Friday, July 31, 2009

Tom Clancy's Splinter Cell Chaos Theory Review

The third iteration of the Tom Clancy's Splinter Cell stealth action franchise features the continuing adventures of Sam Fisher, a top secret agent who's sent in to accomplish the US government's dirty work when political situations go sour. It's also got a brand-new two-player cooperative mode in addition to an updated version of the innovative spies-versus-mercenaries competitive multiplayer mode introduced in the second Splinter Cell game. So there's a lot to it, and there's definitely a lot to like about it, especially for Splinter Cell fans who felt a little too restricted while playing as Fisher in the previous games. With that said, Chaos Theory sometimes has a designed-by-committee feel due to its many disparate parts, and despite the game's grittier new theme and its new "Mature" rating, it's going to offer a familiar experience to Splinter Cell veterans. But even if some of the changes are marginal, this is still the most entertaining, most well-rounded game in the series yet.
Though the premise of the story is a techno-thriller that lives up to the Tom Clancy name, storytelling has never been Splinter Cell's strong suit, and Chaos Theory is no exception. Some unfocused between-mission cutscenes sometimes set the stage for your next assignment, but a lot of your mission details are conveyed in boring, easily skippable premission monologues by your commanding officers and informants. Unsurprisingly, the best parts of the story happen during the missions themselves, where you'll often hear Fisher exchanging banter with his off-site crew. Fisher, once again brought to life by gravelly voiced actor Michael Ironside (Total Recall, Starship Troopers), is a great character, thanks to his dry, melancholy sense of humor. But the game sometimes tries too hard to be clever, with a few highly conspicuous attempts at self-referential jokes. At any rate, you shouldn't play this game for the plot--you should play it because no other game does this well at making you feel like a deadly spy working behind enemy lines.

Tekken 5 Review

It seems hard to believe, but the Tekken series has been around for about a decade now. In that period, Tekken became one of the premier 3D fighting games in arcades, but its real fame was found at home. The PlayStation, and later the PlayStation 2, has been the Tekken series' stomping grounds for the past 10 years, and traditionally, the home versions have managed to outperform their impressive arcade counterparts. That grand tradition holds true in Tekken 5, which offers additional modes not found in the arcade original, but even more importantly, it offers fantastic 3D fighting and stunning visuals.

The main single-player mode of play in Tekken 5 is the story mode. This mode takes you through a handful of fights, starting with some still frames and voice-over to help you understand what each individual fighter is fighting for. Along the way, you'll square off with some fighters that are tied to that story, giving you some pre- and post-fight dialogue. When you reach the story's conclusion, you are given some static screens with text and a full-fledged, prerendered ending for each character. Tekken's prerendered endings have always been one of the most memorable aspects of the series, and this collection of occasionally serious but often hilarious endings are among the series' best. It's a fun look at the characters that you don't normally get in the context of a fighting game, and helps give the impression that whoever made Tekken 5 must have had a lot of fun along the way.

Tekken 5 has many of the same character-customization options found in Virtua Fighter 4. You can alter most of the characters (the inability to customize the wooden training dummy Mokujin seems like a missed opportunity for comedy, though) using currency you earn as you keep playing. Some of the changes you can make are simple color tweaks to the characters' outfits, but you can also pick up accessories, such as sunglasses, necklaces, or a basket full of fish for kung-fu master Wang's back. Each character has unique customization options, and the options are different for each of a character's two primary costumes. Some characters also have a third costume that can be purchased, and some of these are just new outfits. Capoiera mistress Christie's third costume is an entirely different (though obviously familiar) character, who gets his own story mode intro and ending when selected.

Hitman: Blood Money Review

The bald-headed contract killer known only as 47 is in good form, primed and ready for more work in the latest installment in the dark, stylish Hitman series. Though very similar to the last two games in the series, the open-ended stealth action gameplay offered by Hitman: Blood Money is still just about as tensely exciting as ever. A few new twists to the formula, an intriguing story, and a memorably diverse, cinematic sequence of missions further make Blood Money worth it.
There are more than a dozen missions in all, and most of them are set somewhere in the United States, such as a Mardi Gras celebration in New Orleans, an Egyptian-themed Las Vegas casino, a rehab clinic in Northern California, a stately riverboat traveling the Mississippi, a posh Los Angeles suburb, and more. The game does a great job of realizing each of these different settings, making them feel appropriately large, complex, and alive. Mardi Gras is particularly impressive, its streets jam-packed with people partying. All of these places tend to be filled with armed guards as well as civilians, so you'll need to exercise caution in order to take out your targets and escape undetected. However, if you slip up (or deliberately blow your cover), you can always try to shoot your way out. As in the previous games, Hitman: Blood Money rewards stealth and careful planning, but if you want to try to run and gun your way through the levels, you have that option. You can instantly switch from the default behind-the-back perspective to a first-person viewpoint if you prefer, and the game lets you use a whole bunch of different, realistically modeled real-world pistols, rifles, and submachine guns against your enemies. Of course, it's possible to finish most missions in Hitman: Blood Money without squeezing off a single round, if you're careful and observant.

Metal Gear Solid 4 Review

Metal Gear Solid 4: Guns of the Patriots is the most technically stunning video game ever made. It's also a fine example of storytelling prowess within its medium, combining gameplay and narrative so slickly and beautifully that it's impossible to extricate one from the other. It's likely you will emerge awestruck from your first play-through, wishing the experience would continue yet nonetheless satisfied with its conclusion. It's difficult not to sound hyperbolic when discussing MGS4 because every part of its design seemingly fulfills its vision, without compromise. There is no halfway.
Fully realized, lengthy story sequences will come as no surprise to anyone who has played a Metal Gear game. You'll spend a good half of MGS4 watching cinematics, but it would be a grave misinterpretation to assume that great gameplay takes a backseat to the story. Rather, these two elements are tightly intertwined, and this tapestry is held together by an important technical thread: Cutscenes that are rendered fully in real time within the game engine. It's impressive enough that these scenes look as good as any prerendered cinematic you've ever watched. It's even more amazing when those same scenes transition without pause into gameplay, and the same hulking mech you watched lumber about in the cinematic is looming above you. The subtle animations, the lush environments, and the rich textures are the same in and out of story sequences, and the effect is so seamless it may take your breath away. You can skip past the scenes if you prefer, but doing so would soften the experience. The story sequences carry more weight because of the intense gameplay that precedes them--and the gameplay feels more compelling because the story gives you powerful reasons to care about your mission. The high point of this fusion occurs in an exciting and memorable split-screen sequence that simply must be experienced.

Halo 2 Review

Halo 2 was released on the Xbox back in 2004, and as you're probably aware of by now, it was a huge success. The first-person shooter added online multiplayer to the proceedings, and despite a universally reviled cliff-hanger ending, it was really something special on the Xbox. Three years later, it's now available as one of the first Vista-only PC games. It's still easy to see why this game was so loved on consoles in its day, but when you put it in direct comparison with recent PC shooters, it loses a ton of its appeal, making it best suited for Halo fans who want a good way to play or make custom maps.
The multiplayer side of Halo 2 is the part that still gets attention to this day, and it translates to the PC fairly directly. The game has support for 16 players. Halo's multiplayer moves relatively slow when compared to other popular shooters, giving it a more methodical, tactical feel. You really need to know the capabilities of all your weapons to succeed with any regularity, as at any moment you'll be able to toss grenades, fire one of your two weapons, or close in for a melee attack, which satisfyingly kills instantly if you hit someone from behind. Death comes quickly if you're left exposed for long, as your shield drains quickly and takes some time to recharge. This, too, forces you to play somewhat carefully.

