|
|
Our Damn Opinion!
Every year, our Staff plays a lot of video games, as you might imagine.
As you can also imagine, we're pretty opinionated about them. And now you
have the opportunity to bask in the healing light of our infinite gaming
wisdom, as we hold forth about dang near every game we can. We may review a
few other things here, like video game movies and such. And if we badmouth
some game that you hold dear to your heart, just remember: we're
mean-spirited pricks because we care.
Tomb
Raider: Legend
By:
BakuDan
7/21/06
I first met her 10 years ago. I
had heard about her, seen a few pictures, and I liked what I saw. I decided
to get together with her, and see what she could do.
She
really blew me away. I had never seen anything like her, and I spent a lot
of time with her. Probably too much. We would get together a
couple
of times a few years later, but
it
was never the same. In the end,
we gradually drifted apart, growing less and less interested over the
years.
Then, not too long ago,
I ran into her again. She had always looked pretty good, if
a little out of proportion. But it seemed that during our time apart
she had slimmed down a bit, readjusted so to speak, and was in better
shape than I'd ever seen her in. We got back together recently, running
through the old routines and quite a few of the new ones. And you know what?
I'm falling in love all over again.
Tomb Raider: Legend
is fantastic.
10 years ago, Eidos
revolutionized 3D action platforming. I say revolutionized, when what they
really did was invent it. Tomb Raider was the first real 3D platformer I had
ever seen. When I saw screen shots, I knew I had to have it. I bought my
first copy on the
Sega
Saturn, and I remember being blown away by the fact that you could
actually move the camera and look around. Wow. Have we come a long way.
Love it or hate it, you've probably played
something
sometime
that owes it's existence to Tomb Raider. It was a literally groundbreaking
title that paved the way for a whole new genre, but unfortunately it never
seemed to live up the standards that the newer titles were finding. Each new
iteration of TR became an exercise in disappointment, and after a while I
stopped caring enough to even rent them. Lara had been left behind by her
younger counterparts, and it was almost kind of sad to see her anymore,
being marketed yet again in some un-fun game.
When I saw the re-design they had done for her character model, I was
pleased. For the first time, she looked like a real person, with the
proportions that a real person would have, especially an
athlete. There's a lot more realism in TRL, however, than just the new
look for Lara. Her movements are much more like you would expect to find in
a mountain
climber and explorer. She does do some outrageous stunts, but nothing
any crazier than
The Prince does. And ultimately, his controls are a lot more forgiving
than hers. When the ledge The Prince is on rattles, you know it’ll break as
soon as he lets go. When the ledge Lara is on rattles, you’d better move
your ass, or it will break with you on it and take you down. On the other
hand, Lara can put more effort into her climbing and hustle herself to
safety. But there’s still plenty of opportunities to fall to your death.
Anyone familiar with
POP will laugh when I tell you that the first few days I played TR:L,
every time she fell to her death I kept hitting the left shoulder button.
No, no, wrong game…
There plenty of good puzzles in
this one as well, and some new tools to help solve them. She’s got a
magnetic grappling hook that see plenty of use climbing, jumping and
swinging, but also in moving items for puzzles or just dragging yourself
along on a floating platform. The combat is good, with simple controls and
ease of weapon switching. Plus, she can interact with the environment, using
smart tactics like shooting unstable walls, explosive barrels or chandeliers
to take out more than one baddie at a time. There are also a couple of
stages where one is speeding along with Lara on her motorcycle, being chased
by thugs on bikes as well as those leaning from SUVs and trains. And there
scenes where it’s more like steering Lara through the cinematic than
actually playing the game,
another
blast from the past that works well in this game. The “interactive
cinematics” are well used but not over-used, and really add to the
excitement of the game.
