I can't really say that the game inspires a sense of awe or amazement (perhaps this is coming from a present perspective on the game, as compared to when it came out over a year ago). The graphics are indeed great and you'll be hard pressed to find even newer games that look significantly better (though there are a few), but to me the "wow" factor almost always stems more from style than it does from technical prowess. I can say "wow" to pictures of Crysis, yet generally feel no recolletion of the games pictures aside from a few trees and rocks. Maybe some sand. (Also, I've never played the game...) Gears gives me much the same feeling. Characters aside, the graphics impress but are generally "forgettable". You go from some boring, drab, run down building to another boring, drab, run down building... and the process kind of repeats itself. Oh, and in case the buildings weren't bland enough for you, you also go underground only to be surrounded by even more boring scenery like rocks! The rain during that factory level is rather cool, and as I've said before the Characters are well done, other than that it's just more boring, "realistic" looking graphics that focus too much on earthy, dark tones than it does Style. No More Heroes leaves me more impressed overall Graphically than this game does, if only because it oozes a very unique sense of design. However, graphics really mean next to nothing to me in terms of games. It's nice to move forward in terms of more detail or more action on-screen, but without the right style you really can't do much to stand out.

So, obviously, the most important part of Gears is gameplay. The "cover" system seems to give Gears a significant boost over just about every other series in the genre, adding in a nice layer of strategy/pacing where most games tend to be more about "run and gun" or being fast with the trigger. Active reloading really highlights the extra level of strategy and attention required to do well in the game. You can't just constantly spam reload and expect to blast your way through enemies. A well timed active reload, though, can shave seconds off your reload times and really help you out in a pinch.

As with any kind of game like this, the co-op really makes it shine. I admit that playing the game just by yourself can be fun, but playing with a friend makes the game all that much better. The most confusing part of the game is how the story is centered around 4 characters, yet the game remains only 2 player co-opable. Perhaps Halo 3's 4 player co-op has me spoiled, but Gears of War practically screams for it to be enabled for 4 players. Hopefully Gears of War 2 will up the ante and allow 4 friends to take down the Locust together.

Pacing is kind of a mixed bag, something that is also important to me in shooter/adventure type games like this. I do not like finally overcoming a hard or difficult part only to die and have to repeat the process over and over again. A few times is acceptable - blowing through the game would not be fun, either - but being stuck at the same area for nearly an hour really starts to frustrate. I will admit I'm not the best player out there, but playing on co-op and on the middle difficulty setting should not see 2 people stuck for nearly an hour. The hardest parts in the game are, arguably, where you "split up". This makes it doubly difficult because, firstly, you do not have anyone to back you up or cover you and, more importantly, you cannot be ressurected if you die which means that you BOTH have to start over from the last checkpoint. Co-op can allow two people with unequal skill to play on the same level, and these "splits" can really slow you down when one player has a difficult time getting through their portion of the level. It makes the game less "fun", makes the good player feel bored and the bad player feel worthless. I can appreciate that the designers probably wanted to challenge players in these portions but couldn't they have been a little more forgiving, especially with regards to checkpoints? At least not having to replay the entire split would have made things a little more bearable while keeping the difficulty up.

Sp, I guess this game has a multiplayer component? I don't really know. I really enjoy the cover system and the game mechanics from a single player perspective... but it seems like it would be incredibly boring in multiplayer. I've played local multiplayer with friends, and that wasn't nearly as much fun as teaming up in campaign or as other multiplayer games (Smash Bros, Halo 3, etc). I guess if you really like the system but want the challenge of facing a human opponent you might play this over live, but I don't really see it as being something I would enjoy doing (even just to get the acheievements).

Overall, the game is definitely worth playing. If you're like me and just want to experience the campaign, grab a friend and rent the game over the weekend - it is easily beatable in 1 sitting, or you could break it up over a few if you are playing on the higher difficulties. COG tags, acheivements and multiplayer could keep you coming back for more, if you like collecting things or flexing your muscle over live. Even I have played the game through multiple times. My last playthrough was the third time I've beaten the game and it is just as fun as it was the first time. The game is still $50 for a reason... because it is a stellar 360 exclusive. Even if you are like me and don't particularly care for the genre, it is worth it just for the co-op experience.

