Showing posts with label Gamespot. Show all posts
Showing posts with label Gamespot. Show all posts

Thursday, January 17, 2013

Games on the AVE: Gamespot reviews DEVIL MAY CRY

also available for PS3 & PC





There's a point in DmC: Devil May Cry where everything just falls into place, a point where--after being mollycoddled through hours of gentle combat--you're finally let off the leash. And at that point, chaos ensues. The gates of hell are opened, once-timid demons become tremendous horrors, and Dante transforms into a fighter of glowing theatrics and tense technical wizardry. Immense, over-the-top combos flow from the fingertips, unleashing all manner of visually enticing carnage with a precise, fluid feel. So entertaining is the combat, in fact, that it's easy to overlook what a wonderful achievement DmC is as a whole.
But to do so would do the game a great disservice. The story, for instance, is light-years ahead of previous games in the series. Where they were schlocky, B-movie tales of adolescent fantasy, DmC has a sense of restraint, and maturity. Not that it's entirely evident from the off. A slew of half-naked bodies and raucous rock music make for a less-than-enticing introduction to the new, modern-day Dante's world, where he lives the playboy lifestyle of booze, nonstop parties, and sleazy sex. It's only with the arrival of the hardened psychic Kat and the emergence of a frightening demon horde that Dante, and the story, begins to grow up.
What follows is a tale of evil, world domination, and love that weaves in touches of conspiracy theory and religious dogma to great effect. There's no denying that there's still a drop of Devil May Cry lunacy to it all, particularly in Dante's cheesy quips, but underneath that over-the-top exterior lies heart. There are real moments of drama and excitement that are coupled with some well-realised characters that walk a fine line between good and evil. It helps that they're backed by a terrific voice cast--especially the truly frightening villain Mundis--that delivers even the maddest of dialogue with the utmost sincerity.
DmC's greater focus on storytelling comes at expense of some freedom, but the game is no worse off for it. Gone is the tedious backtracking and repetition of Devil May Cry 4, replaced with an adventure that--for the most part--propels you forward at a breakneck pace. One moment you're escaping a blood-red city that's folding and crumbling around you, and the next you're infiltrating the offices of a famed TV network where the earthly world and that of Limbo have collided in an explosion of vicious demons and ghastly black ooze that drips from every wall.
Such is the variety in your adventure that it does an admirable job of glossing over the linear nature of the story. It helps, of course, that the action is exciting too. Dante is a man with some impressive physical skills that are augmented by an equally impressive range of deadly weaponry. Initially that weaponry takes the form of Rebellion, a sword with a medium speed and attack range that serves as the bedrock for combos.
With just a few taps it's easy to perform simple combos that cut a sharp path through enemies and launch them into the air where you can deal more damage before they explode into a wonderfully satisfying mess of gory blobs. It's not long before you reach the limits of what you can do with a single weapon, though, which makes the time it takes to gather new ones a tad grating. Still, once the game finally lets you loose with a bigger arsenal, the combat takes a rewarding turn. What opens up before you is a vast set of moves that can be smoothly chained together for some technically impressive and oh-so-gorgeous-looking combos.
The combat is done in a way that cleverly plays to the strengths of each weapon, and that of your opponents' weapons. For instance, lighter, angelic weapons like the Osiris scythe are geared towards juggling enemies in the air and dealing spinning swipes that take out large groups all at once. Heavier, demonic weapons like the Arbiter axe focus on all-out strength, pummelling demons into the ground with a hefty brute force, albeit at the expense of attack speed. Combine the two, and you can knock out enemies with the swifter, lighter weapon before neatly finishing them off with a deadly demonic blow.
As you gain more-advanced weapons and abilities, the combos that are open to you become more complex. Chains that let you pull yourself towards enemies, or pull them towards you, result in some explosive combos that see Dante zipping elegantly between enemies, dealing out brutal punishment between each throw of a chain. Then there are Dante's guns, Ebony and Ivory, which are ideal for dishing out short, sharp bursts of bullets and filling in the gaps between other attacks. Combine your moves, and the combat turns into a harmonious ballet of sword slicing, swinging, and all-out carnage that's not only impressive to look at, but delightful to perform too.

Monday, December 03, 2012

Games on the AVE: Gamespot REVIEWS Hitman: Absolution Review




Hitman: Absolution is an intense mix of serenity and obscenity, its foul-mouthed criminals and grubby henchmen adding a layer of thick grime to otherwise quaint small-town streets and warm desert sands. Returning antihero Agent 47 is a ruthless contrast to both the beauty of his surroundings and the foul crooks he butts heads with; he's a steadfast and well-dressed killer who finds pleasure in careful planning and clean kills. Once again, he dons his brightly buffed shoes and exercises a combination of stealthy maneuvering and brute force to end the lives of those most deserving of their demises. Not every method of murder is as satisfying as you'd want, but Absolution plays well and looks sumptuous.