The character of Lady Croft is
also a lot deeper in this one, and she’s far from the smirking overconfident
heroine from previous games. They put as much work into giving her realistic
facial expressions as they did into finding an talented, experienced
actress
to voice her. Lara runs the gamut from reverent awe to quiet sadness to
vengeful fury (a somewhat frightening sight, right at the end.) She’s also
got some backup to play off of, in the form of her two assistants back in
England, watching over her shoulder and making pithy comments throughout the
game. They’re not totally useless, although on more than one occasion she
tells them in no uncertain terms to shut up, but they do offer useful
insights in the game and the occasional bit of comic relief. The two
sidekicks also seem to be a nod on the developer’s part that
not all of Lara’s fans are male, a point which I feel is sometimes
neglected throughout gaming in general.
There’s some pretty good replay
value to the game, mostly in the form of unlocking the extra outfits for
Lara (only one of which is a bikini thankyouverymuch) as well as character
and location dossiers. There’s even a
Goth outfit
for her, which I hear has some obvious references to
other
Crystal Dynamics titles. (I’m still trying to unlock it.) The Time Trial
mode makes you run through each stage as fast as possible, while finding all
the hidden treasures makes you run through the same stage as slow as
possible, being sure to find everything. These two modes alone are enough to
have you spending plenty of time in each stage, and thus playing the game.
There are a
couple of problems I had with the game, most of which had to do with it
being too short. However, I think that the developers knew they had a
limited number of times that they could make you run back through the same
gimmicks over and over, and they decided to cut it short, which I can
respect. Frankly, the ending leaves you wanting, and made me wonder if I
simply hadn’t done enough to get the real ending. However, one good thing
about that ending: it does leave you wanting more Tomb Raider games.
I’ll be waiting for ya,
darlin’.
By: The Shogun of Showdown
12/20/2005
I played through Prince of Persia: The Sands of Time and I really enjoyed
it. The control, setting, music, voice acting, animation, puzzles and
platforming were great. What really sold the game, though, was the
development of the main character and his interactions with Farah, a
supporting character.
This is not to say that the game didn't have problems. The puzzles only had
one solution, which diminishes the replay value. There were times that you
had to baby-sit Farah. And there was too much fighting for my taste,
especially since the combat repertoire of the Prince was fairly limited.
All in all, Prince of Persia: The Sands of Time was a great game. I would
give it a 9/10.
I was stoked when I heard that there would be a sequel. It seemed to have a
darker tone. The trailer from E3 was sweet. And they beefed up the combat
engine. I started to have some reservations when I saw an ad that said that
the game featured music from
Godsmack.
I tried to play Prince of Persia: The Warrior Within shortly after it was
released and I just couldn't do it. The Prince, to swipe a phrase from
Penny Arcade,
burned with generic rage. He was pale and poofy faced, like he'd just
come out of rehab. He was even sporting a generic tribal armband.
When there was music it was almost universally awful. A pounding, power
chord afflicted metal soundtrack played on seemingly endless loop. There was
hardly a respite from it, and when they would play good music, it would
never go on long enough. Either it would stop for no apparent reason, or it
would be interrupted by the trash metal that would play on and on.
The combat engine was beefed up, but there was also a lot more combat. Even
worse, there was combat while you were trying to navigate a puzzle or trap
filled room. Every leg of you journey of platforming would come to a halt as
you stopped to dispatch the most recent wave of cannon fodder. Also, it
becomes readily apparent that you can only use your full repertoire of
combat techniques against the lowest caliber of enemy, you revert to doing
the tried and true vault and slash technique from PoP1 way too much. Oh, and
whenever you fight The Prince has a handful of phrases that he'll spout.
And, sadly enough, so do the enemies. You will fight and you will be treated
to repetitive dialogue that would make 80's superhero comics cringe.
Then there was The Prince himself. His constant, seething, bad dialogue
drove me away. I couldn't keep playing after he proclaimed at another
character in his faux-tough-guy voice that he was The Prince of Persia!
I couldn't do it, Despite my friend telling me
that it really did get better later on. In trying so very hard to be
XXXXXTREEEMEEE!!!!!, it had lost me. I returned the game to
GameFly and played
other games.