Crackdown

Crackdown can be gracefully summed up in two words: Agility Orbs. While on the surface crackdown

seems like a "GTA-clone" - a title which has now completely replaced the original term, "Sandbox

Game" - after playing it for about an hour you will see that this can hardly be farther from the

truth. Crackdown involves a large open city that requires no loading (in fact, didn't GTA have loading? and lets you go anywhere you want and do anything you want. Honestly, that is where the comparisons stop, which means that they are just the same genre of game. Beyond that, they couldn't be more different.

GTA is a rather slow paced game. You work your way through the game's "narritive", perhaps indulging yourself in one of the world's many glorified mini-games to increase your "stats", make some money or gain access to new items or areas. Outside of the missions you generally have very littl reason - or desire - to pick fights with people as it will either get you killed or in trouble with the law. Ironically the main draw of GTA is not the sandbox elements (although that makes the game more fun by giving you the opportunity to take the game at your own pace and freedom to do whatever you'd like to do) but in the expertly crafted and cleverly driven narrative contained within. There are many true "GTA-clones" that do not sell nearly as well as Grand Theft Auto for this exact reason. Saint's Row, for all that it added to the "sandbox" mechanism, just doesn't cut it when compared to the story of Grand Theft Auto. Why else would Rockstar be able to sell both Vice City and San Andreas, not to mention the entire collection of "stories" games, when 85%+ of the sandboxing elements in these games are the same as they have always been. Ooooh, they added motorcycles, big whoop! You can finally swim? Game of the Year CONFIRMED!

Look, Grand Theft Auto and many any other sucessful series - Zelda, Final Fantasy, Halo, Call of Duty, etc - are games that largely maintain the core elements of their genre while pushing the genre forward with smaller, more controlled innovations, high production quality and excellent Narratives. Let's face it, Link has been doing the exact same thing since the original Legend of Zelda - navagating a large and compelling overworld and navagating perilous dungeons to expand his arsenal and finally fight Gannon/Vatii/Windfish... whoever. It's the same game! But the games sell well not due to individual parts, but taken as a whole; a sum of its parts.

So where does Crackdown fit in all of this? Well, as someone who is guilty of calling Crackdown "that game no one wanted that came with Halo 3 Beta" and "how original, yet another GTA clone" I feel compelled to prevent you from making the same mistake that I made. Crackdown takes the sandbox idea and gives it a shot in the arm. Your character starts out far from "normal" and just becomes more and more superhero-esque as you proceed through the game. From the start you can already jump several stories high, allowing you to climb buildings, scale mountains or clear obstacles with a single bound. Grand Theft Auto generally starts you off slow... access to only the first town, only a couple of missions available, not much you can work on until you get the story going. Crackdown throws this out the window. You turn the game on and, if you want, you can go straight for the last boss. Considering that you make him weaker by defeating all of his underlings I'm sure it would make things alot more difficult, but you really can do ANYTHING you want. You are limited solely by your current "skill levels" (you probably can't scale some buildings without getting your agility up first) but, for the most part, the world is your oyster.

What's even better is, the game throws action at you almost non-stop; the streets are crawling with gang members (who, by the way, don't seem to like law enforcement) and if you really thin their ranks in a short amount of time, they send "hit squads" to really make your life interesting. You aren't waiting around for someone to cause trouble, or driving through large cities trying to get to your next mission (perhaps the greatest downfall of Grand Theft Auto being so massive in scope). In fact, it's usually so much fun to jump from rooftop to rooftop, sniping enemies or sending heat-seeking rockets into a group of unsuspecting Volk that you will probably forgo driving entirely (that, and civilians have this bad habit of always jumping out in front of you, which gets you in trouble with the law...).

