Archive for the ‘Game Reviews’ Category

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Game Review – Batman: Arkham Asylum

October 31, 2009

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I honestly never thought I’d have an interest in Batman. Thanks, Arkham Asylum. Before this game came along, I could have cared less about stories involving a guy— dressed like a bat of all things— who flew around a city delivering vigilante justice to criminals in equally ridiculous looking outfits. Now, after spending several weeks playing Batman: Arkham Asylum, I must confess that I now own seven graphic novels and four of the movies.

What’s great is how accommodating Batman: Arkham Asylum is to non-Bat fans. Even those not interested in the Dark Knight will find something engaging here, whether it’s beating up dozens of enemies as a highly trained badass or exploring a seemingly endless and depressing old building. It’s a high caliber and greatly recommended experience.

As the story begins, Batman has just foiled the Joker’s attack on the Mayor’s office and is transporting him to Arkham Asylum, Gotham City’s home for the criminally insane. The night has shown some suspicious activity. A fire at Blackgate Prison ended with the inmates temporarily transferred to the asylum’s extra quarters, and Batman has his doubts about his recent run-in with his eternal arch nemesis; it seems Joker gave up rather easily. In no time at all, Joker breaks free of confinement. He announces that he has set a trap, and releases all of the inmates and patients.

The escapees include a well-selected group of Batman’s rogues gallery, all of whom are willing to give the Bat a vengeful welcoming. The assortment of bad guys is notable; rather than having the game throw an entire history’s worth of villains at Batman, a small group of them have been carefully picked and placed into the story. And newcomers (like I was) to the mythos need not worry. Every villain and major character is backed up by detailed unlockable biographies.

Controlling Batman is remarkably easy, and the learning curve mercifully short. Once Joker gets loose the player is almost immediately thrown into the chaos, surrounded by bad guys, and faced with rapidly changing gameplay modes. On-screen cues (depending on what difficulty level one chooses) tell when to press buttons, and a variety of actions are executed by a simple tap on the controller. Combat is handled the same way. Switching between buttons unleashes an easily picked up combo system. Batman handles his foes with the grace and style of a true martial artist.

Gameplay never gets stale because it’s constantly shifting focus. The majority of Arkham Asylum is played with a mixture of hardcore brawling, detective work, and stealth. Taking out large groups of enemies is cake for the Bat, but when they get their hands on guns, he must resort to more covert measures. Since Batman is a human being under the suit, bullets are naturally his kryptonite, and armored thugs must be dispatched silently, one by one.

And I gotta say, nothing is more satisfying than watching the bad guys scrambling around, paranoid, freaking out over their fallen comrades and shooting at random noises. The stealth sequences help emphasize an important point: Batman may not be impervious to gun fire, but he’s still a scary guy to his enemies, artillery or no.

If a player gets stuck at a point in the game, they can take a break from the main campaign and play in one of several challenge maps. They provide Arkham Asylum’s gameplay elements (action and stealth) without the story’s context. While I enjoyed the main game to death, I didn’t spend much time on the challenge maps. Part of the fun of Asylum is not knowing what one will be faced with next, and these are a little too much of the same thing.

In-between fighting and sneaking around, the World’s Greatest Detective must use his reasoning skills to work through puzzling situations. A tap of a shoulder button activates Detective Mode, which utilizes the forensic technology under Batman’s cowl. It turns the game’s world into wire-framed X-ray graphics, and can be used to track DNA trails left by enemies and also pick up their threat level (if they carry guns their bodies will turn red). It certainly adds an interesting angle, but Detective Mode can be frustrating at times, since players will find themselves constantly switching back and forth. Simply playing the entire game in Detective Mode is somewhat of a chore too, since it takes away from the beautiful graphics and ambience of the asylum.

Another use for Detective Mode is when Batman encounters clues and tricky puzzles left behind by an escaped Edward Nigma, a.k.a. The Riddler. Although he never makes a physical appearance in the game, Riddler adds a whole new level of play. Solving riddles (there’s one in nearly every room) unlocks extra character biographies and challenge maps. On top of that, collectable items like Riddler trophies and patient interview tapes are more easily discerned from the environment in Detective Mode.

Another interesting element is that Batman’s appearance gradually changes throughout the game. It’s no surprise, really; after running through a gauntlet of supervillains, mutants, and deathtraps, anyone, even the Dark Knight, would come out looking like a train ran them over. The cowl gets cracked, the suit gets cut, and the cape is ripped. In short, it’s one hell of a night for Bruce Wayne.

