I like games… sometimes.
360
Kane & Lynch 2: Dog Days
Aug 17th
When I first picked up the controller with Kane and Lynch 2, I really had zero expectations. Not only had I never played the original due to mediocre reviews and the far reaching “Gerstmann-gate”, but I also wasn’t particularly familiar with the titular characters. Lemme tell you something, the first tutorial level didn’t really make me feel too great in getting involved. I fumbled with the somewhat unintuitive default control scheme but made my way through a fast paced chase as the balding, pot-bellied Lynch, which was highlighted by an impressive visual style. Then there was an unexpected climax from is intro level that left my jaw on the floor and I was certainly sold on the hooks.
The campaign sent me through “48 hours of hell” in Shanghai with so many story twists that I came to expect people would shoot me in the back. The whole idea is that your buddy Kane has flown in for a final job which should result in enough cash to leave his criminal past behind forever and go live with his daughter. Of course like any crime tale, things go to hell pretty quickly for an unknown reason, Lynch’s love interest Xiu gets involved, and there’s several bits of “goddamn” moments that take place. IO certainly does a great job at making you feel like you don’t know what’s going on, as well as throwing some taboo topics at you. I’m willing to bet that there are scenes in this game you haven’t seen before in the interactive medium. The squeamish should not apply.

Probably the most uninteresting part of Kane and Lynch 2 is its gameplay. You’ve been here and done it many times in the past with standard third person cover mechanics, complete with online and offline cooperative play. You’ll be able to stick to bits of cover if the game decides to let you, then you can pop up or out with the left trigger with a light touch magnetic targeting. Sometimes you’ll get knocked down and be able to crawl your way to cover while shooting at your enemies. Levels consist of narrow hallways followed by big open areas full of shoulder height bits of cover. Thankfully, at least all of the areas are interesting and cool. You’ll be able to carry two weapons at any time with the option to grab and throw some environmental explosives like fire extinguishers. Certain guns like the MAC-10 feel particularly ineffectual due to their spray and weak power, while other shotgun style weapons are far too powerful and accurate (I shouldn’t be able to take out an enemy with one shot from across a room with them). Still, there’s plenty of different implements to deal your death and it just takes some experimentation to figure out what fits your fancy.
The entire game is presented like you’re watching some sort of underground snuff film. Instead of having some omniscient, free floating camera behind the player, IO has decided to make it seem like someone is following you with a crappy camcorder the whole time. There’s bad lens flair, blood on the lens, color separation, and plenty of additional movement as the “cameraman” gives chase behind Lynch. This style is pervasive, from the menu icons to the loading screens that seem like you’re just waiting for a buffer off the internet. The coolest effect they added with throwing a mosaic pixelization on top of things that are too hot for TV. Genitals will be blurred out, as well as those times you shoot someone in the face which gives the impression that it’s way more gruesome than what you’ve seen before. If the shaky camera is a bit too much intense for your intestines to handle, you can turn it off, but the other visual effects remain on all the time.

Unfortunately, with the mess that is Shanghai there’s a bunch of annoying niggles that really detract and take you out of the experience. You’re supposed to be able to take human shields at any time but it’s restricted to enemies and often straight up just doesn’t work. Certain bits of cover aren’t usable despite them looking perfectly valid. If you die multiple times and reload to the previous checkpoint, you’ll get to hear whatever piece of dialog was just spoken repeated again and again. Sometimes you’ll lose full animations when swapping weapons, or that awesome blood splatter on the wall will have a hard edge due to a stupid texture seam. All of these detract from the immersion quite a bit.
Once the fairly short campaign is taken care of and you hit the unfortunately lame conclusion, there are three multiplayer modes waiting for your attention. They’ve even added a training mode dubbed ‘Arcade’. With Fragile Alliance, you’ll join up to seven other players and be thrown into a scenario which tasks you with doing variations on a smash and grab heist: Get in, get the loot, get away. If you get gunned down you’ll may respawn as an opposing force or just have to wait till the round is over. Biggest thing here is that friendly fire is always on and at any time a teammate can turn into a greedy prick, stealing your piece of the pie and your life away. It creates a interesting dynamic as you’re never entirely sure if you’ll all work together nicely or not, but doing it to much will alter your persistant title letting people know you’re a backstabber. Between rounds you’ll be able to jump into a purchase menu, letting you grab some upgraded firepower options with the cash you earned in previous rounds.

The other two modes are mild variations of Fragile Alliance. Undercover Cop is exactly the same as Fragile Alliance, however one of the criminals will always be chosen to play as… you guessed it, an undercover police man guy, tasked with stopping the heist in progress. Lastly, there’s a more competitive mode called Cops and Robbers which throws two teams of six against each other. While the core is completely solid and a ton of fun, the limited number of maps and complete lack of customization options feels like it may be a short lived affair. It’s obvious that we’ll see more maps in the future considering there’s three of them visible right now with a fat “You are missing required downloadable content” message. Also, some of the weapons you have the option of buying mid-round are locked out due to that pesky DLC virus.
Kane and Lynch 2 isn’t a perfect game by any stretch but I’d totally be lying if I said I didn’t have a ton of fun playing both the campaign and multiplayer modes. The camcorder approach to the in-game camera really gives it a unique look that never gets old and thankfully didn’t throw my in knots or make me dizzy. If you’re looking for a brutal, visceral experience with solid cover based shooting mechanics then this should certainly tide you over until Gears of War 3. Just be sure to put the kids to bed first.
Score: 4 out of 5
The Good
Camcorder visual presentation adds a needed and awesome layer of interest to the standard gameplay mechanics.
Brutal and unapologetic, but in a good way.
Fragile Alliance is pretty awesome.
The Bad
Fairly weak ending to a generally exciting story.
Plenty of spots could have used another coat of paint or polish.
The Ugly
DLC based multiplayer maps are already in the menus… That angers me.
Originally posted on Evil Avatar.
Deathsmiles (360)
Jul 22nd
The scrolling shooter. Back in the mid 80′s and early 90′s they were pretty hot, but now it’s all about FPS, RTS, and GPS. Like most of the gaming industry, I’ve long since moved away from games like Life Force, Einhänder, and Gradius to boom headshots but every now and again, I’ll revisit. That time is now with the release of the first legitimate Cave title on North American consoles, Deathsmiles.