Transformers: Revenge of the Fallen Review

Imagine what it would be like to become a Transformer. Walking, jumping, and climbing in your humanoid form would be pretty familiar, and you could easily get the hang of whipping out your guns to blast enemies. Driving yourself around might be a bit awkward at first, and flying would be significantly trickier, but the real problems would come when you tried to transform. Shifting your physical form would be disorienting, and it would take a while before you mastered it. That's actually a pretty accurate breakdown of what it's like to play Transformers: Revenge of the Fallen. In the early going, the controls are uncomfortable but functional. As you play through either of the solid campaigns, you'll get better and better until you reach a point where you can fluidly move between different forms and dispatch your enemies with style. That is, you would, but an array of technical flaws and performance issues will probably keep you from getting that far. Whether you suffer an erratic frame rate, washed-out environments, or some other breed of problem depends on your particular computer, but it's very unlikely you'll be able to play unhindered. It's a real shame that Revenge of the Fallen, which is a fun game to play on other systems, fares so poorly in its PC incarnation.

Cryostasis: The Sleep of Reason Review

The best horror games can make you shiver, but few elicit chills as well as Cryostasis: The Sleep of Reason. This is partially due to the tense atmosphere that slowly thickens as you play, inspiring a general unease that eventually escalates into full-blown panic. But it's also due to its icy Arctic setting, where the freezing air can choke your lungs and heat is the most valuable of commodities. The unforgiving blizzards of the North Pole inspire Cryostasis on multiple levels, from a heavy, deliberate pace akin to wading through drifts of snow, to multiple gameplay mechanics that keep you forever at odds with the cold. This innovative first-person adventure is not for everyone; its slow tempo will numb players seeking instant gratification, and occasional performance and stability issues may frustrate. But Cryostasis has a way of keeping you in its thrall, pushing you forward to see what frosty secrets lie ahead.

F.E.A.R. 2: Project Origin Review


The image of a pasty-skinned, greasy-haired young girl has become an iconic one in horror films like The Ring, and the original F.E.A.R. introduced a similar figure with great success. Of course, that game gave its ghostly visions a chilling context, drawing you into the unnerving story of a paranormal prodigy named Alma and the horrific suffering to which she was subjected. F.E.A.R. 2: Project Origin returns to this fertile universe, but rather than scrutinize even darker reaches of the soul, it merely skims the surface, offering up a series of eerie visions without delivering a good mystery to bind them together. The good news for shooter fans is that the bullet-blasting core of the experience is sound, propelling you forward with enough intensity to keep the single-player campaign engaging. Most of what's here has been done better before, but the unspectacular elements have been stitched into an enjoyably moody first-person shooter that relies on rock-solid mechanics rather than true inspiration.
After a short exposition, F.E.A.R. 2 picks up where the original left off--with a bang. The city is in tatters, and as Michael Becket of Delta Force, it is up to you and your squadmates to capture the elusive Genevieve Aristide, president of the nefarious Armacham Technology Corporation. Too much description would risk spoiling the game's few surprises, which are better experienced than narrated, though as it happens, there are few enigmas to unravel. F.E.A.R. 2's story paints itself into a corner, offering very little new to players already familiar with the Project Origin referred to in the title, and nothing compelling enough to wrap newcomers into its fold. With Alma now a known quantity, paranormal secrecy has been replaced by a series of near-cliche bump-in-the-night scares and murky visions that do the unthinkable where a horror-themed game is concerned: They become predictable.

Half-Life 2 Review


It's hard to believe that, prior to Half-Life 2, Valve had really made only one game. Of course, it was a masterpiece. Half-Life single-handedly reinvented the first-person shooter, putting the emphasis on cinematic pacing and complete immersion in the experience. As a result, it paved the way for many of the outstanding first-person shooters that have followed. And while there was little question that there would eventually be a sequel, no one could have imagined the long and torturous development process that led to Half-Life 2. Well, it's time to forget about that, because Half-Life 2 has arrived. And, in many ways, this big-budget sequel does what it sets out to do: Half-Life 2 is a technically amazing, sharply honed first-person shooter that pulls all the tricks that made Half-Life such a beloved experience. With that said, many of those tricks feel more than a bit familiar now, and the game itself is saddled with a disappointing story. Still, that doesn't stop Half-Life 2 from being a very impressive and engaging shooter, and a faithful follow-up to one of the greatest PC games of all time.

Driver: Parallel Lines Review


Driver: Parallel Lines isn't nearly as messed up as the last Driver game. Considering how completely jacked most of Driver 3 was, that's not really saying much, but it's still worth saying. Parallel Lines is a mostly competent game that's probably the most blatant Grand Theft Auto clone to date. Considering that GTAIII was, in many ways, picking up where the first two Driver games left off, maybe this is just a case of turnabout being fair play. Either way, Driver: Parallel Lines isn't broken, but it's almost completely uninspired and devoid of the little things that make these sorts of games entertaining. The characters fall flat, the story is uninteresting, and the gameplay controls are often inadequate. When you add to that some drab mission design, you've got a game that looks good on paper but simply can't add up to a game worth playing.
The action opens in 1978. You, as an 18-year-old named TK, have moved to New York City in search of excitement. You're pretty good behind the wheel of a car and quickly catch on with a crew of criminals looking to make it big. Because this is the late '70s, "making it big" eventually turns out to mean "starting a cocaine empire." But, as these things normally go, stuff doesn't pan out quite so well for TK, and he gets locked up for 28 years. This fast-forwards the game to present day. TK gets out of the joint in 2006 with revenge on his mind, and the story picks up from there. It's a potentially interesting premise that falls apart because none of the individual characters are very compelling or likeable in either era.

Dead Rising Review


When it comes to zombies, few publishers have more experience with them than Capcom. The company has made a mint in recent years off various iterations of the Resident Evil series, and that franchise shows no signs of slowing any time soon. So, it is with some curiosity that we now find ourselves with Dead Rising, an Xbox 360 zombie game produced by Capcom that has exactly zero to do with anything Resident Evil. Where Resident Evil was a series all about horror, tension, and frequent jump scares, Dead Rising goes in the other direction, creating a pure action experience with zombies that are much easier to kill but travel in higher numbers--much higher numbers, actually, with groupings numbering in the hundreds. As a departure from the zombie games of old, Dead Rising is a great success, wonderfully blending campy undertones and visceral, zombie-killing action into something highly playable. It suffers from structural faults, and the game does find itself leaning heavier on repetition than you'd probably like, but Dead Rising overcomes these shortcomings by being a lot of fun to play.

Burnout Revenge Review


The biggest changes in Burnout Revenge come in its track design and in the ability to slam into some nonracing traffic and plow right through it. Wrecking into innocent bystanders in automobiles is known as traffic checking, and it's limited to small and medium-sized cars that are stopped or traveling in the same direction as your vehicle. These cars, once hit by a racer, essentially become weapons. If you slam them just right, you can send them flying into the other lane, ideally slamming into another racer and taking him down immediately. But checked traffic will also fly behind you after being rear-ended, letting you create tricky flying obstacles for other racers to avoid. Having to keep track of which traffic you can and can't hit adds an interesting layer of complexity to the game, though the sometimes comical physics displayed by checked traffic--which flies around like you're wrecking into an aluminum can--looks a little weird. The whole concept also ties in to the new traffic attack event, which gives you money for each car you smash and ties its medals to specific dollar amounts.