More intriguingly, it fills its world with such disgusting wastes of space that you're happy to lodge bullets in their heads. The best missions immerse you in Hitman: Absolution's twisted look at Americana and are teeming with contemptible characters drawn from the bottom of the cultural barrel. You may even find 47's initial actions hard to witness: his first contract is to assassinate his former handler at The Agency, Diana Burnwood, who has apparently gone rogue. Her last wish as you watch her perish by your own hand: that you protect a girl named Victoria and, in turn, be branded as a traitor.
The primary villain is a snarling crime lord with a big cowboy hat and a down-home drawl named Blake Dexter. Every rank word that oozes out of this snake charmer's mouth is pure poison, though the human stains that assist him strive to outdo his obnoxiousness at every turn. The crudeness can become overbearing; one target's dying observations are so crass that it's hard to imagine that even the most dirty-minded players would snicker at them. Elsewhere, you encounter a team of assassins called The Saints: women dressed as sexy nuns for no obvious reason other than, well, that's just what they do. In such cases, you get the sense that the game is trying too hard to be edgy. Other events and characterizations are more successful, often because they're steeped in dark humor--such as a hysterically memorable moment involving you, a food delivery man, and an elevator.
All sorts of objects are scattered around for you to use, beyond distraction items like bricks and screwdrivers. You come across gasoline canisters (shoot them for a nice big boom), proximity mines (place them just right and your target explodes into bits while you watch from the sidelines), microscopes (hide in plain sight by pretending you're a scientist), and so forth. Of course, the distinctive-looking 47 wouldn't pass as a scientist in his smoothly pressed suit, so you should probably look the part by punching out a researcher, donning his clothes, and throwing him in a closet.
This sequel embraces the mechanics of previous Hitman games in the ways that matter most. You enter a level with an objective--generally, to off a mission-critical hooligan--and you can accomplish it in any number of ways. The most satisfying and challenging method is to sneak about, crouching behind cover to avoid being spotted, choking enemies from behind with your garrote, or diverting their attention by throwing a brick or some other object. As in most stealth games, you want to remove any bodies you leave behind, lest your victim's cronies come sniffing around (and they most definitely will). Usually, that means dragging the corpse to a bin or wardrobe and dumping it inside.
And so you move through each environment, poking around to see what tools the level might offer for the quietest kill--or the most dramatic, or even the sloppiest. There is great satisfaction in coming across a sniper rifle and landing a sequence of headshots from a window above a crowd, particularly given how you can steady your aim by gently squeezing the trigger before fully depressing it and firing your shot. You might clear out the majority of the level this way, but as you slink toward your destination, you notice all these baubles that you missed, all those lost chances to distract guards by triggering car alarms, all those disguises you never wore. Those lost opportunities, the chances to improve your score by treading even more carefully, and the game's built-in sub-challenges (wear every possible disguise; don't wear any disguise) inspire multiple replays.
On the default difficulty, getting caught doesn't have to be a big deal. 47 can take a lot of damage, and he can use a number of weapons to help him out of a jam. You come across pistols, machine guns, shotguns, and so forth: all the tools of the killing trade. You approach the action as you would in a cover shooter, crouching behind obstacles or pressing against pillars, and then popping out to fire a few shots. You won't be running and gunning, though it is possible to be overwhelmed by sheer numbers if you're particularly careless. Should this happen, you can perform point shooting, which allows you to slow down time, mark your victims, and then fire a succession of bullets with a single button press.

Tuesday, November 13, 2012

Games on the AVE: Gamespot reviews Call of Duty: Black Ops 2

Available for Xbox 360, PS3, and WiiU



Jetpacks with rigid wings. Gloves that can adhere to any surface and support your body weight. Advertisements that feature your face when you walk by. The campaign in Call of Duty: Black Ops II has some interesting ideas about the future of technology, but what about the future of this massively popular shooter series? On the one hand, Black Ops II introduces new mission types and dramatic decision points that liven up the campaign, as well as a league play option that represents a fundamental shift in the franchise's hallowed multiplayer mode. On the other hand, the campaign hits the same satisfying rhythms, the multiplayer captures the same frenetic intensity, and the cooperative zombies mode delivers the same stale undead-massacring action. Caught between striving for the future and remaining rooted in the past, Black Ops II finds solid footing, providing another great ride on the Call of Duty rollercoaster.
The ride starts off a bit rough as Black Ops II makes good on its pre-campaign warning of graphic content. Two early scenes linger on people burning alive, and while one ends up contributing to character development, the other is just gratuitous. Later cutscenes don't flinch from depicting gory violence, though of all the unpleasant sights you see throughout the story, the playful (and not at all gory) post-credits video might be the most appalling.
Fortunately, the campaign boasts an engaging story and a lot of entertaining action. It features the lead characters from the original Call of Duty: Black Ops, and though it references events from the past, a clear narrative thread emerges that is easy to follow. You jump between two time periods: the present, which is the year 2025, and the past, which spans about a decade during the Cold War. The narrative reflections of the elderly Frank Woods (a protagonist from Black Ops) weave these two timelines together, but the character that truly drives the story is the villain, Raul Menendez. During the Cold War missions, you follow Menendez's origin story and rise to power. In the 2025 missions, you desperately try to avert his catastrophic master plan. This parallel character development is deftly handled, infusing your missions with undercurrents of curiosity and urgency.
Things get even more intense when you are asked to make a choice. Press one button to kill a target, the other to let him live. The conditions of each choice vary and there are only a few of them, but even when you aren't responding to a prompt, you might be making a choice in a dramatic moment that will have consequences later. The main course of the campaign remains constant, but these decisions do affect the fate of some key characters. A few of these moments are sure to give you pause, adding some welcome weight to the proceedings, and there's a handy story rewind feature that lets you play earlier levels in order to see how different paths play out. There are also mission-specific challenges that give you ancillary goals to complete while you do so, further increasing the replay incentive.
You can also see some variance in the available strike missions, which are a new type of campaign level. These stages put you in a squad of soldiers and drones, and then let you choose which asset to control at any given time. Defending installations against enemy assault, escorting a convoy, and rescuing a hostage are some of the endeavors you might undertake. Though you have a team at your command, strike missions are still all about you gunning down foes. Your AI allies are only good at slightly hindering your enemies, so you end up doing the heavy lifting yourself, often while tracking activity on multiple fronts and hopping around to deal with advancing enemies. Having to consider the bigger picture is a nice change of pace for a series that has mostly involved just shooting what's in front of you, and these missions are a welcome shot in the arm for the familiar campaign pacing.
Of course, familiar as it may be, that pacing is still great. The campaign ebbs and flows as you move through a variety of diverse, detailed environments using an array of powerful weaponry to dispatch your foes, occasionally hopping into a jet or on to a horse for a short jaunt, or manning a missile turret to tame a swarm of hostile drones. A few neat gadgets and surprising gameplay moments satisfy the novelty quotient, but you still get the lingering feeling that you've done this all before. The new strike missions, dramatic decision points, and memorable villain help keep this concern at bay, however, and this fiesty, enjoyable romp is more enticing to replay than other recent Call of Duty campaigns.
Black Ops II's competitive multiplayer has seen some changes as well, notably in the way you equip yourself before going into battle. The COD points system from Black Ops has been ditched in favor of a new token system that still affords you some control over the order in which you unlock new weapons and gear. The more interesting change is the new loadout system, which gives you ten points to play with and assigns a single point to every element of your loadout (guns, attachments, perks, lethal and tactical items). It offers a bit of flexibility if, say, you don't use a sidearm much but could really use an extra perk, and the new wild cards allow some limited creativity. Put one of these in your loadout, and you can go into battle with two well-equipped primary weapons, or you can load up on perks and bring just a knife and your wits.
The millimeter scanner sight comes in handy for spotting cloaked enemies.