Deathsmiles was originally released for Japanese Arcades in 2007 and has undergone several different revisions. Instead of just picking one version and going with it, Cave was kind enough to separate each one and include them on the disc. This allows you to experience each change to the formula going back to the original Arcade version, up to the most recent Mega Black Label. Within each version of the game, you’ll also get to select a difficulty level on a per-stage basis (with the exception of the final two stages). While they certainly could have just picked one version and released it as an Xbox Live Arcade title, I’m glad they went the full package route.
At the start of your game, you’ll get to choose one of four different teenage “witches” (five if you’re playing the Mega Black Label version) each with a familiar and a different attack style. The differences between them mostly cosmetic and related to the story. You get a button that will fire to the right, a button that will fire to the left, and a bomb button that’ll unleash a screen clearing attack. Holding down both right and left attacks will create a circle around you and you’ll auto target specific enemies within that radius. While holding down any attack button, your movement speed will be slowed slightly, so it’s in your best interest to let off on the firing once in a while. Lastly, while you’re fighting baddies, you’ll collect items which eventually allow you to turn on a sustained power attack until your item count drains out.

Playing the game is simple in concept but extremely tough to master. You choose your stage and difficulty, then fly from left to right blowing away a ton of creatures who all unleash a plethora of projectiles at you to the point where if you’re fighting each stage’s end boss, the screen is almost filled with them. If any bullets hit the core of your body, you’ll lose one of your three life units while running into an enemy will make you lose a half unit. Dropping all three units will force you to continue which resets your score. So, while you can get to the end of the game while continuing over and over, your score will be terrible. To assist in avoiding projectiles your familiar can absorb them granting you safe passage, but unless you’re playing v1.1 or above you don’t have direct control over them. Despite being a bullet hell title Deathsmiles really has a great “pick up and play” feel to it.
There’s a story here as well although it’s ancillary for sure. If I understand it correctly (which is difficult to do), the girls have been drawn into this other-world dimension and have been given special powers to fight demons, of which you do for nine or ten levels depending on your path. You’ll eventually meet Sakura who informs you that her dad is the cause of all the problems and you’re off to defeat him. While you can ‘beat’ the game in about a half hour, the main draw is to constantly improve yourself and score, hopefully at one point being able to get through all the levels, on MBL 999, without continuing. Other features include score attack mode with full Xbox Live Leaderboards to show of just how terrible you are against the rest of the world and Xbox Live Player Matches (even though I could never get into a game).

Graphically, Deathsmiles is presented in the same aspect ratio as the arcade which by default is not widescreen. However, Cave has included the option to stretch the image to fit your display which doesn’t decrease the playability or quality of the graphics. There’s usually a lot of stuff happening on the screen but sometimes you’ll experience a bit of slowdown that seems to emulate what could happen on certain arcade hardware. Due to that fact when playing on MBL 999 there’s more going on and the slowdown doesn’t happen nearly as much, it appears to be intentional and is pretty awesome anyway. Once you quit out of a game you’ll even have the option to save an entire replay of your session to watch at a later time with full VCR controls.
Manic shooters really have a niche audience and generally I’m not one of the people who plays them but Deathsmiles is one hell of a game. The amount of modes included really helps make it a more accessible experience for players of all skill levels. If games like Ikaruga piqued your interest but turned out to be just too hard to get anywhere in or even if you loved something like Geometry Wars, Deathsmiles will certainly offer the stepping stone you’ll need, as well as the required difficulty for seasoned players.
Score: 4 out of 5
The Good
Fast, frantic, and most importantly, fun.
Adjustable difficulty makes it a very accessible bullet hell shooter.
Options, options, options!
The Bad
Menu interface is a bit clunky and unintuitive.
Not a large community online for multiplayer games.
The Ugly
Tyrannosatan
Originally posted on Evil Avatar
Limbo (360)
Jul 19th
The tagline is “Uncertain of his Sister’s Fate, a Boy enters LIMBO”, and that’s pretty much the only thing I can tell you about the story. There’s a very light touch narrative told through gameplay, but nothing that’s overt. Limbo is more about the experience instead of trying to tell a story.

Presented as a black and white 2D platformer with many shades of grey, you control the boy in fairly typical platforming controls. You’ve got a jump button, an action button and analog movement, all of which are used to continue your journey moving left to right in a very dire world.
Along your path you’ll often encounter puzzles that vary in their difficulty, starting off simple and becoming more complex, but there was only one point where I really got stuck and had a tough time figuring out what needed to be done. I’m not saying that Limbo is an easy title, but it’s certainly not something that will give puzzle veterans much of a challenge. I’d go into some explanation of cooler puzzles, but that would be ruining the one mechanic this game has. Suffice it to say, there’s a handful of clever devices interspersed with the fairly standard and I honestly hoped for more out of them.

The biggest strength that Limbo brings to the table is its presentation. Every foreground object and character are silhouettes while the rest of the non-interactive world is contained within a misty embrace and is mildly out of focus. Character animation is handled wonderfully and the attention to detail is pretty staggering. Sliding down a slope will produce small pebbles along your feet, ropes will flop around realistically, and when you get dismembered by a saw blade, your body parts really do come apart quite well.
Sound design is also in step with the graphical. Generally, there is no musical score except during key moments. Instead, Playdead opted to focus on the sounds that objects and beings within the world create. While a fairly quiet and subdued game, it makes things like the aforementioned saw blade that more menacing. The combination of relatively featureless characters with sparse audio cues creates a unique, albeit bleak game world.