Agility Orbs really add to the sense of exploration and reward you for climbing huge structures and making big leaps of faith. But since there are more than 500 of them scattered throughout the city, the act more like pez candy than they do anything else. You get one, and from that vantage point you can see at least 3 others. Next thing you know, you've collected 40 and you are the complete other side of the map... and going strong. I can't quite put my finger on it but something about jumping from rooftop to rooftop, jumping 35 feet vertically and hundreds of feet horizontally just feels fun no matter how you slice it. Add in the addictive "collecting" quest behind agility orbs (encourages scaling buildings and big jumps) and hidden orbs (encourages exploration and clever thinking with some difficult jumps) and you can entertain yourself for hours on end just trying to collect them. On paper it sounds ludicrous, I know, but once you start playing they are like Lay's... you can't eat just one! (Can I even say that? Is it copyright protected or something? In fact, do they even use that slogan anymore?)

The game is not without flaws, though. In order to acheive this faster paced, more "action/arcade" style of gameplay it has to sacrifice any semblance of a strong narrative ("Bad guy X is in charge of bad thing Y, go kill him!" is hardly a storyline) and compared to the main gameplay, the "side quests" feel lacking or annoying. Driving a car is about as easy as trying to firmly grasp a wet bar of soap - you can do marginally well at slower speeds, but you might as well walk at that point. Boss's, especially the later ones, are more an excercise in patience than anything else. They are ALWAYS the same, the only thing different between them is the number of small-time lackeys that you will have to take out before you get to them (hence my most of the last bosses are in buildings and other closed enviornments, where you are forced through narrow passages and rooms and therefore cannot help but face all the weaker enemies). The strength of the core gameplay, however, helps to augment the tedious nature of the "main story"... especially since round-house kicks to the gut and rockets to the face NEVER seems to get old.

Co-op is a plus for this game, but no split screen co-op is a crime. There's no way it isn't feasable to do 2 player co-op on the same screen; it just screams of a way to make more people purchase copies of the game or invest money into Xbox LIVE. I appreciate that co-op is there - and that it was available over LIVE - but making that the only option is just mean.

You can easily extend your enjoyment of the game, especially if you are a completionist type. Stat points, agility orbs and Hidden orbs will keep even the most meticulous of collectors busy for dozens of hours over normal game play, if not drive them a little insane (why, oh WHY can't they show us where that last orb is. If you have 499 out of 500, isn't that ENOUGH? Just show me where that last one is. Even a hint would be great. You can keep track of which ones I've already collected - how else do they not respawn? - so help me out. Show me on a map where the ones I collected were, or start showing orbs on the map after I collected 75% plus. Having to comb over that insanely huge city for ONE orb is grounds for cruel and unjust punishment). Vehicle races, time trials, and leaderboards extend play for the more competitive amoung us, giving proof of bragging rights between friends... or the world. I think... I haven't really used them yet (too busy with the real game!).

Crackdown takes the tried-and-true "go anywhere, do anything" sandbox method and ratchets up the action to keep you on your toes. Seemingly Limitless enemies, collectable items, time trials and side quests give offer up plenty of entertainment and leave you always doing something. "Supply points" provide a great long-distance travel mechanism, while attempting to not totally ruin the size and scope of the world (they also help keep your full on ammo and give you a wide selection of guns as you "borrow" them from the other gangs). Free downloadable content gives you a little more to do, and pay content even throws in some new vehicles and more side quests to do (although, admitedly, I've never downloaded or played the pay conent). This fresh new take on the sandbox genre might not last you as long on the main story as Grand Theft Auto would, and lack of a true "story" leaves you with very little purpose or direction, but the gameplay is just plain fun. There are so many used copies floating around that it is a crime - no pun intended - for you to not own this game. There is plenty to do and see (and kill!) and you will have a very hard time putting it down. In a genre where everything has to live in the shadow of Grand Theft Auto, Crackdown does very well in making a name for itself and definitely deserves your attention.