Friday, November 02, 2012

Games on the AVE: Gamespot REVIEWS Medal of Honor: Warfighter

Also on PC & PS3




Upon completing Medal of Honor: Warfighter's campaign, you are met with a heartfelt dedication impressing upon you the heroism of the men in uniform the game depicts. The attempt at sincere emotion is commendable--but it rings hollow, coming as it does at the end of a bog-standard military shooter that celebrates the killing of hundreds. The battlefield fantasy itself offers a few surprises, but they're crowded out of your psyche by the indifferent hours of shooting and military chatter that surround them.
"Linear." The word is commonly used to identify any number of shooters that usher you along a narrow path, interrupting your progress with a bit of sniping, the shooting of a turret, or an explosion-heavy cutscene. Warfighter's issue isn't that it fits this common modern-day shooter template, but that developer Danger Close doesn't use the linearity to the game's benefit. By directing the experience so tightly, a developer can build momentum, giving the action an arc that develops tension and ultimately reaches a zenith. When a game intends to be a playable action film, as so many do, managing that arc is key to delivering a memorable experience.
Medal of Honor: Warfighter doesn't craft such an arc, and thus feels more like a pastiche of shooter tropes than a self-contained experience with its own identity. Yet there's something worthy here--the glimmer of a Medal of Honor that might yet hew its own path if the right elements are cultivated. The basic shooting and movement models are a good start, not because the guns are that remarkable, but because there's a sense of weight to your sprints and your leaps. You're given the ability to take cover and lean or peek before taking aim, lest you get pelted with lead; at times, this encourages you to consider your surroundings and preserve your own well-being rather than rush forward, spraying the room with bullets.



The shooting is occasionally put to good use, too, such as in a noisy showdown during a raging rainstorm, the palm trees waving and bending in response to the heaving winds. Other levels are just as visually impressive, like an on-rails boat shootout during which fires rage and floating debris threatens to ram you. Elsewhere, you use the blazing shine of your enemies' flashlights as beacons for your violence in various locales. The Frostbite 2 engine that gave Battlefield 3 life is used well enough here, occasional visual glitches and distracting screen grime notwithstanding. These visuals are much more effective on the PC than consoles, but on any platform, Medal of Honor: Warfighter isn't always just a sea of brown, though you can still expect plenty of dusty roads and crumbling hovels to fill your field of view. If only the gameplay could consistently uphold the promise of the most atmospheric levels. To Warfighter's benefit, it's not as much of a turkey shoot as its 2010 predecessor, though enemies still pop up in the most predictable places, inviting you to gun them down. The excitement is also undercut by your AI teammates' unlimited supply of ammo; there's never any need to scrounge the ground for enemy weapons, which diminishes the sense that you are in imminent danger. (A little improvisational spirit could have gone a long way.) But it's the moments you most expect to deliver the brightest sparks that are most devoid of them. The aforementioned boat chase requires no skill, neither from a driving nor from a shooting perspective. Ditto for the obligatory helicopter gunner segment, in which you mow down nameless grunts from above. Without challenge, there needs to be something else to keep excitement levels high--but there aren't enough foes to shoot or other sources of thrills to compensate.
Warfighter checks other paradigms off its list, too. There are the parts where you sneak up on enemies from behind and gruesomely stab them, and the parts where you snipe the baddies lurking in distant windows. There are the parts where you call in airstrikes to annihilate entire buildings, and there's the bit where you shoot down a helicopter with a rocket launcher. There are seemingly endless door breaches, in which time slows to a crawl while you and your AI teammates charge into a room and litter the floor with corpses. Things explode real nice, but these sequences are all segmented sharply from the surrounding gameplay. The game signals "hey, here's the part with the sniper rifle," and you dutifully perform the necessary actions so you can continue.
There are several scripted set-piece sections that stand above the rest, however--and in fact, stand above the campaign in general. All of them involve vehicles. Some of these driving sections are ridiculous and entertaining, directing you to incite crashes, and then showcasing the destruction in slow motion, Burnout-style. The camera that so lovingly caresses the chaos flies in the face of Warfighter's meager attempts to identify the drivers as everyday heroes, but the tension of avoiding oncoming traffic and the joy of watching your four-wheeled victims flip with abandon are both guilty pleasures. The game's most surprising turn of events is a vehicular stealth sequence in which you must slip into designated safe spots to avoid prowling enemy drivers. It's a neat idea, executed well, that generates tension and has you fearing your possible discovery. It's not difficult to succeed, but even so, this portion is elegant and imaginative.