Ace Combat 5: The Unsung War Review

In 2001, Namco's Ace Combat series of flight combat games hit a high point with Ace Combat 04: Shattered Skies, which was the series' first installment on the PlayStation 2. Featuring incredible visuals, responsive action that captured the thrill of high-flying (and low-flying) aerial dogfighting, and a surprisingly complex and well-told narrative, Ace Combat 04 was a real winner. Now Ace Combat is back in another game bristling with beautifully modeled real-world jet fighters and cinematic cutscenes. Ace Combat 5 isn't the huge step for the series that Ace Combat 04 was, but it's still a great flight combat game, featuring grueling arcade-style action and plenty of surprises both in its mission design and its story.
At first glance, Ace Combat 5 resembles a realistic flight simulation, since if features dozens of different real-world aircraft, including plenty of American classics like the F-16 Fighting Falcon and the F/A-18 Hornet, as well as Russian planes like the Su-27 and MiG-29. State-of-the-art fighters like the F-22 and classic jets like the F-4 and A-10 Warthog are also represented. In real life, some of these jets handle drastically differently, but despite its realistic looks (complete with gorgeously detailed plane models and cockpits, and authentic heads-up displays), Ace Combat 5 is clearly not intended to be a realistic flight simulation. Each plane handles gracefully and responsively, yet unlike in real life, the most significant differences between them lie in their weapon loadouts. Differences in speed, maneuverability, and durability are also evident, but are not drastic, so it's easy to switch between different planes. For that matter, it's easy to learn how to play, and there's an effective, optional multistep tutorial to help you if you don't feel like figuring things out for yourself. The controls haven't changed much since Ace Combat 04, but they worked very well in that game.

God of War II Review


It's hard to imagine a better swan song for the PlayStation 2 than God of War II. Though it's not destined to be the very last game for the system, it doesn't seem likely that anything else will come along in the coming months to trump what God of War II achieves. As the sequel to 2005's megapopular action adventure set within the basic confines of Greek mythology, it continues the agonizing and rage-fueled odyssey of the world's angriest man-god, Kratos, as he goes on another epic vengeance bender. It's an altogether familiar adventure in many ways, with a lot of gameplay mechanics held over that haven't necessarily been improved in any meaningful capacity, but that's not to suggest the game isn't better overall. God of War II is a brilliantly paced, tightly crafted piece of work that's as intelligently designed as it is thrilling to play. In short, it's exactly what you would want from a sequel to God of War.
It's an interesting tale that God of War II tells, almost more so because so much of it is about what happens around Kratos, rather than Kratos himself. The game spends long stretches focusing on the myths and legends that surround the battles between the gods and the Titans, setting up backstory for the mess that Kratos has gotten himself involved in. In this regard, there's a bit less of an emotional connection to this game. You don't have any of those moments of personal horror as you did in the first game concerning Kratos and his savage past that led him astray--but that's OK. This isn't exactly a game that requires emotional storytelling to get by. God of War II is much more about the journey, the mythos, and the desire to just kill anything that comes within a step of your path.

Gears of War Review


In Gears of War, a slab of concrete is your best friend. And if that slab of concrete isn't around, you can always make do with burned-out cars, piles of metal, huge columns, or even the ever-popular wall next to a doorway. Why are these inanimate objects so friendly? Because if you aren't hiding behind something in Gears of War, you might as well be dead. Microsoft and Epic have teamed up to create this wicked game of hide-and-seek with high-powered future guns, which delivers one of the most heart-pounding and graphically thrilling experiences of the year. If its exciting campaign doesn't rope you in, chances are the team-based multiplayer will--either way, Gears of War is downright amazing.
You'll fight a decent variety of enemies in Gears of War. Most of the Locust are humanoids, with minor visual distinctions between the standard troops, ones with shotguns, and so on. Later on, you'll fight some different-looking humanoid-style enemies that are armed with explosive torque bows, and there are plenty of other critters to face--some small, some screen-filling. They all use slightly different tactics, but the same basic rule applies: Wait for them to pop their heads (or other weak points) out and attempt to shoot it off. The enemy response to your actions has its great moments, but it also has its problems. Enemies hiding behind cover tend to not react when they get hit. From time to time, you might catch the back of an enemy peeking just over a piece of cover, and if you start shooting it, he'll usually just sit there and let you drill him to death. But in spite of its few problems, the action is tense and extremely enjoyable.

Dead Space Review


The survival horror genre is rife with games in which you are isolated in a hostile environment full of monsters, and Dead Space is no exception. But from the moment you're thrown into the middle of the fray in the heart-pounding introduction until the bone-chilling conclusion, it's clear that this is something quite unique. With its disturbingly twisted visuals, its deeply engrossing story, and innovative strategic dismemberment combat system, Dead Space is a best-in-its-class game that surpasses other entries in its venerable genre in nearly every way and will be the standard by which they are judged for years to come.
When the Concordance Extraction Corporation loses radio contact with its Planet Cracker-class mining ship, the USG Ishimura, engineer Isaac Clarke is dispatched on a routine mission to repair its communications array. However, Clarke is also on a mission of his own, having recently received a cryptic message from Nicole Brennan, a medical officer serving aboard the Ishimura. While on board he intends to reunite with her and learn the meaning behind her strange broadcast. Unfortunately, the moment you set foot on the derelict ship, it's obvious that something terrible has happened.
As Isaac, you are separated almost immediately from the rest of your team by the former crew of the Ishimura, which has been transformed into horrifying monsters called Necromorphs. Forced to fight for his survival, Isaac makes do with the tools at hand to defend himself with, which are for the most part repurposed mining instruments like plasma welding guns or buzz saws. These improvised weapons are put to graphic, gruesome work as bodily damage and even severe head trauma isn't enough to kill a Necromorph--only by severing their limbs can you put them down for good. This nuance, referred to as strategic dismemberment, vastly alters the way combat is approached in Dead Space from the typical "aim for the head"-style gameplay seen in most action games and zombie apocalypse scenarios.

Mass Effect Review


When Mass Effect was originally released last November on the Xbox 360, it unveiled a vast, beautiful galaxy populated by diverse, fascinating alien races. Players stepped onto this stage as Commander Shepard, a hero at the vanguard of humanity's ascension in the arena of galactic politics, and thus began an epic story bolstered by engaging characters and rich, branching dialogue. Exciting combat and robust skill management completed the package, but it was not without flaws. Many small issues have been addressed in the PC release, and the result is a more streamlined, more playable version of one of the best role-playing games in recent memory.
The bulk of Mass Effect remains the same, so for our thoughts on the story, character customization, dialogue, quest structure, and combat abilities, please read our review of the 360 version. This review will focus on the PC experience and how it differs from console play.
None of the changes are drastic overhauls, but they do have an appreciable effect on the gameplay. One of the biggest tweaks is to the combat system. In the 360 version, you have to temporarily pause the action to use any weapons or biotic/tech powers beyond the one you currently have equipped. On the PC, this pause is still available, but weapons and powers have been consolidated onto one screen, along with squad commands which you can now issue individually. Pressing the space bar will bring up a heads-up display where you can change weapons or powers and issue commands to your squad. Odds are you'll use this pause very rarely, because your weapons are mapped to the function keys and your biotic/tech powers can be assigned to the number keys.