Months pass. Bakudan sees
Prince of
Persia 3 at E3 and tells me it looks good. He tells me that the demo has
all sorts of cool stuff, like stealth action, and that the Prince was going
through some sort of inner struggle that would manifest itself as the Dark
Prince.
So, I did a little research. And what I found was interesting. Apparently,
the guy that
voiced the Prince in Sands was coming back to voice the Prince, while
the guy who
voiced the Prince in Warrior would voice the Dark Prince. Also, trailers
showed this stealth element, as well as a new character and the return of an
old one.
I really wanted to know as much story as I could before trying out PoP3. I
steeled myself, turned down the volume, and gave Warrior Within another
shot. And you know what, my friend was right, it
does get better later in.
It appears that the designers were so intent on showing off it's extremeness
(ooh, the Prince just swore, ahhh...) that they loaded it on too much too
fast. The worst part of the game to play through is the first 25% or so,
after that you have about 60% of the game that hearkens back to Sands of
Time with much smaller pockets of annoyance. Unfortunately, it does try to
get more edgy and in your face during the final 15%, but it never reaches
the obnoxiousness of the first quarter of the game.
I've played through it once and I got the bad ending. Of course, I didn't
know about the good ending until I had beaten the game and researched why
the ending I got didn't seem to lead into PoP3 very smoothly. So I'm
actually playing through it again for that smoother transition to the next
game.
There is still too much fighting, and there's still crappy voice acting, but
once you get past the "xtreme" garbage in the beginning, it's actually a
decent game. I would have preferred a more despairing note than the generic
angst and anger that they put into it, and it would have benefited from more
setup in the introductory movies, but it's worth playing.
I give Prince of Persia: The Warrior Within 7/10. Not a bad effort, but not
as good as the first one. I paid ten bucks for a brand new copy, I would
advise you to do the same.
By:
BakuDan
11/11/05
I'm gonna share a little secret with all of you: every
Dragon
Ball Z fan secretly wishes that they could fly, fight, and shoot just
like the characters in the show. It doesn't matter who your favorite is, you
just want to be able to do all that amazing stuff. That's the secret, the
appeal to the show. (Honestly, I think that's the appeal of all
superhero
stories. You can tell a lot about a person by what
superheroes they like.) Whenever they put out a game, it's your chance
to get one step closer to that dream, or at least a more direct and involved
method of pretending. There's been a lot of
standard fighting games put out for DBZ. It works well - they're two
great tastes that taste great together. Some of these games are
really good, but DBZ doesn't always lend itself to the limited framework
of your standard fighter, because the fights are so big that a basic
2-D or 3-D fighter is too small a space. When major characters
destroy entire planets in their fight, well, you need a larger
framework. And they've finally done it.
Dragon Ball Z: Budokai Tenkaichi is the best damn DBZ game ever.
Rather than harp on and on about how awesome it is, let me narrow it down to
some bullet points:
1. It is not a fighting game. It is a DBZ game, and possibly the
first ever. It plays more like a
3-D
action beat-em-up than any fighting I've ever played. The stages are
large (though it might be nice if they were larger) and you have complete
freedom of movement and attack throughout them. You can sit back and pummel
your opponent with ki attacks and super moves, or zip in close and pound the
hell out of them, knocking them through buildings, mountains and even the
ground. You can move freely throughout the air and even underwater. I think
the only reason the stages aren't bigger is that the game is on the
PS2,
which can only handle so much.
2.
Every damn character ever is in this game. Characters you never thought
you'd see in a DBZ game, and
characters that have too long been absent.