Games on the AVE: Gamespot REVIEWS JUST DANCE 4

Also available on PS3 and Xbox 360



If Dance Central is the slick, trendy, and expertly choreographed hipster of the dance game world, then Just Dance is its annoying, Glee-watching sibling. It embraces cheery bubblegum pop and coats it in a thick layer of bright lights, neon colors, and a whole host of insane dance routines. Subtle it is not, but that's all part of Just Dance 4's charm. This is a game that begs to be played with others, its eclectic pop soundtrack blasted out at the highest volumes and its hilarious, thoroughly enjoyable routines performed without a modicum of self-consciousness--and if you can sneak in a cheeky beverage or two along the way, all the better.
Getting the party started is easy. There are just two modes to choose from: Just Dance and Sweat. The former is where the bulk of the action is, letting you and up to three other friends get together for a dance-off. Simply grab a Wii Remote, choose a song, and mimic the actions of a virtual dancer onscreen. Like in previous games in the series, the scoring system is very forgiving (there's no way to fail out of a song), and before long you find yourself racking up points for your moves like a pro--you certainly don't have to perform each song perfectly. Just Dance 4 rewards enthusiasm more than it does accuracy, and while that might seemingly lack challenge, it fits within the context of the game's party-hearty vibe.
Concessions have been made for the score junkies out there, though. You're awarded stars during each routine, which are totaled up and added to your mojo, which is Just Dance 4's form of experience. That goes towards unlocking new playlists, electro mash-ups, and alternate dances, but thankfully not the core songs themselves, all of which are unlocked from the get-go. There are also dance quests to complete for each song that unlock bonus content, such as earning five stars, getting all "good" moves, or landing the perfect pose when the chorus section of a song is sung.



That might not be an epic, progression-led career mode, but let's face it: if you're playing Just Dance, you're not in it for the challenge. Where the game excels, and where most of its talents lie, is in its absurd routines. And in Just Dance 4, the routines are more absurd than ever. Fancy trying to replicate the moves of a dancing crustacean to the wacked-out grooves of The B-52s' "Rock Lobster"? Or pretending to be a superhero to Rick Astley's "Never Gonna Give You Up" while a toy Godzilla wanders past? Or even dropping wrestling moves as a luchador to Europe's "The Final Countdown"? Nothing's too crazy for Just Dance 4. 
Even better are the four-player routines, which have you linking arms, leaping through the air, and spanking each other on the butt to tunes like Will Smith's "Wild Wild West" or One Direction's "What Makes You Beautiful." Even if you don't feel like participating, it's hilarious to watch your friends perform, while onscreen lyrics let you sing along too. The excellent 44-song tracklist caters to most tastes from pop, to rock, to funk, and an online store lets you download more. And with Psy's "Gangnam Style" being one of the first to hit the store, you'll no doubt be hitting that buy button sooner rather than later.
Complementing the routines are some great visuals that often follow the theme of a song, such as the app icons and ringing phones of Carly Rae Jepsen's "Call Me Maybe" and the robotic characters of Skrillex's wub-laden "Rock n' Roll." Other times they're completely and wonderfully random, throwing all kinds of eye-blinding neon colors and flashing lights onto the screen to back up your dancing. If you want to do more than dance, then Sweat mode takes you through different playlists that mash up your favorite tracks. There's also a seven-day challenge, which does a great job of keeping track of your performances and how many calories you're burning over the course of the week.

Tuesday, October 30, 2012

Games on the AVE: Gamespot Reviews Assassin's Creed III

Also available on PS3


In some respects, Connor is a vessel for ideas more than a force of nature in his own right, though few heroes could hope to outshine the charming and worldly star of Assassin's Creed II, Ezio Auditore. Noah Watts' unsure voice acting keeps Connor at arm's length, emotionally--though in some respects, the distance is appropriate, given Connor's uncertain path through a complex political landscape. It's the time of the American Revolution, and Connor finds himself a key figure on and off the battlefield. He fires cannons, commands troops, and jams his tomahawk into loyalist flesh. He rides with the delightful Paul Revere and conspires with Samuel Adams, thus allowing you to participate in some of the time period's most renowned events: the Boston Tea Party, the Battle of Bunker Hill, and so forth. Assassin's Creed games are well known for their incredible attention to historical detail, and Assassin's Creed III is no exception. Major and minor figures are depicted; the cities of Boston and New York are exquisitely re-created; and even minutiae like the lines of The Beggar's Opera are presented with fine accuracy.
Who is Ratonhnhaké:ton? He's the son of a British father, raised by his Mohawk mother and caught in a struggle between his own people and the colonists spreading through the American Northeast. He's an assassin who, like those before him, believes in the people's right to be free and make their own choices. He's also known as Connor, and he stars in Assassin's Creed III, the most thematically rich game in this ambitious and freewheeling series. 
Yet Assassin's Creed III is less about history and more about the broader themes of the franchise. The Assassin vs. Templar conflict deepens here. You've heard the Templar point of view before, often via the soliloquies of dying men who pleaded the good intentions of a philosophy that nonetheless paved an apparent road to hell. Now, the truth, such as it is, isn't so cut-and-dried. You hear the sincere and convincing words of the men you've assumed represent the wrong side of morality, and must wonder: are the ideas of good and bad so absolute after all? Are the men you cradle in your arms as they gasp their dying breaths necessary casualties, or do they whisper ideas worth hearing and understanding? As one character insists, "There is no one path through life that's right or fair."
Of course, Connor's dilemma is one of the past; in the present day, series constant Desmond Miles plays his own role, making his legend by carving his way through the here and now. Connor fights for the rights of his people; Desmond holds the fate of the world in his hands. Assassin's Creed III draws important parallels between the two men, both of whom navigate a thorny relationship with an estranged father. Surprisingly, given the series' past, Desmond's story tugs at the heart, not because of his newfound relationship with his aloof father, but because he learns more of the First Civilization, and their futile attempts to ward off the disaster that annihilated them.
The Desmond portions are even more fleshed out than before, allowing the former bartender to at last exercise his own stealth, parkour, and assassination skills, hinting at the possibility of full-fledged modern-day adventuring--though never quite arriving there. There does come an important revelation, however: the typically surprising finale that leaves you scratching your head, and in this case, forces you to consider an unpleasant truth about the nature of humanity. The finale lacks punch and falls short of Assassin's Creed II's jaw-dropping conclusion. But the inconclusive ending is designed to have you guessing, and you will ponder the implications over and over, trying to weave a tapestry of truth out of the conspiracies that have always buoyed the series' self-serious stories.
It takes time to reach that conclusion, or indeed, to experience the parkour flights of fancy that represent Assassin's Creed III at its best. In fact, it takes time for you to even meet its hero, though it's better to discover just how the game handles that introduction on your own. Suffice it to say: the opening hours are unexpectedly protracted as you discover that this is, indeed, a different kind of Assassin's Creed. It's no less joyous, once the stops are ultimately pulled out, but the game takes its time, trusting you to be patient with a slow-paced prologue that is concerned more with establishing tone and backstory than with allowing you free rein of its bustling cities.