CRYSIS WARHEAD REVIEW


All of the claims you may have heard that Crysis could only run on nuclear-powered supermachines were greatly exaggerated. But if for some reason you worry that this stand-alone companion to the ultragorgeous first-person shooter will bring your PC to its knees, you should know that it's highly scalable and ran smoothly on a number of machines during our testing. It also looks better, with clear attention given to the game's artistic sensibilities and the lusher, denser environments. But rest assured, developer Crytek has enhanced more than just the graphics engine. Vehicles are more fun to drive, firefights are more intense and focused, and aliens do more than just float around you. More emphasis on the open-ended environments would have been welcome, but a more exciting (though shorter) campaign, a new multiplayer mode, and a whole bunch of new maps make Crysis Warhead an excellent expansion to one of last year's best shooters.
If you didn't play Crysis, Warhead's story may be initially confusing, given that you hit the ground running with little exposition. You play as Sergeant "Psycho" Sykes, the brash Brit who was a bit player in the original game. Psycho tends to play by his own rules, always willing to ignore orders and jump into the fray if that's what the situation requires. The story runs parallel to the events of Crysis, though his strident attitude--and a dramatic cutscene near the end of the game--definitely make this Psycho's tale, even if the actual plot remains the same. In any case, you and your US Special Forces team are investigating a tropical island besieged by North Korean invaders. However, your greatest menace comes in the form of aggressive aliens that turn the luxuriant jungles and glowing beaches into a frozen wasteland. You and your teammates, clad in nanosuits that grant you special abilities such as super strength, temporary cloaking, super speed, and additional armor, confront both threats across a variety of large environments.

Fallout 3 Review

A lot of games make a big deal out of player choice, but few in recent memory offer so many intricate, meaningful ways of approaching any given situation. You fulfill or dash the spiritual hopes of an idyllic society, side with slavers or their slaves, and decide the fate of more than one city over the course of your postapocalyptic journey through the Washington, DC wasteland. Your actions have far-reaching consequences that affect not just the world around you but also the way you play, and it's this freedom that makes Fallout 3 worth playing--and replaying. It's deep and mesmerizing, and though not as staggeringly broad as the developer's previous games, it's more focused and vividly realized.
This focus is obvious from the first hour of the game, in which character creation and story exposition are beautifully woven together. It's an introduction best experienced on your own rather than described in detail here, but it does set up Fallout 3's framework: It's the year 2277, and you and your father are residents of Vault 101, one of many such constructs that shelter the earth's population from the dangers of postnuclear destruction. When dad escapes the vault without so much as a goodbye, you go off in search of him, only to find yourself snagged in a political and scientific tug of war that lets you change the course of the future. As you make your way through the decaying remnants of the District and its surrounding areas (you'll visit Arlington, Chevy Chase, and other suburban locales), you encounter passive-aggressive ghouls, a bumbling scientist, and an old Fallout friend named Harold who has, well, a lot on his mind. Another highlight is a diminutive collective of Lord of the Flies-esque refugees who reluctantly welcome you into their society, assuming that you play your cards right.

The King of Fighters 2006 Review


SNK Playmore might have lost the first round trying to bring its King of Fighters series into 3D, but here comes the comeback. The King of Fighters 2006 is markedly better than King of Fighters: Maximum Impact, the company's forgettable 2004 attempt to take its popular fighting series from 2D to 3D. While KOF 2006 doesn't do much of anything that hasn't been done before in other 2D and 3D fighting games, it features a huge roster of nearly 40 different characters, including a bunch of unlockable fighters that longtime SNK fans should get a real kick out of. And while it doesn't have online play (hardly any PlayStation 2 fighting games have bothered), it has a substantial number of single-player challenges to keep you busy and offers some fun, fast-paced, over-the-top martial arts battles.

FIFA 09 PREVEIW


Although FIFA updates can often bring a feeling of deja vu, the development team on this year's PC version are doing some genuinely interesting things. Aside from the usual tweaks to animation and AI systems, they've included a new keyboard-and-mouse control system, a new interface with Web 2.0-like widgets, and a new engine that will make the game visually on par with the PlayStation 3 and Xbox 360 versions. We were lucky enough to play the game at EA's UK headquarters, and we were impressed with how it's all shaping up.
First up, the controls. The Wii version of Pro Evolution Soccer pioneered the cursor-based control system, and although FIFA 09 borrows heavily from Konami's idea, the mouse feels more precise than the Wii Remote. The idea's basically the same: You can make players move around using the standard W, A, S, and D keys, but you control passes and tackles using the mouse. An onscreen cursor helps you point to where you want to pass, while the computer figures out how to get the ball there. For example, if you left-click on a player on the opposite side of the pitch, your player will automatically perform a cross to get the ball there. Likewise, if you click in front of a player, you'll perform a through-ball, and the recipient will automatically run to get there. You can also use the mouse wheel to tell players to make a run into space, and pressing the space bar makes the player with the ball step up his pace. You can still use a joypad, but the mouse-and-keyboard scheme is highly intuitive, and we managed to score a goal within the first half of a game.

Armored Core: For Answer Review


Big, hulking robots. Towering, defensive behemoths ready to blow those same robots to smithereens. These are the key players in developer From Software's latest entry in the Armored Core series, the confusingly subtitled For Answer. They're also the main draw for longtime fans who have been tweaking mechs and taking them into battle since 1997. While this entry may not be the deepest or most involving game in the series, an increased sense of speed, highly destructible environments, and intense battles against gargantuan arms forts make this a game that should please both stalwart enthusiasts and newcomers alike. Not that this is a leap forward for the franchise--For Answer's environmental visuals are still extremely bland, and the gameplay, while tweaked, is much the same as it's been for years. But if you like to blow stuff up with giant metal automatons, this is your game.

Batman Begins Review


While reviews of the film Batman Begins indicate that the caped crusader has made a turnaround of sorts on the silver screen, we can't say the same about him as a video game superhero. Yes, the new Batman Begins game from Electronic Arts and Eurocom certainly captures the fearsome new look of Batman as portrayed in the movie. And the inclusion of high-quality voice work from Christian Bale, Liam Neeson, and the other stars from the film also contributes a lot to the overall package. Unfortunately, the gameplay feels too much like a mishmash of several other well-known gaming franchises and ends up overly simplistic. While the game is still worth a look for Batman fans, you can't help but feel that an opportunity was missed to make something more special.
As Batman you have a variety of moves and gadgets at your disposal. Much like Splinter Cell's Sam Fisher, you can skulk quietly, which allows you to sneak up behind unsuspecting enemies and dispatch them with special stealth knockouts. These aren't stealth "kills," however, because there's no blood in this game, and no one ever dies. You also have the benefit of a radar screen in the bottom left corner, which shows you the location of your objectives and the position of all nearby enemies (even the ones you can't see). From time to time you'll also see a picture-in-picture screen pop up, which can show you nearby conversations between enemies or a security-camera view. Unfortunately, the picture-in-picture screen causes horrible slowdown in the PS2 version of the game; the GameCube and Xbox versions don't seem to suffer this problem.