Once you finish the game, there’s really nothing left to go back for unless you’re into getting all the achievements. In one playthrough, I was awarded with a single achievement, but if you’re a masochist there’s one in there that asks you to finish the game in one sitting, dying fewer than five times as well as several others that are fairly cryptic in their descriptions.
Limbo is a solid and atmospheric puzzle platformer that is a bit light on difficulty and replay value. Despite my adoration for the fluid character movements and minimalist design, I came away feeling like I wanted more. It’s a good way to spend an evening, but don’t go in expecting a Braid-esque experience.
Score: 3.5 out of 5
The Good
Great hopeless and somber-filled atmosphere.
Character animations are top notch.
The Bad
A very brief experience.
Puzzle veterans will have little trouble overcoming the obstacles.
The Ugly
Saw blades.
Writer’s Notes
Game Length: About 4 hours.
Originally posted on Evil Avatar.
Red Dead Redemption (360)
Jul 1st
Despite being big on the silver screen, there really haven’t been a ton of western video games and even fewer good ones. Sure you’ve got your Call of Juarez, Gun, and Freddy Pharkas Frontier Pharmacist but in general, we’re all about space marines, military shooters, and sexy ladies playing beach volleyball. Now, Rockstar has given the past as much attention as the present or future with Red Dead Redemption, a game where you slip into the boots of frontiersman John Marston and embark on an epic journey for atonement.

You’ll be controlling Marston as he navigates the sprawling landscape on foot, horseback, stagecoach, or even motorized buggy thing. While there’s a story present, the nature of the game doesn’t exactly force you to follow any specific path though you’ll probably want to see how the entire tale unfolds… That and there’s about half of the gigantic map that won’t be available until you do. Instead, you’ll be able to head off and hunt any number of wild animals, accept bounties, gather flowers, or partake in a fairly good number of minigames. I personally spent plenty of time throwing horseshoes, but there are also fully realized and entertaining Texas Hold’em, Blackjack, Liar’s Dice and Five Finger Filet minigames. If for whatever reason you’re angry that someone just won a huge pot in Hold’em, feel free to whip out your double barrel shotgun and dispatch his cheatin’ self.
Considering the sandbox nature of the game and the obvious comparisons to previous Rockstar titles, Red Dead Redemption made it difficult for me to really play the bad guy. Not mechanically of course, if I wanted to I still could have rolled up on some prostitute, lassoed her, and pulled her behind my horse until she expired. No, what I’m talking about is a sense of morality. You’re in the old west where it’s perfectly acceptable to blow the head off of someone who just stole your horse. While that doesn’t necessarily relate to today’s justice, it really kind of removes the need to act like a complete jackhole and still get your job done. Thus, going in and role playing as Marston felt much more satisfying than being a random psychopath. This also helped with the game’s Fame and Honor system, as well as keeping the bounty on my head non-existant.

Helping out random strangers and completing story missions will earn you points towards fame, honor, or both. The more famous you become, the more people of the world will turn a blind eye to your actions and some will even think they’re better than you, challenging you to duel. You’ll be become more feared or loved on the Honor scale in response to how you handle situations and each notch on that belt will bring specific perks. Going down the wrong path will bring about a bounty on your head and people who will look to collect on that. You’ll be able to get pardon letters to help clear your name, or you can just pay off the bounty. Money isn’t exactly falling off of trees though, so you may want to put on a bandana before you decide to go on a murderous rampage. Sometimes the game doesn’t really do a great job of explaining all the different systems at play, so it may take some getting used to. I’m still not entirely sure why I win or lose while dueling folks.
John’s mission isn’t a clean one by any means and you simply can’t get through without skinning your smoke wagon, but at least there’s an honest purpose to his actions. Marston was once an outlaw running with a gang of would be Robin Hoods until life caught up with him. Deciding to settle down with a wife and child, he left his gang only to be pulled back into the fold by Edgar Ross who serves at the primary antagonist. Ross, who is a government agent, kidnaps Marston’s family and tasks him to take out his old running mates or never see his family again. The tale is well crafted being very western in style and substance, including some very cool and deliberate pacing particularly during the climax and resolution, and I personally became very invested in many of the main characters, particularly John himself.

While performing various tasks during the story, you’ll travel through one of the coolest deserts you’ll ever see in a video game. It isn’t just a bunch of sand either, Rockstar spent plenty of time throwing brush, tumbleweed, points of interest, and small towns all over the map. The attention to detail is quite impressive and it really is one of the nicest looking environments around. You’ll even roll through canyons and gang hideouts with varying terrain on your trusty steed. Animation is handled by the Euphoria engine found in games like Backbreaker and The Force Unleashed, so you’ll get some really cool reactions. Shoot someone off a horse and there’s a chance their foot will get stuck in a stirrup while their horse gallops onward; blast at a horse’s legs and watch it crumple as its rider is jettisoned with a graceful sense of pain. There’s even a full day/night and weather cycle with impressively cool thunderstorms.
Along with this impressive use of graphical and animation technology comes a very potent and gripping soundtrack. For the majority of the game it’s primarily instrumental with period and location specific tone. Additionally, the voice acting for just about everyone in the game is great and Rockstar actually took the effort to ensure if an on-screen character’s got a cigar or cigarette in their mouth, they actually sound like they do. When you finally make it to Mexico, keep your ears peeled for one of the single coolest uses of music ever in a video game.

As a complement to the single player, there is a fully realized multiplayer component available called Free Roam. While taking place within the same landscape as John Marston’s tale, this is a completely separate, somewhat persistant mode where you’ll be able to assault gang hideouts, assault each other, or play a few different version of capture the flag by going after bags of gold. Completing certain tasks will gain you experience points which will eventually get you to level 50, unlocking something for you each step of the way. You get customized titles, different (and better) horses, and a ton of different character models you can use. I found the most enjoyment in joining a posse and taking down each of the game’s gang hideout locations, but was disappointed that the minigames weren’t available to play and the somewhat empty world felt a bit too soundstage instead of a real bustling arena.
It’s certainly strange coming into the summer months and having multiple contenders for game of the year, but Red Dead Redemption is squarely in the running. A huge world with a mountain of content, beautiful landscapes, tremendous soundtrack, and wonderfully crafted story, this is likely the best western game you’ll ever play.
Score: 5 out of 5
The Good
One of the best looking games around. Who thought the desert could be so captivating?
Great western story that hits all the right notes and paces itself in old cinema fashion.
Multiplayer isn’t some throwaway mode; it’s pretty awesome.
Clint Eastwood’s mexican poncho.
The Bad
Quirks of the sandbox formula still exist.
Some gameplay systems aren’t really explained well.
The Ugly
The weapon selection radial menu sucks.
Writer’s Notes
Single Player Playthrough: 19h53m
Percentage at Completion: 75.1%
Favorite weapon:: Bolt-Action Rifle
Best NPCs: Marshal Leigh Johnson, Landon Ricketts, Bonnie MacFarlane
Originally posted on Evil Avatar.
Green Day: Rock Band (360)
Jun 8th
While most fans of Green Day were indoctrinated by the release of Dookie’s Longview, I was introduced to them at some point in 1992 by my punk rocker friend with the release of 1,039/Smoothed Out Slappy Hours. They were a catchy band and pretty much instantly likable to my teenage self. However, with the 1994 release of Dookie, their masturbatory anthem rang true to every bored kid in the nation and stardom was achieved. Here we are, sixteen years and eight albums later, and Green Day has their own video game in the form of Green Day: Rock Band.