Games on the AVE: Gamespot Reviews Need for Speed: Most Wanted

Also available on Xbox 360



Vehicles glide along invisible roads in the sky. Cars are borne out of twitchy, twisty clouds of darkness. Groups of police cruisers perform coordinated donuts, twirling about like dancers in a Busby Berkeley musical. In the creative and unusual pre-race sequences throughout Need for Speed: Most Wanted, you get the sense that the city of Fairhaven is a surreal land with dreamlike logic that might allow anything to happen at any moment. It's striking, then, that the actual game here is so typical and unsurprising, and that although it delivers plenty of the hard-hitting, white-knuckle racing Criterion is known for, it doesn't do so quite as well as some of the studio's earlier games.
The first game Need for Speed: Most Wanted may make you think of isn't a Criterion game at all; it's Need for Speed Most Wanted, the 2005 game with almost the same name. But while both games take place in open-world cities and involve plenty of police chases, the similarities aren't as significant as you might expect. One of the earlier game's most memorable elements was its hilariously over-the-top tale, told using some cheesy cutscenes, of a newcomer to the city of Rockport who has a personal vendetta against local street racer Razor Callahan. The premise gave you a terrific motivation for rising through the ranks of Rockport's street racing scene and taking Razor down.
Here, you also have the goal of defeating a number of street racers, but there's no narrative to back it up. The 10 racers on your list are identified only by their cars--they don't have names or faces or personalities--and without a personal investment in defeating them, doing so isn't nearly as satisfying here as it was in the 2005 game. It is merely a structural hoop to jump through; you do it simply because the game tells you that this is what you are supposed to do.


Well, that and the fact that driving, racing, and eluding the police are really enjoyable, for the most part. If you've played Criterion's earlier Need for Speed game, 2010's Hot Pursuit, the handling here will feel immediately familiar. Despite the stable of real-world cars, the driving isn't realistic. Cars have a great sense of weight and momentum to them, while still being extremely responsive, and as you'd expect from a Criterion racer, judicious use of the brakes and a bit of practice will have you blissfully drifting through corners at high speed. Unexpectedly, cars don't start out with boost, but fear not; boosting is a big part of racing in Most Wanted. Each vehicle has five events associated with it, and by taking first place in the easiest of these, you unlock the burn nitrous mod for that car. This enables you to boost after you build up your nitrous bar by doing things like drifting, taking down cops and rivals, and driving in oncoming traffic. Victory in each of a vehicle's events nets you speed points, which you need to earn a set number of before you can challenge each of the most wanted racers. Winning events also gives you access to other mods, including chassis that make you more resistant to impacts, gears that increase your acceleration or top speed, and tires that reinflate if popped by spike strips

Monday, October 22, 2012

Games on the AVE: gamespot REVIEWS "Dishonored"

Also available on PC & PS3


Dishonored is a game about many things. It's about revenge; armed with deadly weapons and supernatural powers, you seek vengeance upon all of those who orchestrated your downfall. It's about a city; the plague-ridden industrial port of Dunwall is lovely to behold, exciting to explore, and seething with secrets. It's about people; an array of vibrant characters await you, and as you get to know them, you are drawn further into their intrigues, hopes, and heartbreaks. But above all, it's about choice. The incredible variety of ways you can engage or evade your enemies makes Dishonored impressively flexible and utterly captivating. You play as Corvo Attano, former bodyguard to the empress and current death row inmate. The prologue chronicling Corvo's crime not only inflames your desire for revenge, but also sparks your affection for a vulnerable character. These dual fires foreshadow the choice you have to make each time you encounter an enemy: do you walk the bloody path of brutal vengeance, or take the nonlethal high road and rise above the violence that suffuses the city? Your actions have small, yet tangible consequences throughout your quest, and it's up to you to decide what kind of retribution you want.