God Hand Review

There are few legitimately good 3D beat-'em-ups in the vein of classics like Double Dragon and Final Fight. But the team behind excellent games like Viewtiful Joe and Okami has delivered one in God Hand, a self-consciously silly, shamelessly repetitive, very challenging, fast-paced martial arts action game. God Hand isn't ambitious by any stretch, since it consists almost exclusively of you, as a cocky young fighter named Gene, thrashing all sorts of different thugs and their ridiculous masters using various over-the-top moves. The game demands fast reflexes and some well-practiced button-mashing skills, and if all this sounds like fun to you, then you'll probably love it.

Obscure II Hands-On Preview

It's easy to make a link between Obscure's title and its relatively poor sales performance, but developer Hydravision had enough faith in the concept of the original to produce a sequel. While the first game wasn't that bad, its release did not benefit from great timing because it arrived just after Capcom had revolutionised the survival horror genre with Resident Evil 4. By sticking to the conventions that the original Resident Evil had laid out in 1996, Obscure couldn't help but look retrograde in comparison. Hydravision did bring a couple of new ideas to the table though; it opted for a more teen-oriented story than the usual zombie schlock and added a cooperative story mode to boot. Unsurprisingly, these devices are also the focus for Obscure II, which is set for release on the PC and PlayStation 2 in the third quarter of 2007, as well as the Wii in the fourth quarter. We were hand delivered preview code for the PS2 and PC versions and wasted no time delving in to see how it's shaping up.

Grand Theft Auto: San Andreas Review


By now, you probably know how this works. The new Grand Theft Auto game comes out in October, but only on the PlayStation 2. Xbox and PC owners have to wait a half a year or so for their versions of the game, and each always has the potential to be better than the original release. That's saying something, because we're already talking about one of the best games of 2004 and the best game in the Grand Theft Auto series. Once again, the wait is over, and Grand Theft Auto: San Andreas is now available on the PC and Xbox. While both versions have aspects that are better than the outstanding PS2 game, visual weirdness on the Xbox and a handful of technical issues on the PC prevent either version from being the clear-cut best of the bunch.
The PC version comes on DVD only and is packaged with a fully bound book that serves as the manual. It's definitely some of the coolest PC game packaging around. This version also has the potential to be the best-looking version of the game by a long shot. Support for higher resolutions makes the textures and characters look sharper and much better than either of the console versions. There's a draw distance slider that, when turned all the way up, almost totally eliminates the draw-in and fogging that's become synonymous with the series. Your Grove Street home looks much more like a run-down South Central neighborhood when you can see more of its surroundings. But all this graphical quality is offset by some serious problems with the sound. Testing on three different machines that exceed the recommended system specs got us three results. On one machine, we didn't experience any audio glitches. On another, the audio simply cut out a lot, leaving you to drive around with only music to keep you company. It's tough to play when you can't hear your mission descriptions. On the third machine, loading up a save game caused a loud grating noise--which sounded like the bike-riding audio mixed with a helicopter--to scream out from the middle of the Grove. We had to hop in a car and drive away from the area to make the noises stop. Also, the cutscenes occasionally desynched from the audio, making the lip movement appear to be way off.

The Sims 3 Review

If you're reading this, there's a very good chance that you've heard about The Sims. It's been difficult to escape the popular franchise's web, what with two full games and a seemingly endless stream of expansions. The first thing you may be asking, then, is whether The Sims 3 is worth playing, or if it's just more of the same. Well, it most certainly is worth it, and yes, in some ways it is more of the same. But in this case, that's a very good thing. For anyone who's played The Sims or its first sequel, this familiarity will let them ease into it, feeling like a welcomed guest rather than an outsider. But this doesn't make The Sims 3 a simple rehash of what's come before. Instead, returning elements have been energized and extended by a number of terrific improvements, such as expanded customization tools, additional tools for interaction with other sims (and other players), and more tangible goals and rewards. Most importantly, the free-to-explore town makes you feel like part of an entire virtual society--a feature approximated but never fully realized in the previous games. By blending together the old and the new, developer Maxis has created the best, most charming game yet in the series.

Spider-Man: Web of Shadows First Look

While it may be a while before we see another Spider-Man movie, Activision and Northern California-based developer Shaba Games are teaming up to give fans of the superhero something to help pass the time, Spider-Man: Web of Shadows. The new game features an original story drawn from Spidey's comic roots, which offers considerably more material to work with than a film. We visited Shaba's San Francisco-based offices to get an early look at a work-in-progress version of the Xbox 360 game to find out what sort of trouble the webhead has gotten himself into this time.
The game's original story appears to steer clear of the polarizing Brand New Day story arc that's been going on in the comics and focuses on Spidey dealing with a big mess. His arch nemesis Venom is back, and this time, the symbiote-powered villain has figured out a nasty new trick: infecting civilians to create clones of himself. Our friendly neighborhood hero is a bit slow to catch on, so before you know it, the city and its residents are under siege. The level of threat presented by the symbiote infection leads local law enforcement to call in SHIELD to help get things under control. Unfortunately, the counterterrorism and intelligence agency's solution is a mixed blessing: Manhattan is quarantined and cut off from the outside world, leaving those inside to fend for themselves. The good news is New York is fairly overflowing with heroes (and more than a few villains); the bad news is recent events have left the city in chaos resulting in a hefty "to do" list for Spidey. To save the day, Spidey will have to assist SHIELD in evacuating the uninfected, as well as work with both heroes and villains to fend off the symbiotes. He'll also have track down Venom and figure out how to undo the symbiote infection running rampant. If all that wasn't enough, Spidey has a bit of extra incentive to deal with the symbiote infection problem: He's been reinfected himself. While this makes for an epically bad day for Spidey, it's fertile ground for the game's premise.

Terminator Salvation Review

If you've ever wondered why movie tie-in games have such a bad reputation, Terminator Salvation can provide an instructive example. Though this third-person shooter is technically sound, it seems to rely entirely on the presumption that you'll be so jazzed to be playing as characters from the movie that you won't notice how boring and shallow the action is. Most of the game has you jogging from skirmish to skirmish, fighting the same three enemies and using the same cover-and-flank maneuver. This quickly becomes repetitive despite the fact that the environments are diverse and detailed, and the few on-rails sequences fail to inject any substantial excitement into the proceedings. The campaign is only about five hours long, there is no online component, and the only multiplayer option is playing the campaign in split-screen mode. It's a sparse effort, yet it is brazenly offered at full retail price. Suffice it to say, it isn't worth it, and even Terminator fans looking for a futuristic fix should prepare for disappointment.

Terminator Salvation is a completely linear adventure without any collectibles or hidden goodies to search for. Every weapon is highlighted with a green outline that is visible through walls, so you won't spend any time dillydallying. You can complete the story in under five hours, at which point your only options for replay are to play it in split-screen with a friend or to try it on a harder difficulty setting. This no-frills attitude runs throughout the whole game and reveals Terminator Salvation for what it is: a stripped cash-in attempt packed with dull, uninspired, and repetitive action.