The gameplay of the Rock Band series has not changed significantly in quite some time so I’ll just quickly recap how these things work. Colored notes flow from the top of the screen to the bottom along a fret board and it’s your job to “play” the notes in proper time using either a guitar (bass and lead) or drumset. Vocals are measured by the pitch of your voice. The more accurate you are at hitting these notes and tones, the higher your score and the more stars you’ll earn. GD: RB does include one newer feature that was introduced with The Beatles Rock Band, and that is the ability to perform three part harmonies. The stars are treated like a form of currency allowing you to open up venue specific challenges including marathon full album playthroughs for Dookie and American Idiot, or to unlock some Green Day specific awards.
Much like the majority of Green Day’s fanbase, the game’s soundtrack starts at the release of Dookie and ends with their latest, 21st Century Breakdown, so it’s a bit dissapointing not hearing some of their roots presented here. Still, both of their major releases, Dookie and American Idiot are present completely with 21st Century Breakdown six songs shy of entirety. Those six songs will be available via $DLC if you’d like to ensure three complete albums in this one package. There are a few other songs from different releases like Nimrod’s Good Riddance and Warning’s titular track, but the majority of the soundtrack focuses on those three albums. Needless to say, if you’re not a Green Day fan don’t bother playing this game.

Now to my biggest complaint about this game: It feels like a competent form of lazy. The songs are split among three total venues, so you’ll be playing three or more set lists in each location, looking at the period specific Billie Joe, Tre Cool, and Mike Dirnt, doing the same animations, for long stretches of time. Also, Green Day is a three man band so it would have made perfect sense to put a little extra work in and allow players to finally be able to sing and play an instrument simultaneously, but the engine still forces one profile signed in to play a guitar and a separate one to sing. This actually causes an issue later on down the line as one song from 21st Century Breakdown is vocals only, so you won’t be able to blow through the whole game with a single instrument. With the primary focus being on three of their albums, this doesn’t feel at all like a historical record of Green Day as The Beatles Rock Band was to The Beatles, but more of an embiggened track pack.

Green Day: Rock Band is exactly what you thought it would be when it was announced. Nothing more, nothing less. If you’re into Green Day and aren’t burnt out on music games yet, then this is for you. As someone who’s been wanting something new out of the music genre, this title doesn’t bring anything new to the table other than songs and some Green Day unlockables. I hope Harmonix’s Rock Band 3 work will freshen up things a bit.
Score: 3.5 out of 5
The Good
All of Dookie, All of American Idiot.
Fully exportable to Rock Band.
All the latest features from The Beatles Rock Band
The Bad
Having only three venues feels quite lazy.
Still no way to use one profile for simultaneous guitar and vocals.
The Ugly
More like Green Day: Chord Hero, amirite?
Originally posted on Evil Avatar.
Alan Wake (360)
May 5th
I think there may be a bit of a misconception as to exactly what kind of game Alan Wake is. The developers originally stated that it was an open-world title and even at the time of this writing, Amazon.com maintains that description. Let’s get this out of the way first: Alan Wake is a story driven, linear action game. You’ll spend most of the time launching an assault against a dark presence while uncovering the truth about what happened to Alan’s wife. Remember that other game Remedy is famous for? This game is kind of like that but now there’s no bullet-time.

Throughout the game you play as Alan Wake, a novelist who’s going through a bit of writer’s block. He hasn’t written a book in over two years and his wife, Alice, plans a trip to Washington state, hopefully to get the creative juices flowing. They land in the small town of Bright Falls, rent a cabin, and then the story really gets going. Talking much about that aspect of the game would really do it a bit of disservice as much of the enjoyment will come from uncovering what’s really going on in the quaint village, so I won’t do that here. What I will tell you though, is that while being somewhat cliched, it’s worth going through. Told through poorly lip-synced cutscenes, in-game dialog, and a series of mysterious manuscript pages, it does do quite a bit of creative storytelling and creates an interesting experience. Additionally, you’ll get to learn more about the town by listening to radios scattered throughout as well as be able to check out short replays of the television show “Night Springs.” Remedy has created a realistic, believable corner of the United States.
The story is broken up into a total of six television-like episodes and each begin with a “last time on Alan Wake” re-cap of important events that took place. While this helps remind you of key points, it feels a little odd that they’d end an episode with a static “End of Episode X” message while closing music plays, then just jump right into the next “show.” Breaking it up like this does make sense as the developers have already said that this is just the first season of Alan Wake and they’ll be releasing some more episodes at a later date. In case you want it wrapped up with a tidy bow, this first season ends with a fairly significant cliffhanger which may turn off some people. Each episode can take around two hours to play as long as you’re not powering through. Just a suggestion, but if you’re proficient with action games, you should play on Hard instead of Normal.