A cadre of conspirators helps you escape imprisonment, and you find out that they are plotting to bring down the very men who wronged you. These characters embody familiar archetypes--the dutiful admiral, the egotistical nobleman, the cheeky servant--but Dishonored is not content with one-dimensional portrayals. An excellent voice cast (which includes a number of notable actors) and stylish character design help bring these people to life. As you listen to them talk (you remain mute throughout), read their journals, eavesdrop on conversations, and learn whispered secrets from an arcane, psychic item you acquire, you come to know the characters and the world they live in. This kind of knowledge is engaging, so even when the main plot follows some well-trodden paths, you're always interested and eager to press on.
Exploring Dunwall is another one of Dishonored's great pleasures. The city prospered from the whaling trade in the recent past, but has fallen on hard times since the influx of a deadly plague. Brick walls and wooden beams loom over alleys crawling with rats, while granite facades and metal barricades block off the cobblestoned plazas of the wealthier neighborhoods. Dunwall evokes a British city in the grip of the industrial revolution, but painterly coloring and slightly exaggerated proportions give the place a unique feel. Though some texture details can be slow to load in the console versions, the lovely artistic design is undiminished, making Dunwall an immensely appealing place to inhabit.
Of course, there are tangible benefits to exploration as well. Sewers, alleys, apartments, and estates all hide items that restore your health, reinforce your arsenal, teach you secrets, or allow you to gain new supernatural powers. The large areas you must traverse to get to your targets are riddled with out-of-the-way places to explore, and finding them reveals not only hidden goodies, but alternate routes as well.
Figuring out how to move through the environments is an enjoyable pursuit, and one of the first powers you get allows you to teleport a short distance. The quick pop and blurry whoosh of this power provides a nice audiovisual accompaniment to the thrill of defying natural law, and if you choose to supernaturally augment your jumping ability, your range of locomotion is drastically increased. Though you'll likely have some awkward moments as you try to go places that the game won't let you, Dishonored's level design is consistent enough to make such moments easy to avoid once you get the hang of things.

Sunday, October 21, 2012

Games on the AVE: Gamespot REVIEWS Dance Central 3



The Dance Central series has already established itself as the best dance franchise available. It's known for its gorgeous animations, wonderful dance routines that cater to a wide range of skill levels, and Kinect tracking that gets your whole body into the groove. And in these regards, Dance Central 3 maintains the excellence of its predecessors, leaving the basic gameplay untouched. You still perform a wide variety of fun dance moves in routines that are expertly choreographed to match the music that accompanies them. But it's the elements that surround the dancing that make this sequel a standout. An appropriately absurd Story mode and a diverse soundtrack that reaches back through time to work in hit records and dance crazes of the past few decades elevate the game. But it's the outrageous and frequently hilarious Party Time mode that takes this sequel over the top and makes it the best Dance Central yet.



Of course, dancing is still front and center. A new difficulty level, beginner, keeps routines simple and lets even those who may have been intimidated by the easy mode in earlier games enjoy strutting their stuff. On the other end of the spectrum, dances on hard difficulty are complex, challenging more experienced dancers to keep up with intricate, physically demanding routines. The dances are performed by an assortment of impossibly attractive, stylish characters--most of whom return from earlier games--and their smooth, graceful animations make even the simplest of moves look pretty cool.
As in earlier Dance Central games, cue cards scroll up along the side of the screen, indicating which moves are coming up in the current routine, and should your actions not quite match the dance move being performed, the corresponding limbs on the onscreen dancer become outlined in red. It's a gentle, effective way to inform you that your performance is a little off, but this may not be enough to help you understand what you're doing wrong.
Thankfully, the option to rehearse specific dance moves or entire songs is back, and as before, you can slow things down and master a move at half speed if you're struggling. A new addition to Rehearse mode makes it an even better tool for helping you identify aspects of a move you might be having trouble with. You can now have the Kinect show live footage of you dancing next to the in-game dancer performing the move, making any discrepancies between your actions and the character's more obvious.
The dance moves range from extremely simple steps that anyone can keep up with, to much more intricate moves that all but the most seasoned dancers may need to practice to master. Generally, the Kinect's tracking of your moves is precise, though you can usually fudge any subtle hand movements involved in a dance step and still earn a rating of flawless. New in Dance Central 3 are a number of dance crazes from the past few decades, which consist of a few dance steps in a specific sequence.
When dancing to "The Hustle," a few dance moves come together to form the titular '70s dance craze. Similarly, when dancing to "Macarena," you need to put your pride aside, move your arms, and wiggle your booty to do the goofy dance that was inescapable for a brief period in the mid-'90s. (If doing the Hustle or the Macarena sounds too easy to you, don't worry. On harder difficulties, these crazes are mixed with vigorous steps that ensure the routines are no walk in the park.)