Ghostbusters The Video Game Review


It's good. If you're a fan of Ghostbusters (and maybe even Ghostbusters 2), that's all you needed to know, so you can go out and grab your copy without worrying that you'll have to tread through bad game mechanics just to get a few good laughs. If for some reason you're a newcomer to the franchise, that's OK too. Ghostbusters The Video Game is a humorous and amusing third-person action-adventure with some clever mechanics and loads of personality. It's not all pleasurable, due to some tedious mechanics and other issues, but if what's most important to you is some lighthearted fun, then you'll find enough in this package to keep a smile on your face.
Thus begins a journey through museums, libraries, cemeteries, and even alternate dimensions. As you get to the bottom of the evil powers behind the increasing paranormal activity in and around New York City, you and the AI-controlled 'busters explore a surprising variety of environments and face off against a lot of interesting and creepy apparitions. You'll recognize a few of them, such as the Stay Puft Marshmallow Man, though your final face-off against this returning monstrosity is a disappointing letdown. Thankfully, you'll meet plenty of new, fascinating meanies and either grapple them into traps using your proton pack or simply vanquish them completely. The pack has four modes, but you'll use the default mode most frequently; not only does it emit a capture stream that lets you grab onto weakened ghosts and wrestle them into traps, but it emits a nice strong blast of energy called a boson dart, which is handy for weakening a number of different enemies. A second mode grants you a shock blast (think shotgun) and a stasis stream that slows some enemies down, while a third, the meson collider, lets you shoot a homing beacon onto enemies and then blast them with rapid-fire beams. A fourth mode is the second-most handy one; its primary firing mode, a stream of green goo, makes it endlessly useful, while its slime tethering capability helps you solve a few puzzles and offers an additional and clever way of trapping your apparitional adversaries.

Thursday, July 30, 2009

Call of Duty: World at War Review



Call of Duty: World at War is a lot like its predecessor, Call of Duty 4: Modern Warfare. In most respects, this is a good thing. The guns are tightly tuned, the tone is gritty and mature, and the action is exciting and fast-paced. It boasts the same addictive multiplayer system as Modern Warfare, and even expands the multiplayer possibilities by allowing four players to play through the campaign cooperatively. Like every game in the series before Modern Warfare, this Call of Duty takes place during World War II. World at War does an admirable job of spicing things up, but between the well-worn source material and déjà vu game mechanics, there is a pervasive familiarity to the game. Still, though World at War lacks the freshness that made Modern Warfare such a hit, it nevertheless provides a hearty, filling meal--one that shooter fans are sure to savor.

Call of Duty 4: Modern Warfare Review


The only real catch is that the single-player is almost shockingly short. If you've been keeping up with this style of game, you'll probably shoot your way to the credits in under five hours. While you can raise the difficulty to give yourself more of a challenge, the main thing this does is make the enemies frustratingly deadly, which sort of detracts from the fun.
While it may have a lack of single-player quantity, it makes up for most of it with its quality. The game tells its story from multiple perspectives, and you'll play as a new British SAS operative as well as a US Marine. The campaign takes you from a rainy night out at sea on a boat that's in the process of sinking to a missile silo where it's on you to save millions from an unsavory nuclear-powered death. Along the way, there are plenty of jaw-dropping moments where you'll look around the room for someone to whom you can say, "I can't believe that just happened." In a world filled with war games in which the good guys come out unscathed and the world is left at total peace, Call of Duty 4 will wake you up like a face full of ice water.
The action in the campaign is usually very straightforward. You have a compass at the bottom of your screen, and the direction of your current objective is very plainly marked. But getting from point A to point B is never as simple as running in a straight line, as you'll be conducting full-scale assaults in Middle Eastern countries by moving from house to house, taking out what seems like a never-ending stream of enemy troops along the way. You'll also get an opportunity to raid Russian farmhouses in search of terrorist leaders, disguise yourself as the enemy, and, in one sequence, don a brushlike ghillie suit and crawl through the brush as enemy troops and tanks roll right past you. It's a breathtaking moment in a campaign filled with breathtaking moments. Unfortunately, it's about half as long as the average shooter, and there are plenty of sequences where you wish there were just one or two more hills to take.
Of course, if you're looking for longevity, that's where the multiplayer comes in. Up to 18 players can get online and get into a match on one of 16 different maps. Many of the levels are taken from portions of the single-player and they offer a healthy mix of wide-open, sniper-friendly areas and tight, almost cramped spaces where grenades and shotguns are the order of the day. There are six game modes to choose from. The old standby is team deathmatch, though you can also play in a free-for-all deathmatch, which isn't as much fun as the team modes. The other modes are more objective-oriented, and a couple of those have you lugging bombs across the map to blow up enemy equipment, or preventing the enemy from blowing up your base. Others have you capturing control points. Lastly, you can change up the game rules a bit with a hardcore setting that makes weapons more realistically damaging or an old-school mode that puts weapons on the ground as pickups and generally moves away from the simulation side of things.

Need for Speed: Shift

After a long stint as an arcade racer, Need for Speed is heading into simulation territory with Need for Speed: Shift. Announced in January as part of a three-game announcement that includes Need for Speed: Nitro and Need for Speed World Online, Shift takes a new, more realistic approach to racing and will be going head-to-head against seasoned pros Gran Turismo and Forza for the attention of serious racing fans.
Thankfully it looks like the franchise is in good hands, with London-based Slightly Mad Studios (formerly Blimey Games) heading up development duties. According to Shift's producer, Suzy Wallace, Slightly Mad is SimBin--the team behind the high-scoring GTR FIA Racing, GTR 2, and GT Legends games--in everything but name after most of the original team left to form their new studio, and the team is working closely with EA Black Box executive producer Michael Mann and EA Games Europe senior vice president Patrick Soderlund (cofounder of DICE) to ensure that Shift, currently in a pre-alpha build, meets the franchise's standards.
The London circuit is even more formidable than the purpose-built track, with the streets throwing in some particularly tight turns, all re-created in impressive detail. The location is instantly recognisable for anyone who has visited London. The circuit runs through the Thames' South Bank and the Victoria Embankment to the north, with dozens of famous landmarks flying past you, including the London Eye, County Hall, Houses of Parliament, and the Blackfriars and Westminster bridges. Shift has a dynamic weather condition, and this course looked brilliant at sunset. However, there's no word on whether you will be able to change the time of day manually or if there will be night races.

The King of Fighters XII Updated Hands-On - In-Depth With the Console Versions


If you're reading this, there's a good chance you're familiar with the King of Fighters fighting game series, and we're going to assume you're familiar with head-to-head fighting games in general. So, you know that the King of Fighters series from developer SNK Playmore has been around for 15 years, starting in 1994, as team-based fighting games that let you pick three different characters and let you play as all three in a single session against other teams of three. We recently had a chance to hunker down with the console versions of The King of Fighters XII and have some new details to discuss.
Even though the KOF series has been around for 15 years, the appearance of its characters has remained more or less constant. Yes, all character sprites were made larger in KOF '96, and many of the characters have had other visual retouches, but they've otherwise still been the same old sprites with tweaks made here and there. KOFXII has the distinction of being the first game in the entire series to have a complete visual overhaul. It replaces the original 2D "sprites" (the two-dimensional graphics that represent each game character) of the series to date with all-new, much-bigger, more-detailed, well-animated sprites.
The game also has brand-new background stages that are very busy and have tons of animated characters milling around. Unfortunately, this visual overhaul comes at a price. Though recent games in the series have typically more than 30 playable characters, the original arcade version of KOFXII has only 20 characters, and the Xbox 360 and PS3 versions offer a total of 22. The console versions of the game have two exclusive characters, the evil secretary Mature and the riding-crop-wielding Elizabeth Branctorche (yes, that's actually how her name is spelled) from KOFXI. The single-player arcade version of the game has no "boss" character to challenge, either.
The art has been designed by SNK artist NONA, whose previous credits include the more-recent installments of the KOF series, from about 2000 onward. If you're a longtime KOF player, you'll probably pick up immediately on NONA's strong use of contrasting solid colors and sometimes-exaggerated character sizes, especially for the characters Ralf and Clark (the Ikari Warriors, who originally debuted in the arcade game of the same name), who are huge, bulky musclemen now. And like previous KOF games that bear NONA's artwork, KOFXII also has a darker, more-shadowy color palette than its brighter predecessors, such as KOF '95 and KOF '98.
But you probably already knew that, assuming you've been keeping up with the new releases of screenshots, trailers, and arcade gameplay videos trickling out of Japan and the precious few other locations in the world that have the arcade version of the game available for public play. So you probably also know that most of the game's older characters have had their list of fighting maneuvers changed and in many cases have been bumped back to older versions of themselves.