Although the game takes most of its source material from the comic books, players who grew up watching Batman: The Animated Series will find themselves in familiar territory here. The script was penned by cartoon alum Paul Dini, who wrote a lot of the episodes. The voice actors from the series return to their roles as well, in particular Kevin Conroy (Batman) and Mark “Skywalker” Hamill (Joker). Voice acting ranges from excellent to tolerable to really bad, depending on which talent and character the player encounters. Hamill is not only superb doing Joker’s voice again, but knows he is playing a far more sinister and sadistic character this time and adjusts accordingly. By contrast, Conroy is passable but sounds bored during his delivery. When he says lines as cornball as “I eat punks like them for breakfast”, one may find themselves holding back laughter.

Asylum’s greatest weakness is in its boss fights, which are repetitive and tedious. With a few exceptions, most of them involve the exact same patterns and strategies. Because of all the evident effort that was put into the graphics and gameplay, it’s a bit of a shock that developer Rocksteady Studios dropped the ball in this area.

The storyline is decent, but not totally engaging. Once the Joker’s true plan is revealed the plot doesn’t have many twists and turns. The rogues gallery really liven things up with all the problems they cause for Batman, and as noted before, stand strong in the roles they play.

Arkham Asylum, with all its care and craftsmanship, is a fantastic ride. Even if you’re not a fan of Batman, there is more than enough here to keep you satisfied, and it may win you over to the Bat side. It’s one of the most worthwhile purchases in recent history and one of the best games I’ve ever played.

Final Rating: (*** 1/2) out of (****)

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Game Review: The Sims 3

July 10, 2009

Since I always consult reviews before I spend money on software, I did a lot of checking up on The Sims 3; but during my research, I discovered a wide gap in opinion between the professional gaming sites and the users. The professionals were praising The Sims 3 with every buzzword they could think of, calling it a triumph, a masterpiece, the best one yet, etc. On the other hand, the denizens of Amazon and Epinions were trashing the game, citing everything from gameplay changes that they hated to computers crashing left and right. I was torn. Who was I supposed to listen to in this situation? It was clearly a case where I would have to decide for myself. And I ultimately decided to buy the game.

Now, after spending several hours with it, I’ve reached my verdict. Not only is The Sims 3 a huge improvement over its predecessors, it really is the best Sims game, period. This is an experience beyond anything the series has ever offered. There are so many new options, additions, and tweaks, that it’s impossible to think anything less.

Because The Sims 3 is a life simulation game that has much in common with virtual reality, what better way to start than to insert myself in it? So I did. In Sim Creation Mode I painted a likeness of myself. Physically, he was fat and stubbly. Socially, he was a neurotic bookworm who liked computers.

Determining a Sim’s personality is much more satisfying (not to mention accurate) this time around. Gone are the old days of messing with meters and assigning ‘points’ to determine how a Sim behaves. Now there are personality ‘traits’, which are picked to shape your Sim’s overall persona. Do you want a grouchy outdoorsman who is good at cooking? Or how about an artistic, clumsy coward? There are over sixty traits to choose from, and many possible combinations. The only drawback is that you can’t assign traits that are polar opposites of each other, like having a Sim who is good and evil at the same time, or a couch potato who happens to be athletic.

And then there’s the town. Unfortunately you can’t create your own neighborhoods, but are stuck with one pre-made community, Sunset Valley. This is probably due to programming issues, since the community lots have a number of new interaction options. But that’s all fine print compared to the fact that the town is fully explorable with no load screen in sight. You no longer need a book in front of you when traveling between lots, because the entire town runs in real-time. Getting your Sim out of the house is hassle-free as well as rewarding. There are discount sales in stores, classes your Sim can take to improve their skills, and many places to socialize.

My favorite new feature is universal aging, or ‘Story Progression Mode’. Instead of having to switch between houses to get the Sims in the neighborhood to age, you can choose to focus only on one Sim and have the rest of the town age and progress around them. This is good for players who only like to play one family, and it eliminates generation gaps. In other words, if you have a child Sim then his friends will grow up with him rather than remain kids forever. For those who like things the old way, there’s an option to turn SPM off.

Keeping your Sims happy is now easier than ever, thanks in part to a new feature called the ‘Moodlet’ system. Moodlets are small elements, negative or positive, that directly affect the Sim’s Mood Meter for varying amounts of time. There are hundreds of Moodlets, ranging from excitement over buying new items to depression caused by a dirty kitchen.

In addition to that, the Needs meters, which had to be babysat constantly in past Sims games, now decrease at a slower pace. This frees up a lot of time and allows you to focus more on enriching your Sim’s life, rather than constantly worrying about meltdowns. And if several Needs meters are low, it only takes a few clicks to get them filled up again; the Moodlets take care of the rest.