Much like Remedy’s previous work, the gameplay of Alan Wake relies on a single hook but this time it’s more pervasive. Alan’s primary enemy is the darkness which embodies all of his enemies. Generally, if it’s daytime, you’re safe as safe can be. At night however, the ghouls come out. In order to properly combat these foes, you’ll need to first melt away that darkness through various means, then blast away at them with your standard firearms. The primary tool to do this is a flashlight that you’re rarely without, but you’ll also get to use spotlights, shop lights, and street lights as a method to deter your enemies. Flashbangs, flares, and flare guns are also present and provide some nice crowd control for those sticky situations. While it doesn’t really evolve much, the combination of darkness melting and gunplay is entertaining enough that it holds up fairly well throughout the game. This is particularly important because you’re going to be doing a TON of it. One mild irritation that arose dealt with enemies spawning from behind and getting a cheap shot off. Yep, effectively there are some Doom 3 monster closets. Once or twice wouldn’t bother me all that much, but it basically came to the point that I’d always swing around to look behind, instead of focusing on what was in front of me.
Considering this isn’t an open world game, the design decisions surrounding the interface are curious. Knowing the history of the title’s development makes me think that they stated “Welp, we already did this work, may as well leave it in there.” Just a look at the GTA-esque health bar and waypoint “circle” makes me believe that it was at one point a mini-map, and the fact that there are collectibles at all when the levels themselves are so linear is an odd choice. Sure you can vary a bit from the main path, but the vast majority of the game is a single corridor, complete with gates that prevent you from backtracking. Remedy also included driving segments which work fine, but again, they’re just down a single path. To try and ensure multiple playthroughs, you won’t be able to collect all of the manuscript pages the first time through as some aren’t even in the world until you play on Nightmare difficulty, which is only unlocked after you complete the game.

In terms of presentation, the team at Remedy has certainly nailed the atmosphere. Light beams through treetops casting wonderful shadows everywhere during the day, while billowing fog and stormy weather help increase the tension at night. Just about every aspect is well polished, right down to the selection of songs used for the closing music on each episode. While not on par with Uncharted 2, the varied vocal cast performs a great job with all the characters and pull of mostly convincing performances through the interesting story.
While the open ended ending left a bit of a bad taste in my mouth, I’m still interested to see where Remedy takes this game with the upcoming episodes. The town, atmosphere, and characters made me want to keep playing till the end, despite the somewhat repetitive combat. Let’s just hope that 1) the game is sucessful enough to warrent a proper conclusion later down the road, and 2) Remedy doesn’t take their “episode” queues from Valve. We’ve already waited long enough for Season 1.
Score: 4 out of 5
The Good
Atmospheric and beautiful. Remedy sure knows how to create a remote mountain town and its surrounding locale.
Interesting story and characters successfully drive the action.
Manuscript page mechanic turned out to be one of the more interesting aspects of the game.
The Bad
Cutscenes aren’t particularly great looking, and they could have spent more time working on lip sync.
Despite being interesting, the combat really doesn’t evolve much and becomes rote after a while.
The Ugly
No, it really is not an open world game.
Writer’s Notes
Playtime: 13 to 14 hours (no in-game timer)
Favorite Weapon: Flare Gun
Thoughts on ending: [REDACTED]
Originally posted on Evil Avatar.
Super Street Fighter IV (360)
Apr 26th
Street Fighter IV is really freakin’ awesome. Not only did it make it to my top three games of last year, but it’s one that I have consistently jumped back to time and time again. Whenever folks mention it, I get this craving and just have to go play even if it’s just for a few matches. So here we are a year later and Capcom has tacked on a “Super” to their Street Fighter IV. The game at its core is essentially the same, so if you’d like to read a review on that part, you may as well look back a year and check out the one I wrote back then. This review will focus on the new additions and changes to the game instead of just rehashing what I wrote previously.

To start, how about we talk about the negative stuff? That new announcer is pretty weak. If you’re paying attention to him, he’s trying way too hard to be totally extreme. If you’re not trying to hear though, at least he fades into the periphery and is barely noticeable. We’ve now also got a 35 fighter roster which can make the character select screen a bit intimidating for newcomers. Oh, and Hakan is totally weird and they completely removed my favoritest song ever, Indestructible by The Next Door.
In case one of the original 25 characters wasn’t doing it for you, now they’ve added ten additional fighters and all of them are unlocked from the start. Eight of these are from past Street Fighter games, and two are completely new to the series. All of the fighters now have an additional Ultra move that can be selected prior to the start of the fight, unless you’re in arcade mode where you’ll just pick it and stick with it. These new ultras are generally quite different from the existing ones, giving the defender just a little more to worry about when looking to dodge, and some of the new ultras can be followed up with additional moves. I honestly would have liked to have seen these both available during the match instead of having to choose one ahead of time, but they do add another degree of variance to an already complex engine.

The ten characters alone would probably be enough for this to exist as an expansion, however Capcom has decided to go the extra mile and address just about every single complaint players had. The entire roster has been tweaked for balance and timing. Despite developer commentary that Seth would be even more ruthless this time around, I found him much easier with significantly reduced damage being dealt. Even on the hardest difficulty, he fell after only one continue which is nothing like what I experienced previously.
Online multiplayer is the biggest change and everything is for the better. Instead of just having the 1v1 Ranked and Player match “lobbies”, we’ve got Ranked, Endless, and Team Battle. Ranked is now a mild combination of what we found in the tournament DLC from SFIV and ranked, complete with an improved point system, double blind character select, and letter grading for competitors. You’ll be happy to know also that quick match performs as quick match should. Instead of giving you a list of three possible games to join, the system attempts to place you directly into the best match. You’ll still experience a “cannot join match” error, but it is certainly less frequent. One really subtle but awesome change is that the game will remember your previous character choice during multiplayer, making the character select go just a hair quicker.