Street Fighter IV Review


It's obvious that each iteration of the long-running Street Fighter series has been carefully tuned and tweaked to the finest degree, and nowhere is this more apparent than in Street Fighter IV. The lessons learned in the franchise's 20-plus years have been used to prune back the core fighting experience to create something truly special.Street Fighter IV is a resounding success not only because it's one of the most technically complex 2D fighters ever made, but also because it's also wrapped inside a layer of absolute accessibility. Never has the old "A minute to learn, a lifetime to master" adage been truer than it is here.
The Street Fighter fundamentals have remained consistent over the years; your job is to knock out the other guy or gal. All 12 of the classic world warriors--Ryu, Ken, Chun-Li, Blanka, E. Honda, Zangief, Guile, Dhalsim, Balrog, Vega, Sagat, and M. Bison--are back and playable from the outset, and they're joined by six brand-new and diverse characters. Abel, a mixed martial arts grapple-style character; Crimson Viper a female fighter with sweeping, airborne fire attacks; Rufus, a rotund fighter whose body makes him a bit of a sight gag despite his deceptive speed; and El Fuerte, a pro wrestler whose rushes and air throws make him a slippery foe. Ryu and Ken's sensei, Gouken, also makes his playable-character debut in Street Fighter IV. Naturally, he didn't teach the boys everything he knows, so when they meet again he has a few tricks up his sleeves, including a horizontal and vertical fireball EX move. The game's new end boss, Seth, fills the last spot and joins the list once you've unlocked everyone else. Character balance is spot-on across the roster, and as a result, you should never feel that you can't compete simply because you've chosen one character over another.
You'll need to finish the game multiple times and in special ways to unlock the complete character list. Doing so will make fan favourites Cammy, Sakura, Akuma, Fei Long, Rose, Gen, and Dan playable. Like previous games in the series, Street Fighter IV lets you perform powerful super combos, but it has removed air blocking and parrying completely. Developers Capcom and Dimps have added a completely new gameplay system: focus attacks, a new multipurpose offensive and defensive ability that can be charged to one of three levels by pressing and holding the medium punch and kick buttons simultaneously. There's no onscreen bar to show how charged your attack is, so you'll need to rely on the progressively darkening ink splashes surrounding your character model. Each character features a unique focus animation, so you shouldn't have any trouble working it out after a few rounds with each. Focus attacks make you vulnerable to damage because you need to be standing still to charge them (though you can dash forward or backward to cancel them), but the trade-off is that you'll absorb the first hit without the penalty of an animation reset, allowing for an instant counterattack if you land it. They can also act as armour-breaking moves, shutting down more-powerful attacks. Successfully landing a fully charged focus attack will deal damage and crumple your opponent to the ground, giving you the chance to follow up with an unblockable hit as he or she falls.
The new mechanic also lets you use part of your EX power-meter charge to exit animations early and chain bigger combos together. They take a little getting used to and some serious thumb dexterity, but once they're mastered, you can perform moves such as dragon-punch stalls directly into super moves or use them to juggle players in midair with multiple hits. Your revenge meter builds as you take damage, whereas the EX meter fills as you dish it out. EX power rolls over to the next round, but revenge must be built from scratch each time. This becomes a crucial risk-versus-reward mechanic. Do you take hits to build revenge and power up an ultra attack, or do you deal damage to burn your EX on improved moves, cancels, or save it for a super finisher? The flexibility of this system means that you're free to play according to your strengths and style. But just like reversals, EX power-ups, and ultra combo attacks, focus attacks serve to mix up the experience only for veteran players; such is the game's balance that they have never been required to win a match, and they act more as an additional weapon in the arsenal of a skilled player. They're waiting for you when you want to take a step up and learn how they work, but well-timed basic punches and kicks are just as effective.

Prototype Review


Manhattan Island has suffered all manner of fates in movies over the years. It was attacked by monsters in Godzilla and Cloverfield, hit by tsunamis in The Day After Tomorrow and Deep Impact, and targeted by aliens in Independence Day and Final Fantasy: The Spirits Within. But though I am Legend comes close, the New York borough has never before been subjected to a disaster quite like that depicted in Prototype. In this fast-paced open-world action game, the military is doing what it can to contain a viral outbreak that's turning the island's population into mutants. As amnesiac Alex Mercer, who's trying to figure out what's going on, you spend much of your time caught in the crossfire. Fortunately, what Mercer lacks in memories he more than makes up for in agility and superpowers, and as a result, he's an incredibly fun character to play as in a game that also counts an intriguing story, varied missions, and some memorable boss battles among its features.
Regardless, combat in Prototype is a blast. Using the Function keys or a slick radial menu that slows down the game any time you call it up, you can shape-shift into different forms that morph your arms into blades, a whip, and hammerlike fists. You also have the option to use more conventional weapons dropped by enemies and, eventually, to hijack tanks and helicopter gunships. The latter are especially fun, because you can use a whiplike arm to latch onto them in midair--even while falling from another helicopter that you've been shot down in. One benefit of having all of these options available to you, as well as the ability to disguise yourself as any human character that you "consume" (read: absorb) to regain health, is that many of the already-varied story missions (as well as a couple of the boss fights) can be approached in a number of different ways. For example, if you need to destroy an item inside a military base, you could attempt it in one of the aforementioned vehicles, walk right in there and set about killing or consuming everything that moves, stand on a nearby rooftop and throw things, or even disguise yourself as a soldier and distract the real military by pointing at a nearby character and declaring that he's the enemy. As a soldier look-alike you can even call in airstrikes from your unsuspecting comrades, but you get only a very limited number of these. Some missions, and almost all of the optional challenges scattered across the island, force you to play a certain way, but for the most part you're free to use the environment and everything in it however you see fit.