The player can now take an active role in a Sim’s employment or education. Instead of just staring at an empty house until your Sim gets home from work, there is a panel that is used to control what they do throughout their work day. You can have them socialize with co-workers, work really hard, or kick back in the lounge if they get strained. There are also options related to job performance when your Sim isn’t at work. When my Sim became a patrol officer, an option became available that allowed him to interview townspeople and write up police reports on the computer.

Ultimately, The Sims 3 is well worth its purchase price. This review has barely scratched the surface of what the game is capable of; as of this writing, I still haven’t discovered every corner and crevice. When the expansion packs inevitably come along, I cannot imagine how much better The Sims 3 will get, since the core game is already so amazing.

Final Rating: (****) out of (****)

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Game Review: Bully (2006)

June 5, 2008
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NES Game Review: Gun.Smoke (1989)

March 2, 2008

The current generation of video games is made up of 100+ hour RPGs, thousand dollar HDTV monitors, ginormous hard drives, and tons of assorted peripherals. With all the technology and sophistication of modern-day interactive entertainment, sometimes it’s easy to forget that simplicity can make for the best kinds of games. Gun.Smoke, an old arcade hit from Capcom ported to the NES in 1989, is a great example of this.

The year is 1848, and California is in the midst of the Gold Rush. The hardworking folk of ‘Hicksville’ have fallen under siege by a gang of evil bandits known as the Wingates, who killed the sheriff and regularly drop in to rob the city coffers. Enter your character, Billie Bob. Riding into town with a ten-gallon hat and “the sunset behind him”, he vows to gun his way to the gang leaders and free the populace.

The gameplay is easy enough to pick up. You control Billie Bob from a top-down perspective through six scrolling stages. The direction pad moves him around the screen while the A and B buttons are used to fire left and right (or forward if you hold both of them down). Enemies come at you frequently and in increasingly large groups, and the object is to shoot them down as quickly as possible before they hit you. A single shot means instant death. There’s a final boss at the end of each stage, but you must find a wanted poster in order for him to show up; otherwise the level repeats itself over and over.

To keep the restless hordes at bay, you’ll need something to outwit them. Your walking speed and firing distance are increased by acquiring boots and rifles that appear on the map; shooting barrels uncovers these essential items. In an interesting twist, your total score double as currency. You’ll need to spend the points you earn in order to acquire more powerful weapons, and buy things like extra ammo, horses, and the aforementioned wanted poster. All of these things can get pretty pricy, so it’s generally a good idea to get a lot of killing done before making the level’s boss appear.

For extra protection, Bob can uncover (or buy) a horse, which serves as little more than a shield. Ever willing to die for its owner, the horse will take two bullets before dying. It’s useful, albeit expensive and hard to come by.

Other than that, it all falls down to the same basic pattern: shoot, shoot, shoot, hide behind barricades, shoot, shoot, destroy all the enemies on screen with POW icons, shoot, get moneybags and boots, shoot. This type of gameplay sounds mundane and repetitive on paper, but Gun.Smoke can be hopelessly addictive. Those without good time management skills may find themselves spending many hours shooting through the bad guys.

While the graphics aren’t awe-inspiring (this is a pre-90s NES game, after all) they aren’t bad to look at. All the powerups can easily be identified, and enemies are recognizable enough. The six stages are either set in real locations (the Cheyenne River, Fort Wingate) or otherwise successfully capture the look and feel of the Old West. If you’re a fan of the genre, you’re guaranteed a good time here.

There are certain aspects of Gun.Smoke that are either out of place, weird or just plain politically incorrect. I have some reservations in particular about level 3, aptly titled “Comanchi[sic] Village” Here, all your regular enemy sprites are replaced by Native American stereotypes. They hop around, throw tomahawks, try to scalp you, and snipe from teepees. And you, devout Christian and staunch defender of the white womenfolk, have no choice but to blast them all down to headdress feathers. Racking up a body count in a manner akin to genocide doesn’t quite feel right, especially with the level’s choice of background music. It makes me wonder where Nintendo’s censors were the day the cartridge was stamped with the ‘Seal of Quality’ logo.

And then there’s “Death Mountain”, where the Wild West theme takes somewhat of a backseat and you end up… fighting ninjas. Yeah, that’s right. I’m not sure where Feudal Japan fits into the U.S. Gold Rush era, but there you go.

The journey to the finish line is tough and brutal, and Gun.Smoke is likely to put as many calluses on your thumbs as the numbers of enjoyable hours it brings. If you can look past the rather unsavory third level, it’s a fun and rewarding experience.

Final rating: (***) out of (****)