Tuesday, October 02, 2012

Games on the AVE: Gamespot Reviews FIFA Soccer 13






Also available on PS3







From the moment you first set foot in one of FIFA Soccer 13's beautifully detailed stadiums, it's clear that EA's latest football outing isn't the revelation that its predecessor was. Sure, it's still feature-packed and entertaining, but where FIFA Soccer 12 revolutionised and updated the classic FIFA formula in some wonderfully inventive ways, FIFA 13 merely maintains it. Its long list of improvements--enhanced physics, AI, player physicality, a better defending system, a tweaked Ultimate Team mode, and a new Skill Games mode--are welcome and well-implemented changes. But on the pitch, it's hard to tell that you're playing a dramatically different or better game than FIFA 12. Indeed, some of FIFA 13's new marquee features are mere tweaks of those introduced in FIFA 12, one of which is the infamous player impact engine. It has been overhauled in an attempt to reduce those odd, fumbling, and sometimes-hilarious collisions that players made as they bounced over each other on the pitch like rag dolls. But while there's certainly a noticeable improvement in the physics system, with far less slipups, it's not infallible; there's still the odd glitch here and there as players do inhuman backflips over others and flop along the pitch like weird anthropomorphic fish.
Better are the changes to the dribbling system, which have been inspired by the work done on FIFA Street. Now you can swirl the ball around a player's feet using the analogue stick, teasing defenders with cheeky dummies, stops, and skilful flicks. Pulling off such manoeuvres is so very satisfying, and this system works great with another tweak that means players no longer have to face the direction in which you want them to dribble. This makes play look and feel much more natural, letting you actively shield the ball or ensure that you're always facing the goal when zipping around defenders for the perfect strike. Getting a first touch on the ball also has an added air of realism, thanks to a new system that attempts to stop the uncannily skilful control that players had when receiving a ball. Now factors such as the height of the pass, its speed, and the statistics of the players themselves are taken into account when players receive the ball. Without the guarantee of player control, you're forced to rethink passes and strategies in order to keep possession. A fast long ball into free space might seem like the best option, but when there's a strong chance the ball could pop up, be a miss-hit, or simply run away from a player, it's suddenly far less attractive.
The on-pitch action is some of the smoothest and most enjoyable the FIFA series has created; the AI makes better, more intelligent runs, and the tactical defending system now takes into account player size, meaning larger players can strong-arm the ball from weaker ones, or fight off defenders better. It all makes containing, jockeying, and whipping a leg out for a tackle feel much more fluid than before. Silky manoeuvres and swift runs down the pitch are much more realistic, while goals look spectacular, thanks to some great visuals and highly stylised replays that replicate the magic of watching a match on TV.

Monday, September 24, 2012

Borderlands 2 Review






Also available on PS3






There were a lot of things that made Borderlands such a great game when it came out three years ago: the hardscrabble planet, the oddball characters, the hostile creatures, the diverse missions, the abundant loot, the powerful skill trees, and the novelty of all these things combined in a cooperative first-person shooter. In Borderlands 2, the novelty is gone, but all of the other elements are back and better than ever. This sequel doubles down on the successes of the original and shores up its shortcomings, improving the familiar formula and delivering dozens and dozens of hours of immensely entertaining gameplay.
Perhaps the most notable difference is that Pandora now feels like a vibrant, living place. What once was a lonely frontier planet populated primarily by savage men and feral beasts is, well, still a planet populated primarily by savage men and feral beasts. But it isn't so lonely anymore, thanks to an expanded cast of diverse and entertaining characters. Many familiar faces return, including the delusional robot, Claptrap; the hayseed mechanic, Scooter; and the bawdy vixen, Moxxi. The four playable characters from the first game are back as well, and they each play a robust role in the story (and have way more spoken lines than ever before). There are some delightful new additions too, such as the arrogant antagonist, Handsome Jack, and the teenage demolitionist, Tiny Tina. Random townsfolk also have a few things to say, no longer content with mute or monosyllabic responses, and even the bandits you fight have a broader range of context-sensitive taunts.
The huge amount of high-quality voice acting required to bring this world to life is fueled by excellent writing, which provides some genuinely nasty tirades and surprisingly tender moments amid the avalanche of laugh-out-loud funny lines. The breadth of personalities invigorates your adventure and makes Pandora a lively, engrossing place, the kind of place it fell short of being in the first game. The only drawback to the sheer volume of communication is that sometimes conversations are cut off by other incoming messages before you can hear them through. This doesn't pose any barrier to progression, but with dialogue this good, you don't want to miss a word.
If you apply this same philosophy to exploration, Borderlands 2 will keep you busy for a very, very long time. The environments of Pandora are more vibrant and diverse this time around, and the eye-catching artistic aesthetic is enlivened with a richer color palette and more clever details. Textures sometimes load sluggishly when you're entering new areas and occasionally look rough upon close inspection, but this is still a visually appealing world. Diligent explorers will find both lovely vistas and amusing sights--the humor of the writing extends into the environmental design as well.
There are tons of areas to visit during the course of your adventure, some of which you won't even see if you don't stray far from the main story missions. The mission system is one area in which small tweaks have a noticeable impact. The onscreen checklist updates you of any mission progress caused by your current actions, even if said progress isn't for your currently selected mission. You can also choose to ignore missions in the menu so that you don't have to constantly scroll past old leftovers to get to the ones you want. It's not necessary to pursue every last mission en route to the final boss, but to stay at a competitive level with your enemies, plan on doing a fair number of side missions. These endeavors are another great source of creativity and humor, including a logic puzzle to decide which of four thieves cheated the others, and the ludicrously simple task titled "Shoot This Guy in the Face."
In addition to missions, there is an expanded array of challenges. These goals are automatically tracked and reward you for actions like offing a certain number of skags or getting a lot of incendiary kills. New location-specific challenges give you further incentive to find hidden secrets in each area, and this extra layer of reward makes idle exploration more appealing. Every challenge completed increases your badass rank, which in turn gives you small bonuses to various attributes (such as gun damage, fire rate, and shield recharge delay) that apply to any character you create, not just your current one. Tweaking challenges and introducing cross-character bonuses aren't big additions to the game, but they serve as a nice acknowledgement of the fact that many players want to play as multiple characters. This overarching reward system is one of the many small improvements that make Borderlands 2 a more player-friendly experience than its predecessor.