Bad
guys
from
the movies, minor characters from the
original
Dragon Ball, even some of the
new
crap
characters from Dragon Ball GT. Sure, some of these characters aren't
nearly the level of others, but you're happy to see them nonetheless. Also,
the various "powered-up"
versions of the characters are separate characters themselves, as opposed to
being a move or function for the main character. This I like, because it
gives the opportunity for more depth to each character, and changes their
play style. Each character uses the same game elements, but they use them
differently, so there's a distinct difference between playing
Piccolo and playing
Goku. Also, from fighting the computer all week, I've noticed that the
AI plays each character differently as well, mostly in tune with their
personalities and fighting style from the story:
Vegeta
will sit back at a distance and hammer you with massive repeated ki attacks,
because he's a shitty close in fighter; and
Bardock
will sit just inside or outside of your range and wear you down slowly,
playing very smart, just like a veteran warrior would. It's really enjoyable
for a fan to watch this in action.
3. This game is hard. Every element of DBZ fighting is under your
control, to use when and where you please. Attack, defense, movement, ki
attacks, melee attacks, super attacks, counters, blocks, teleports,
flight...it's very complicated and difficult at first. But it's absolutely
true to the series, and once you've got the hang of it, you genuinely feel
like you're in the game, which is one of the highest complements you can
give any game. When you've just barely beaten Vegeta with your
Spirit
Bomb, and your heart rate and breathing are faster because of it, you
know you're hooked.
4. Lastly, the most important element, and the factor which sold me on this
game: you can switch the fucking American voices to Japanese. Yes, I'm a
purist.
Blow me.
In all, if you or anyone you know (other than me) enjoys DBZ, buy this game.
It's given me a week-long fightergasm, and I see no end in sight.
By:
BakuDan
11/06/05
In recent years, there's been a trend towards horror-action games. I
certainly don't mind this, as I enjoy almost all of them. I've played
through
Clive Barker's Undying many times, and I still enjoy it. The
challenge comes in balancing action gaming, and the associated concepts,
with creating and developing a sense of dread. These two things are not
easy to do, as your typical
action game super-hero isn't prone to fear. But the folks at
Monolith have
gotten it right.
At first glance, F.E.A.R. is a tactical action game, with a twist.
You're a special operative, assigned to the First Encounter Assault
Recon force. You've got the basic bad-ass skills, with one special
exception - you have boosted reflexes, allowing you to slow down time
and gain a serious advantage against your opponents. This is very groovy
in more than one instance, and the fact that this
Max Payne-like
ability can be used in multi-player intrigues me. At one point, I was
fighting through an office building, and I was pinned down outside an
office by enemy troops. I hit the boost, charged into the office and
killed two soldiers before they got up. A third tried to flank in behind
me, and I kept running out the back door, still boosted, turning around
a corner and coming up behind the third one just as he was crouching
outside the door I had just run into, waiting for me to come out.
Blowing him in half with my shotgun gave me a warm, fuzzy feeling
inside.
So you're super-bad, you fight off power-armored rocket
launcher-wielding opponents by yourself, you're awesome. That's great.
So what do you do about the ghosts?
Ghosts?
That's right, ghosts.
This is where I was sold on the game. Turning a corner, checking all
angles for traps, when suddenly something comes down the hall
towards you, tiles popping off the wall as it passes, and a horrific
vision pops across your view. Shoot that, tough guy. Or you're moving
through an office, checking your corners and moving from cover to cover
inside the cubicles, and suddenly a little girl comes scrabbling along
the wall of one of the cubes towards you. I wasted more ammo in
that game, shooting at things like that that appear from behind corners
or through doorways or in the spot you were just standing in.
The game does a very good job of mixing and combining the two types of
tension you encounter in these games. Firstly, you're checking all
corners and angles, making sure you spot the enemy before they spot you.
You're naturally paranoid, and you get sucked in when you're feeling
that way. Then, all of a sudden, when you're already sucked in, it
throws this curve at you, a totally different type of tension, and it's
like nearly getting into a car wreck - you're glad you're okay and
nothing happened, but you never want to do that again. It's great, if
you can stand it.
In all, this is a game worthy of purchase, or at least borrowing. The
ending alone is perfect horror-movie fare, and while it bespeaks a
possible sequel, I almost hope they don't.
Some things
should just be left to end they way they are.
|