Next up is the new ‘Player Match’ in the form of Endless Mode and Team Battle. While these won’t contribute to your overall ranking, these are the things that players were looking for previously. Endless is basically the quarter match from Super Street Fighter II Turbo HD Remix, where up to eight players may join a session and wait for their turn to fight. Winner stays, loser pays. The good thing here is that a lobby can be created with all private slots and be joined while already in progress, so if you’re waiting for some friends, you can get in a few matches. If you’re waiting, you won’t be looking at a blank screen though, you’ll be able to spectate the game that’s going on. Team Battle allows groups of two, three, or four to face off in a similar winner-stays style until one team is completely defeated. Both of these sate the desires planted by the shoddy original iteration.
If you didn’t like Street Fighter IV, there’s really nothing here that will change your mind. While it is a bit disappointing that this is a full retail item that will certainly split the userbase, if you’re an existing fan there’s just about zero reason to not buy this. Capcom has released a truly monumental update to the best fighting game in years which will certainly keep it truckin’ long into the future.
Score: 5 out of 5
The Good
Tons of thoughtful improvements to an already phenominal experience.
Overhauled online options create the experience we were all hoping for.
Still infinitely replayable.
The Bad
The announcer is new, and bad.
A split userbase may mean only the hardcore will come to the new land. Better kick up your game.
The Ugly
Yeah, T. Hawk is still an annoying prick.
Writer’s Notes
Favorite New Character: Cody
Least Favorite New Character: Hakan (I don’t like wrestlers)
Stupidest Inclusion: Bonus Stages
Originally posted on Evil Avatar.
Dragon Age: Origins – Awakening (360)
Apr 19th
Dragon Age: Origins was my Game of 2009. It was a beefy old school RPG that hit every just about every note during its sonata with awesome flair. So when BioWare announced they’d be hitting the market with an actual expansion to it instead of just some smaller $DLC, I was more than excited. Here we are with that expansion, Awakening, released about 4 months after the original offered in both digital and physical form. It should be noted also that while the PC version requires the original game to play, if you’re on a console you can play this by itself.

Awakening takes place about six months after the events of Origins. It’s your job to establish yourself as Warden Commander and help recruit new Grey Wardens while rebuilding your new estate, Vigils Keep. It isn’t long after setting foot in the arling of Amaranthine (northeast of Ferelden) that you find out the Darkspawn haven’t completely gone away as was expected, and some are even talking. Of course, it’s your job to determine the root cause and stop it.
Like Origins, the big star here is the way BioWare handles player relationships. Sure you’ve got your dungeons, forests, swamps, and a cities full of stuff, but the interactions NPCs have with each other as well as how their background and motivations are explored is great. While there was a certain bit of comedy to be found in Origins, it seems as though that has been ramped up a bit with a metrosexual mage named Anders who loves his little kitten and the only returning party member, Oghren. When journeying around, characters will make snide remarks about Anders carrying Ser Pounce a Lot around everywhere and much laughter is had. This brevity makes your situation feel a lot less dire than the events of the Blight, and it should because you’re just not facing that same enemy. Despite what some had stated prior to release, the new characters are not simple rehashes with new skin, but are fully realized and interesting people.

Missions included range from standard stuff to great deviations. While there were a few too many cases of ‘scavenger hunt’ including one that’s straight up called “Scavenger Hunt,” there are plenty of unique events that make your journey worthwhile. Many of the interactions that take place while in Vigil’s Keep are particularly interesting and I really enjoyed the trek through Kal’Hirol, which is the polar opposite from how I felt of the dwarven aspects in Origins. While you won’t hit too many decision points, there’s one major choice towards the end that will certainly lend itself to further expansions or possibly even Dragon Age 2.
I’ve got two primary gripes with Awakening and the biggest has to do with technical issues that run rampant. Two of my character specific quests couldn’t be completed; one due to the time where I received it in relation to the overarching quest, and the other just wouldn’t trigger despite the requirements being met. Additionally, I took part in one quest during the endgame which required clearing an area of enemies. After I had done so, there were still two animated corpses that would not take damage or attack. A reload of the quest didn’t fix this and instead I had to game the system, pulling my team away to disengage them from battle. These sadly are just a few of the problems I came across and while most are quest related, there are some quirks with the visuals as well.

My second issue is with the length and difficulty of the expansion. While doing the vast majority of available quests, the whole venture still only lasted just over 12 hours. This could be due to the difficulty being significantly less than what you found in Origins. On normal, your character starts off so powerful that it’s a breeze to get through most encounters, including Dragons. I recommend bumping up the difficulty from where you had it previously.
Despite these quibbles, Dragon Age: Origins – Awakening is still a fun romp which extends the already solid framework laid by the original title. If Dragon Age is calling you, but you don’t feel like reinvesting the time in the base title, or just want to see what happens next, there’s really no reason to stay away. It may not be as completely awesome as Origins was, but it’s still Dragon Age and by that regard, it’s still awesome.
Score: 4 out of 5
The Good
Fantastic character interactions coupled with interesting personalities.
An intriguing and well spun continuation of the Origins story.
It’s still Dragon Age.
The Bad
Much shorter than expected.
Not nearly as many choice points as its predecessor.
The Ugly
C’mon BioWare, patch these damn bugs.
Writer’s Notes
Single Player Playthrough: 12h40m
Typical Party Members: Maker, Andres, Nathaniel, Justice
Difficulty: Normal
Quests Incomplete: 5
Originally posted on Evil Avatar.
Mass Effect 2 (360)
Jan 26th
Since the title credits rolled on Mass Effect 1, you’d be hard pressed to find a gamer who didn’t immediately want to find out what happens next for Commander Shepard and the crew of the Normandy. Personally, I enjoyed the first game so much that as soon as the aforementioned credits stopped, I started a new game and went through it all again. I don’t usually do that, specially for a game that took 25 hours to run through the first time.

The story of Mass Effect 2 picks up just over two years after the events of the first game. You are Commander Shepard and once again are up against impossible odds and tasked with a suicide mission which will hopefully save all mankind. Technically you don’t have to complete the first game to play this one, but I’d recommend not starting here. Playing ME1 will give you plenty of backstory and motivations, and the interactions that take place between characters will certainly have more impact if you’re already emotionally invested. The primary antagonist race is a group of aliens called the Collectors who are going around the Milky Way abducting humans en masse. Instead of working for the Alliance, Shepard has been recruited by a shadow organization called Cerberus. Lead by a stupidly-named figurehead, the Illusive Man, you need to figure out just what the Collectors are up to.
At the start, you’ll get to choose whether to import a saved game from the first, or just start a fresh game. While giving you an overview of some of the more important decisions you made previously, importing a game will also include some minute details that you may or may not pick up on depending on your memory. There are characters that will recount past events if you run into them, and you’ll get updated on what has transpired in their lives since. While not important to the story, it’s this type of attention to detail that helps raise the bar and gets you sucked in. If for some reason you don’t choose to import a game, those decisions will be made for you.