Call of Duty 4

Anyone who knows me knows that I'm not exactly a "fan" of first person shooters. I can play them and enjoy them, sure, but I generally do not do so on my own dime (Half-Life being the exception. You could also count Metroid Prime but, honestly, that's adventure). Owning a 360 comes at a price, though; First person shooters do so well on the system that one can't help but run into several "quality" titles every now and then, even if it is a genre I'm not exactly fond of.

So, when I was offered the opportunity to play Call of Duty 4 multiplayer, I reluctantly accepted, mostly because they needed my 360 anyway and I wanted to keep an eye on it. Multiplayer with people I know is perhaps the one saving grace to a first person shooter, outside of a truly emmersive story (hence my caving to the Half-Life series). Ever since Goldeneye on my N64, first person shooters have redeemed themselves in my eyes with a quality multiplayer component. I remember next to nothing of Halo 1 and 2 campaign, but have tons of great memories of 16 player LANs with epic, hour long capture-the-flag matches and nail-bitingly close Slayer matches.

Unfortunately, Infinity Ward seems to have something against playing system link but also having mutliple people on the same console... so even though there were 5 of us, only 4 of us could play. I offered to sit out, but since there was an extra copy of the game... why not play single player? It would at least give me something to do while waiting for them to finish playing.

From a single player perspective, the game did not "break boundaries" in any way, really. I like how it played, and the story was interesting enough (especially how the two stories wove together by the end). Certianly not up to Half-Life standards, but it gets the job done. Some of the "non FPS" levels provided a nice break from the staple "first person, run and gun". Shooting that huge gun from the airplane, providing your character (on the ground, not the one you were playing currently operating the gun) a chance to escape was especially fun. The "stealth" level was also nice to play, although the directions sometimes seemed ambiguous and would sometimes get me dangerously close to a guard... or worse, caught.

It is not a long affair - I beat the game within a 24 hour time period, without even really trying. I played some Galaxy, met with some friends, you know... lived a rather normal life. It is not as though I really had to play the game non-stop to beat it. 6-8 hours, maybe less if you are really good. Then again, I didn't play on the hardest difficulty except for 1 level, and if you played on that I'm sure the game would take you alot longer (but be alot more frustrating, too).

Multiplayer seemed to have much more promise, mixing RPG like elements (leveling up, gaining access to new items, skills, etc) to the standard FPS gameplay (run and gun, shoot, grenades... why am I explaining this?!?) and even using a class system to allow you to customize your guns and items. While I haven't played it myself, friends I know who are big FPS buffs play Call of Duty 4 multiplayer more than Halo 3 mutliplayer, and that's saying something. Personally, though, I don't really like playing FPS's multiplayer without friends, so I've never played and therefore can't really vouch for the system. I can safely suggest it, though, as many people I know would whole heartedly support it (and they are usually very picky).

This game kind of comes across as a toss up. The main story is fun, and if you are really itching for a good FPS then it is worth, at the very least, a rental. You can most definitely blow through the main game in a weekend, even perhaps on veteran. If you've been playing Halo 2 multiplayer for the last few years, then a purchase is almost assuredly in order. The RPG elements give you something to work towards while you play (besides, you know, just being the best and winning all the time) and that can definitely add to the "addictive" nature of online gaming and rank-climbing. On the console versions you can even "reset" to level 1 once you reach the level cap, all for a special symbol being placed next to your name... and you can do it 10 times! Experience doesn't even seem to be tied directly to how well you do (you get more experience for more kills and winning, but you don't move backwards for losing or doing poorly) so even on your off days you can make some progress and those of us (me) who aren't as good could slowly work our way towards those higher ranks. It's more than likely that you already know whether or not you want this game (actually, that you already OWN this game or not, considering how many it has sold) but if you are on the fence, well... you are definitely missing out.

Lastly, and perhaps most importantly...

Assassin's Creed

It is kind of difficult to put into words just what is so amazing about this game. Despite watching two other people play most of the game (including seeing several plot twists and even the ending) I still felt a need to go out and obtain a copy of the game for myself. This is the kind of game that is both fun to play and fun to watch, where literally anything can happen and you are ENCOURAGED to use environnments and stealth to your advantage, while not being forced into doing so if you don't want to. Sure, anyone can probably take on 20 guards at a time once they get the "core" mechanics of the game down and nothing really changes from the first boss to the last one, but that core gameplay is so good that you can play through at your own pace and honestly never really notice it.