Tuesday, August 28, 2012

Games on the AVE: Gamespot reviews Madden NFL 13






Also available on Xbox 360





In 1984, Dan Marino set an NFL record by throwing for 5,084 yards in a single season. Decades passed with no quarterback coming close to that hallowed ground, but things began to change a few seasons ago. With stricter rules governing how tight cornerbacks could play and a safety initiative implemented to eliminate dangerous hits to offensive players, passing numbers skyrocketed. In 2011, two players eclipsed Marino's record, with two more close behind. These numbers are not an anomaly. The NFL is a league built on trends. As new strategies arise and rules are introduced, old ideas are left in the dust. Enter Madden NFL 13. With an overhauled presentation and a more refined animation system, this is the best version of the long-running franchise yet. But it's still Madden. Unlike the real sport, it hasn't evolved in meaningful ways. The tactics that worked a decade ago are still effective here. And unlike in the NFL, where every team has to use its specific skill set to succeed, there is little diversity. Despite this clash with reality, Madden 13 is still an eminently enjoyable experience. But by focusing on improvements to the aesthetics instead of the core mechanics, Madden NFL 13 does little to separate itself from its predecessors and cements the growing disconnect between it and the real sport Teaming Gus Johnson, the most enthusiastic play-by-play man in the business, with Cris Collinsworth, a no-nonsense analyst, seemed like a dream pairing. But the stilted chatter in Madden NFL 12 forced people to scramble for the mute button. Thankfully, these commentators have been escorted from the premises in Madden NFL 13, replaced by CBS's number one duo, Phil Simms and Jim Nance. Their presence is less invasive, often letting the rhythm of the game speak for itself, but this has its downside. Automated replays, long a thorn in Madden's side, are once again clumsily implemented. The commentators often clam up, and disjointed cuts make it tricky to see what happened, ruining much of the broadcast charm the game attempts to evoke. The biggest changes are seen off the field. Connected Careers is where you play out your franchise dreams, and there is an enticing twist that makes it more engaging than in years past. Joining an offline or online league, you choose whom you want to control. Fancy taking over your favorite player's career? Or maybe you have your eye on a retired great? Playing as Steve Young in the modern era is a dream come true for 49ers fans who have suffered through subpar quarterback play the last 13 seasons, and when it's time for him to hang up the cleats, you can take your pick of someone new. There are a handful of former players in a variety of positions, so if you'd rather dance to the end zone as Deion Sanders or abruptly retire as Barry Sanders, the choice is yours.
Connected Careers is a big improvement over Franchise mode. Now, you can choose exactly how much control you want over your organization. Play as a quarterback, and you only have to worry about throwing the ball. When your team is on defense, you just simulate the action, and then you're back in the huddle calling audibles to keep the ball out of your running back's hands. But if you want more control, you can be a coach. Current coaches along with all-time greats are present, or you can put yourself on the sidelines. Being able to switch between player and coach when you want to experience different aspects of Madden gives you new appreciation for how much depth is present in this game. Building a team through free agency, trades, and the draft is trickier than just taking the field blind to the front office's struggles, and you decide how much influence you want.

Tuesday, August 14, 2012

Games on the AVE: Gamespot Reviews Darksiders II







Also available on PS3





First comes War; then comes Death. Appropriately enough, Darksiders II turns its eyes from its predecessor's protagonist to a new one: Death himself, War's brother and one of the four horsemen of the apocalypse. His story plays out over the same time period as War's, but Darksiders II's narrative isn't so much about plot as it is about place and tone. The originalDarksiders set a darkly fantastical mood, but the sequel hones its edges. The armor is still chunky and the sound of steel on steel still rings across battle arenas, but the skies are more ominous, the shadows grimmer, and the architecture sharper, as if every spire threatens to puncture the heavens and make them bleed.
And so Darksiders II draws you in not by narrative, in spite of its characters' frequent and raspy soliloquizing. Rather, it uses sights and sounds to impress upon you the importance of your deeds. While one level harks back to the angels-versus-demons, Christian apocalypse themes of the original game, Darksiders II springs forth from a more inventive vision. The dusky dungeons and desert expanses are more diverse than before, and the character designs are more imaginative, as if they've wandered in from biblical legends you've never heard. The characters you meet--undead rulers and impossibly proportioned behemoths among them--speak with humorless gravity, and Death often responds with a sneer and a verbal challenge.


The joylessness of Darksiders II's characters is a contrast to the pleasure of existing in this world. An icy opening introduces you to the basics of combat and movement. In traditional action game style, you slash away at clawed creatures with primary and secondary weapons. You run along walls and jump across beams like a devilish Prince of Persia. But most importantly--and in contrast to the original--your enemies drop coins, armor, and weapons. You can don equipment, sell it to a merchant, or sacrifice it to level up rare possessed weapons, which you can customize at certain thresholds. If the original Darksiders was an action/adventure/puzzle game, then the addition of loot drops role-playing elements into that mix, which brings to mind a potential concern: Darksiders was already a heavy mixture of recipes that had come before, recalling games like The Legend of Zelda, God of War, and even Portal. There were so many mechanics and so many tools to keep track of that the game struggled to find its own identity.
In Darksiders II, a funny thing happens on the way to the apocalypse: it establishes an identity all its own, rather than one defined through the games that inspired its existence. The game's expanded scope (about twice as big as the first game) and thoughtful pace (about twice as long as the first game) are most responsible for this. You now have a chance to breathe between battles, and each new mechanic has time to settle in before a new one is introduced. The more leisurely sense of pace is obvious from the very beginning. Darksiders' first hour was front-loaded with explosions, angelic cries, and the bloodcurdling sights of demonic forces swarming across the earth. Here, there are moments to take in the frozen chasms beneath you, and to enjoy the slick new motion mechanics that have you defying gravity in heady flights of fancy. (You won't miss War's wings in light of Death's fleet-footedness.)

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