In an attempt to answer many of the complaints people had about the first game, BioWare has retooled a bunch of stuff here. There’s barely any more pop-in textures, no more load-time elevators, combat has improved greatly, and the framerate is steady most of the time. The Galaxy Map will point out which nebula you should go to based on what open quests you have in your journal. Most importantly, you won’t spend a minute inside the Mako driving over some desolate, repetitive looking planet trying to find minerals that didn’t do anything or some establishments that all looked alike. Instead, you can scan planets from above for minerals and if a planet has a settlement of some sort (all of which feel separate and significant), you’ll know right away. Oh yeah, they’ve removed the inventory too.
Wait what? Yep, there’s really no more inventory system. While the menus in the first Mass Effect weren’t great to begin with, you’d often spend time outfitting your squad members with specific armor or weapons and that just isn’t here this time around. You’ll still pick up weapons around the universe, but once you do it’ll be added to your armory and you can just give any number of that weapon to whoever can use it at the start of a ground mission. If you decide you’d like a different shotgun or sniper rifle, you’ll have to look for a specially designated terminal or return to the Normandy. Upgrades are handled by a research station utilizing the minerals you’ll find through scanning and exploring, and go across all party members. This significantly streamlines things and greatly reduces the amount of time you’ll be staring at a menu. This, as well as the addition of “ammunition” style pickups in the form of heatsinks, is very indicative of BioWare’s shift away from Mass Effect being a traditional RPG and more towards a story heavy action game.

All those RPG elements aren’t completely gone though, you’ll still get to pause the action and issue squad commands as well as improve skills after leveling up your character. You’ll still get to purchase some armor customization too in the form of gaining percentage bonuses to your skills, but equipping those is all handled through your ‘closet’ on the Normandy and a couple of sliders. They have added the notion of loyalty into the mix as well, and while in theory it sounds great, it’s just a toggle flicked when you do a crew member specific mission. Loyal crew members get to wear a spiffy new “I’m Shepard’s Lackey” outfit and gain an additional ability. It’s a decent incentive, but it feels like it could have been utilized a bit better.
Combat is very much like Gears of War or any number of cover based shooters on the market. You’ll spend most of your time stuck to a wall or barrier, peeking your head out to take your shots. While in cover, you can order your squad members to perform certain actions through a radial menu, which when activated, pauses the action. You can also assign three actions to buttons on the controller to use them in real time. Unlike its predecessor though, Mass Effect 2 actually feels really good in combat. Considering the amount of time you’ll be gunning down bad guys, this is a great thing.

In general, all of the changes made help keep things moving and prevent the downtime that can present in traditional RPGs. Instead of spending a ton of time walking (or driving) around rather mindlessly from point to point, you’ll actually be interacting with the world in meaningful ways. You’ll spend plenty of time fighting mercenaries or mechs, scanning planets to improve your gear and ship, or just straight up talking to people.
The conversation system from the first game is back and hasn’t changed much at all, but there’s nothing wrong with that. You’ll still get up to six dialog options on a radial wheel that can be chosen before the last line of dialog is spoken, creating a very fluid and awesome interactions between yourself and NPCs. It works as well as it did in the last game, and is still as impressive. The single bit they did add is a new interrupt system. At specific (and somewhat rare) times, you’ll be able to hit the left or right trigger to alter the conversation, shifting the flow towards your good or evil side. Yes, you can consider this a quicktime event, but it’s optional, give you ample time to hit the button, and it’s just another way to interact during the conversation.

One thing the conversation system shows off is just how great this game looks. Faces are well defined and have some serious depth to them, particularly with some of the alien races. My personal favorite was newcomer Thane and his double eyelids. Also, when you spend a crapton of time staring at people, they better animate well, and luckily they do. Lips are synced well with the exceptional and somewhat Hollywood infused voicework, and the consistent cinematic camera angle cuts keep things fresh. Environments and worlds are all unique, unlike those palette swapped worlds from the first game. Some are tropically lush, some are sparse and dirty, and others are complete wrecks. There’s plenty of beautiful variety throughout the universe.
Mass Effect 2 is quite honestly everything you would hope it would be. An epic story full of interesting characters within a huge universe with all the problems from the first game fixed. Whether you’d rather go prospectin’ for some minerals on planets or just stick to the game’s story, there’s plenty of content to keep you busy. Now if you’ll excuse me, I have a second character to import while anxiously awaiting ME3.
Score: 5 out of 5
The Good
A complete, beautiful cinematic experience.
Huge universe with plenty to do; side quests feel tangential instead of completely unrelated.
All the issues of the first have been addressed in thoughtful ways.
The Bad
A bit too action focused.
The character, Subject Zero.
The Ugly
I can already hear the nerd-rage about BioWare ‘ruining’ Mass Effect.
Writer’s Notes
First Playthrough Length: 24h25m
Favorite Squad: Shepard, Thane, Samara
Squad Loyalty: 10 out of 10
Alignment: Primarily Paragon (with some Renegade thrown in for fun)
Sex: Oooh yeah.
Originally posted on Evil Avatar.
Dragon Age: Origins (360)
Dec 8th
Dragon Age is not Mass Effect. It’s not Knights of the Old Republic or Jade Empire either. While these most recent BioWare titles are great in their own right, it almost seemed as though as a studio they opted for a simplified approach, moving away somewhat from what made their games popular to begin with. So when the first information started coming out about Dragon Age: Origins, referring to it as the successor to Baldur’s Gate 2, a lot of people including myself were very skeptical. It’s time to douse that fear fire because Dragon Age: Origins is here to bring back the truly epic and heavy handed RPG, doing so with great gusto, no apologies, and complete awesome.