There are some, however, that did complain about how "repetitive" it was and how boring it became... and it makes me wonder just what game they were playing. Is Halo 3 "boring and repetitive" because you basically spend the entire game shooting enemies? Is Super Mario Galaxy "boring and repetitive" because you spend most of the game jumping? Hardly. So what is the beef with people and Assassin's Creed? Why is it so special that it deserves this criticsm? Pehaps people were over-hyped for the game. Perhaps they were expecting something bigger, or better, or different than what Ubisoft ended up providing. But that would make me wonder... what exactly were they hoping for?

Now I admit that the game does have its share of flaws. The story, as good as it was, falls flat on its face in the end because it amounts to nothing more than a big tease. The game does a fairly good job of not forcing you to do anything you don't want. You can use rooftops or "blending" to avoid guards and confrontation in general. The main story, however, takes it to a near minimum, requiring only 2-3 "investigations" before you are allowed to assassinate your target... which means you could literally blow through the main game if you really wanted. Someone who takes time to explore the city and accept all the side quests, however, could spend hours on just one assassination mission alone.

This is really the only point of ontention I have with the game: the "investigations" are generally well mixed and offer a fair amount of variety of things to complete (albeit, some of them are fairly boring; sitting on a bench, listening to a conversation? Not exactly the pennacle of interactive entertainment...) but your choice of "optional" side quests is very limited in scope. Not counting collectable flags and templars(AGAIN with punishing 99/100 collectors? ugh!), optional quests include one of two options: saving citizens or climbing to look out points. Now, these acts in and of themselves are not terrible. Saving citizens is both fun and challenging because it makes sure to throw several guards at you at once, theoretically making it a more challenging engagement then you are used to. When done correctly, they are entertaining diversions to the stealth, run around and ignore guards style gameplay. The problem arises when there are citizens trapped in large, market like areas... and it seems as though there is a never-ending flow of guards to face. Sure, 4 or 5 are OK but once you are on guard 10 or 11 because that pack of 7 guards roaming that area found you (which they almost certianly will) it can really seem to drag out the fight, especially since you originally intended to only be fighting a few men and be on your way.

Climb points are much more fun, as they tend to have you go into interesting portions of the city to "synchronize" and give you an idea of what is in the area. Climbing anywhere and everywhere almost never gets old, a few of the larger buildings present almost puzzle-like challenges that require more thinking than just holding up on the stick and waiting, and the wide-pan view of the entire freaking city from way up in the air never fails to impress. It provides you a good escape from running around on rooftops or sneaking around in the streets, and in my opinion gives the game alot better pacing and flow then just trying to steamroll your way through the main events in the game (which would surely agitate and frustrate me). Sandbox games allow you to "go anywhere, do anything", but rarely does one encourage it so openly.

Flags and Templars add a "collectable" aspect to encourage even more exploring but with no in-game interface for keeping track of which ones you have already gotten and which ones remain, it can be frustrating to complete (even with help from a map) and usually offers only smaller diversions for players who catch them out in the open on their way to other areas or while on the run from guards.

What Ubisoft could have done to make the game feel less "repetitive" (a designation which I firmly deny to be true but entertain as a possibility nonetheless, as obviously someone feels it is true) would be to add in a greater number of "side quest" options and pull back on the number available in a given area. No one wants to feel like they should complete the same task TWELVE TIMES or more before having "finished" and area and preparing for the boss, but if you want to rescue all citizens or climb all viewpoints you just might. Instead, put a max on perhaps 2-4 (a larger cap for viewpoints, perhaps upwards of 8) and add in some other tasks to mix it up a little. Maybe pretend that the templars built "secret underground tunnels" and have Altair find and "explore" 2 of them, opening them as "waypoints" between different areas of the city. Or maybe an "Assassin's Challenge" to see how many guards Altair could stealthily kill in a set amount of time; that would even allow you to compare results with friends over xbox live. Maybe have a "training camp" similar to the tutorial area in Masayf where Altair is required to perform a certian number of moves in a give time frame. As you can see, turning those 12 "save the citizen" tasks into 3 or 4 groups of 3 or 4 tasks each would help to increase the variety of gameplay and keep the game from feeling "repetitive".