Watchmen Episode 2 coming to PC after all

Earlier this year, the movie comic-book Watchmen hit theaters, accompanied by the first episode of a two-part prequel game, The End Is Nigh, for the Xbox 360, PlayStation 3, and PC. Warner Bros. Interactive Entertainment today revealed some plans for The End Is Nigh Part 2 on the PS3 and 360, saying the game would be released in conjunction with the DVD and Blu-ray launches of Watchmen in July, and not only in downloadable form.
Both parts of The End Is Nigh will be combined and offered at retail as a stand-alone title on the Xbox 360. For PS3 owners, Warner is offering Watchmen: The End Is Nigh The Complete Experience, which will include the director's-cut version of the film and both halves of the episodic game. Part 2 of The End Is Nigh will also be available on its own through Xbox Live Arcade or the PlayStation Network.
[UPDATE] On Thursday, it looked like gamers who invested $20 in the first Watchmen episode wouldn't have the option of finishing the series. That's when Warner Bros. Interactive Entertainment confirmed to GameSpot the episode would not be released for the PC. On Friday, though, following reports on sites such as the Big Download, WBIE reversed itself, announcing the game would be available as PC DLC after all.
Developed by Deadline Games (Total Overdose, Chili Con Carnage), The End Is Nigh is a 3D action brawler featuring split-screen cooperative play for two. The game is set before the events of the film and follows film protagonists Rorschach and Nite Owl during their days as a crime-fighting duo cleaning up the streets. The game is intended to fill in backstory alluded to but never discussed in any detail in the comic and the movie.

Bionic Commando Review



PC enthusiasts are used to feeble ports of console games, and Bionic Commando is no exception. The usual signs of indifference to the platform are all here, such as onscreen prompts that assume you are using a console controller, and laughably few graphics options. But even if you're just seeking good entertainment and are able to look past the obvious apathy shown to this version of Bionic Commando, you'll still find that consistent fun is in short supply. There are some good ideas here, and when they coalesce, you glimpse the great game struggling to escape from the shackles of averageness. You see it when you fling automobiles at a crowd of troopers; you see it in the exciting, high-flying concluding sequence. More often, however, you get the idea that developer GRIN didn't know what to do with its clever ideas. Early glimpses of a big world to explore tantalize you, but your progress is restricted by annoying clouds of deadly radiation. You'll come across new, more powerful weapons, only to discover that shooting them is just as lame as firing your default pistol. Moving about the world with your bionic arm is fun, but that mechanical wonder isn't strong enough to carry the entire experience.


That bionic arm is the gameplay's backbone, and it's the source of every positive feature found within Bionic Commando. Most importantly, it's your standard form of transportation. Using it as a grapple hook, you can fling it onto posts, tree branches, and girders and swing and climb toward your destination. Stringing swings together can be satisfying, though you don't have Spider-Man-like freedom to glide about as you please. Your arm has only limited reach, so you can latch onto something only when the targeting reticle indicates that the surface is available. Furthermore, swinging has a lot of weight behind it. You must release your grip earlier than you would expect to keep the momentum going, which leads to a bit of clumsiness in the first hour or so as you become acclimated to the mechanics. If you're playing with a mouse and keyboard, you'll also need to work around the onscreen button prompts, which assume you're playing with an Xbox 360 controller. Eventually, you'll be able to figure out these obstacles and swing with ease, though certain levels are more enjoyable to navigate than others because they offer a bit more elbow room.
A glimpse of a futuristic metropolis may at first lead you to believe that there's a lot of room to explore. However, while Bionic Commando does afford you occasional, minimal leeway, you're generally pushed down a linear path. In this case, the modern replacement for traditional invisible walls (though there are some of these as well) is radiation. These blue clouds of instant death choke the city streets and coat the sides of buildings and are to be avoided at all costs. Radiation is one of the game's most common sources of frustration, because it imposes an artificial limitation on movement. You might fling yourself onto a seemingly safe rooftop only to be welcomed by this fatal mist, or reach out toward a wall but find that radiation keeps you from grabbing it. The restrictions have a big impact on the pace, and the scattered enemy encounters are far too tepid to energize the experience.

Starcraft II slipping into 2010?


What we heard: With no end to the global recession in sight, many nervous publishers have been pushing their games out of the 2009 holiday season. One-time 2009 titles include Sega's Bayonetta, Ubisoft's Splinter Cell: Conviction and Red Steel 2, and Take-Two's Red Dead Redemption, Mafia II, and BioShock 2. The world's current top third-party publisher, Activision Blizzard, also recently postponed its high-profile new IP Singularity until the first quarter of next year.
Now, though, worries are spreading that Activision Blizzard may soon announce a much bigger schedule change. In particular, Market Watch is wondering if fears of a Starcraft II: Wings of Liberty delay are behind the publisher's 14 percent, 30-day stock slide. As evidence, it points to several analyst notes which raise the specter of the game slipping into 2010.
"While it is not inevitable that Starcraft II is delayed, the speculation is running rampant that this is the case," said Signal Hill's Todd Greenwald. Brean Murray's Jess Lubert got even more specific, saying, "The beta testing for Starcraft [II] hasn't started yet. If it starts in August and takes 5-6 months, then launching the game this year is next to impossible."
The official story: Shortly before last month's Electronic Entertainment Expo, Blizzard CEO Mike Morhaime said that he expected the first of the three Starcraft II installments to launch by year's end. However, he gave the typical Blizzard caveat that it would only ship when it was done.

Morhaime's words were echoed today by a Blizzard rep, who would only say the following: "Development on Starcraft II is progressing nicely, but as with all Blizzard games, we won't release it until we feel it will meet our high standards and the expectations of our players."
Bogus or not bogus?: With Blizzard remaining mum, GameSpot asked two top game analysts whether they thought Starcraft II: Wings of Liberty would be delayed. One believes it will, the other is less sure.
"Starcraft II will likely be delayed into Q1 or Q2 of next year," declared Jesse Divnich, director of analyst services at Electronic Entertainment Design and Research. "The rumors of a Starcraft II delay are rampant, very similar to the same rumors that existed with Splinter Cell. And like Splinter Cell, the parent publishing company is not going on the record to dismiss these rumors…probably for good reason."
As evidence of a delay, Divnich points to Activision's announcement last week that it will release its quarterly numbers the afternoon of Wednesday, August 5. "Pre-announcing the delay of Starcraft II without informing investors on how this may or may not affect the company's financial health is borderline illegal and in bad taste. With their quarterly call just around the corner, we can expect Activision to make a firm decision on whether or not Starcraft II will be hitting store shelves this holiday season." He pointed out how Take-Two Interactive announced BioShock 2's delay via a conference call.

Webush Morgan Securities' Michael Pachter is less sure that Starcraft II has left 2009's orbit. "Nobody actually knows," he declared. "Blizzard quite likely made a flawless game, so the beta test is not going to be about discovering bugs in the software. It's all about balance of gameplay, making sure that the three races have equal powers, weapons, defenses, etc. Blizzard has probably gotten pretty close already (the friends and family beta is going on right now), but until they get 30,000 people playing 20 hours a day, it's going to be tough to know if everything is perfectly balanced. Will this take more than 4 months? Who knows."
The oft-quoted analyst does think that the massive media push behind another Activision Blizzard holiday release will act as an insurance policy. "Activision has taken steps to mitigate the possible delay by deciding to advertise the heck out of Modern Warfare 2," declared Pachter. "They hope to drive higher sales of the game this fall, partially or fully mitigating the loss of sales from a potential Starcraft II slip."
That said, one thing Pachter is absolutely confident of is that Starcraft II: Wings of Liberty will soar at retail. "I think Starcraft II will sell 4 million its first quarter, and 2 million in the three quarters thereafter," predicted the analyst. "I'd bet that 3/4 or more of these units are international