You start off Dragon Age: Origins just like most other RPGs by picking your gender, race, and class then customizing your appearance. You can either select from a set of preset looks, or get down into it by adjusting things like the space between your eyes or the slope of your nose. The most interesting thing here is that based upon your race and class, you’ll be put into a specific background. For example, I chose to be a male human soldier as a main character and was given the background of a Human Noble. There are six total backgrounds and each of them is tied to a specific origin story. Each story is completely unique, lasts about an hour, and will tell the story about how your character joins the ranks of the Grey Wardens. Once that happens, the world map opens up to explore.
Travel is handled by simply looking at a map of locations and picking whichever you’d like, in whatever order you want. The world map will become more populated as you obtain quests from characters throughout, and some of the larger locations even have their own sub-map of locations that need to be filled in. While traveling point to point, sometimes you’ll experience some random encounters that can be caravans, bandits, or even a lonely couple that found a boy who sounds strangely like Superman. One of the minor issues with this game pops up while visiting your party camp or with some of these random encounters. While everything is designed specifically to really get lost in the land of Ferelden, you’ll encounter certain people that will literally ask you to buy downloadable content. It certainly could have been handled a little better and completely shatters the illusion.

Without getting too specific, a very large portion of the story revolves around your quest to unite different factions around the kingdom of Ferelden. As a Grey Warden, you are sworn to do what others before you have done: defend the world against the blight of the Darkspawn. Unification is paramount in repelling this evil force that has been dormant for over 400 years… and that time span is certainly part of a larger problem. While many around the kingdom understand what a Grey Warden is and what their job revolves around, they’re not about to drop everything just to help you out. Each need their own brand of convincing, and it’s all up to you about how you take care of things. In fact, with every different force, you’ll have a big decision to make as to how you handle it, and these decisions will typically make someone really happy, and piss off some others. There’s plenty of wheel greasing, naughtiness, and intrigue going on in about a billion quests.
Many games with “a lot to do” can fall into the rutt of just throwing a different coat of paint on a wall… You’d end up doing the same things over and over, but for different people or in a different place. Not Dragon Age though; I don’t recall a single side quest that repeated. Each feels unique while providing more depth to an extremely well realized world as well as some cool weapons and armor. There’s a veritible ton of gear available as well… some are just plain ole items, some with unique abilities, and others that you can add runes to in order to customize them to your liking. Over the course of the game though, you’ll find a lot of junk so it’s nice to be able to throw all of that into a specified junk inventory window and sell it off at the next merchant with the press of a button. Along with normal gear for your party, you’ll be able to buy or create traps and potions. The depth to the inventory system is impressively staggering.

The fiction in DA:O is mostly derivative, being based upon archetypes you’ve seen a million times before. If you know Lord of the Rings or Dungeons and Dragons, you pretty much know what to expect here. You’ll see Dwarves acting like dwarves, living underground; Humans act like you’d expect them to and seem always to be out for themselves. You’ve even got the major antagonist race in the game based upon the Uruk-hai in Tolkien’s Middle-earth. About the only thing that’s not within the norm is that elves aren’t the majestic creatures they have been in the past and often are treated like scum and in some cases, forced to live separately from humans in major cities. Utilizing these known types helps breed a sense of familiarity and helps lay the groundwork for one heckuva fleshed out universe.
Your Grey Warden’s narrative and story are superb as is the execution. If Dragon Age were a book, it would best be described as a page turner. Throughout my entire time with the game, not once would I shut off the console without saying “I wonder what’ll happen next.” To help stick you into the world, all of the non-player characters are fully voiced and the quality of dialog is top notch. At first during conversations, you may be put off mildly by the fact your character doesn’t actually speak, but by utilizing the dialog trees you’ll simply read what your character will say instead of hearing it. Considering the amount of talking that you’ll be doing, this is certainly for the best. You had best watch what you say as well, there are certain things you can’t take back that may cause someone to just whip out their sword to dispatch your sas mouth. In the very first city, I had tried to help a man who was being held prisoner within a hanging cage, however my incorrect word choices with his captor caused that intent to be skewered. I’m pretty sure he’s dead now.

Not only will your words and actions effect NPCs, but it will also change the way party members view you. They’ve got their own notions about how the world should work and what they want ‘their’ Grey Warden to do and will often try to sway your decision as you’re making it. If you go against those wishes too many times, theres a good chance they’ll just up and leave you. But, if you just do what they want, you’ll get the opportunity to open additional side quests specific to those characters or even get in their pants. Too bad the sexual relations in DA:O feel quite strange (Mass Effect handled them much better).
In terms of general gameplay, you’ll take control of up to four characters in your party and walk through the world in third person. At any time you can swap between each party member and issue specific commands. Those are given by either a set of customizable hotkeys unique to each character, or a radial menu that will pause the action until a command is given. I would have liked to have the “pause ’till I’m ready” button that the PC has, but this system works well enough within combat. Additionally, there is a fairly deep customizable tactics screen that allows you to basically issue commands based upon certain situations. Always want your party to attack the most heavily armored foe? Done. Chug a health potion at 25% health? No problem. You can easily lose hours tweaking the tactics for your entire party as well as individual characters to make sure they’re always doing what they should be without constantly needing to control them directly.

One particular area I am always concerned about when playing through lengthy games is the possibility of general game fatigue. I could either grow tired of the story, get lost on side missions, or start to hate the general mechanics and ultimately just shut off the game with a “I’ll come back to this later” thought, never to return. Thankfully, that just wasn’t the case here at all. With plenty of different endings, six origin stories each changing the world’s perception of you, and having a plethora of important decisions to make throughout, you’ll certainly get your money’s worth. As long as you’ve got the gumption and staying power, you won’t find a better true RPG on the market for this generation.
Score: 5 out of 5
The Good
Simply the best RPG so far this generation.
Fantastic voice work and orchestral score.
Tons and tons of content.
The Bad
The Deep Roads felt a little bit too long.
Some of the texture work looks a bit muddy.
The Ugly
“Hey, can you help me out bud? All you have to do is (DOWNLOAD CONTENT).”
Writer’s Notes
First Playthrough: 33h26m
Character: Maker, Male Human Noble Warrior, Level: 21
Normal Party: Maker, Morrigan, Shale, Zevran
Achievements Obtained: 37 of 54
Number of Dragons Killed: 3
DLC Completed: Warden’s Keep, The Stone Prisoner
Originally posted on Evil Avatar.