Overall the game represents a refreshing and exhilirating experience supported with meticulous attention to detail and enviornment design. The "little" things never fail to impress, from the unique camera angles available as "memory glitches" during cut scenes (that generally give a more cinematic feel to the story unfolding before you), the amount of care that must have gone into creating each city and character, and the "back story" behind the TRUE story. If you only go through the game with putting for the minimum amount of effort and never read any of the emails, pay attention to the detail given to you in each investigation, or watch the more cinematic camera angles in the cut scenes, then you really are missing out of some of the true entertainment and "magic" that this game possesses. Participating in the story as it unfolds, watching the characters interact and seeing Altair's transformation from "know-it-all" rogue to "inquisitive, learned informant" plays out very well and helps to slowly dole the truth behind the story to you in bits and pieces that give you just enough information to cause you to think, without unveiling the true secrets until the appropriate times. Some twists are more expected than others, but sometimes it is not the plot twist itself that remains interesting, but the journey that led to it. Altair's (and Desmond's) role in the whole thing become some of the most intriguing parts of the whole setup, and again, the story fails by seemingly dropping the game to an "end" sequence in a big tease of a cliff hanger more than a true "resolution" one would expect. In many ways, it plays out like an episode of LOST, but without the smoke monsters and attractive female lead character.

It is hard to recommend this game as a "rental" because in order to fully appreciate it you need to approach it with an inquisitive mind and not be straining to beat the game within a certian time limit. Truly exploring the world and story could push your play time well over 20 hours, and while collectable flags and templars can add several more hours on top of that, it still wouldn't scratch the surface of most RPG type games. I suppose if you think you can somehow squeeze that whole 20 hour play session into one rental period then by all means save the money; as fun as the game is, it does not really have any replay value outside of a full completion. Just know that you will probably miss out on alot of the game by restricting yourself to a certian time frame and trying to brute-force your way through the game. I would instead recommend a purchase; the story and gameplay are worth the monetary investment and freedom from time restraints, especially considering you can find the game as low as $30 to $40 already (depending on if you are looking to buy the 360 or PS3 version). The game is just plain fun, the story is cinematic and engrossing (even if a bit predictable), and the production values and attention to detail are top notch. Hopefully, the brisk sales will encourage Ubisoft to release "downloadable content" in order to expand on the game and keep us involved until they can release a sequel.

Well, there you have it. Four more games put on the chopping block and disected for your reading (and, perhaps, wallet's) pleasure. Considering that Super Tuesday was this week, and several other major stories have been brewing as of late (5 huge fiber optic cables in the ocean accidentally go offline in 1 week? sounds fishy to me...) expect the blog to shift back to a more half/half rant and review style then it has been as of late. For those interested in games, though, here's what I'm currently playing (and, therefore, you should expect reviews for coming shortly):

Title, System (comment)

Phoenix Wright: Trials and Tribulations, DS (This has been completed, so definitely this one)

Blue Dragon, 360 (completed for the most part, few achievements aside, so you'll see this soon)

Halo 3, 360 (completed, but don't expect multiplayer to be talked about much on my part)

Undertow, 360 XBLA (Played through single playet campaign, at least)

Uno, 360 XBLA (Played it some... isn't that enough?)


Games I'm currently playing that you'll see in the future:

Enchanted Arms, 360 (Just started... expect within a month or so. It is a JRPG so it may take a while)

Advanced Wars: Days of Ruin, DS (Also just started... expect campaign impressions soon, but replayability will keep it being mentioned for a while)

Viva Pinata, 360 (Been playing off and on, kinda far so I have initial impressions but there's alot of game left here)