Gamesugar

October 26, 2011

Review – House of the Dead Overkill: Extended Cut

Review House of the Dead Overkill Extended Cut
The return of the infamous 2009 Wii addition to the House of the Dead series represents the latest effort toward Sega’s goal of preparing gamers for the zombie apocalypse a significant number of scientists cite as inevitable. Perhaps more importantly, the PlayStation exclusive HD revisit offers those gamers who invested in the PS Move fresh reason to charge their glow sticks.

This extended cut of Overkill supports both the Move and the standard PS3 controller, but honestly, the idea of playing it with the latter loses plenty of the fun that justifies giving up standard movement controls to the rail that controls the camera and guides players through this mutated funhouse of horrors.

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October 20, 2011

The View from Arkham City

Filed under: Editorial Rants — Tags: , , , , — Jamie Love @ 4:30 pm

The View from Arkham City
Flying over the rooftops of Gotham’s urban mega-prison, the ringing of a payphone breaks through the music and radio chatter, interrupting the primary pursuit as I drop to the street to answer another call from Victor Zsasz.

Gotham’s more notorious super-villains are waiting for my arrival, but I seem incapable of passing on another opportunity to lose myself to Zsasz’s side-quest. There’s a game he’s playing with me, challenging me to reach another phone at a different location before time runs out and he kills the hostages he claims to have. It doesn’t really matter if he has hostages or not, since Batman can’t take that chance, and so I race to the next ringing phone, attempting to triangulate Zsasz’s position a bit more with each new conversation.

Those conversations are entirely one-sided, as Zsasz recounts the misfortunes that led him to where he is today – a serial killer who liberates the living from the burden of life, and keeps score of that crusade by carving a running tally on his flesh.

The reason any of this matters owes to the way I’m taking an active interest in a character I was unaware of before the Arkham series. Rather than simply reaching phones as a fetch-quest, I’m learning more about the character I’m trying to apprehend with each new stage in the game – listening to his madness and sorrows while tracking down his location. That’s seemingly central to the energy behind all of Batman’s opponents, a game where the constant is the challenge to understand motivation – cause and effect. It’s also one of the little touches that reaches into the source material to create the depth of game you’re likely hearing plenty of people heap praise on this week.

Arkham City is a game with an expertly crafted primary narrative, spread across a cityscape where it is just as pleasurable to stop and listen to the chatter of criminals – thugs who discuss their personal lives, as well as the major characters that have so much impact on their current situation. While I still have plenty of Arkham City to chew through, it’s clear already that a significant achievement is the way Rocksteady has created a space that not only convincingly feels lived in, but invites the player in via the subtle ways the signs of life are offered up for consumption, and could be missed entirely if one didn’t occasionally stop to smell the sickly scents of Arkham City’s mean streets.

October 19, 2011

Review – Aliens: Infestation

Filed under: Reviews — Tags: , , , , , , , , , , — Jamie Love @ 1:44 pm

Aliens Infestation Review
The U.S.S. Sulaco drifts silently through space, short on a flight crew but freshly infested with those iconic monsters that mostly come at night.

Mostly.

Without Ellen Ripley to save the day, the task of investigating and once again attempting to exterminate the alien menace falls on a new squad of marines – four to be exact. The initial lineup of characters offers the typical bravado, and includes an obligatory “Vasquez” character. And that initial tip of the hat is only one of the many ways Infestation illustrates a profound love for the James Cameron film. From an early cat cameo to an additional mini-game that challenges players to stab the DS stylus like a knife between on-screen fingers, this is the Aliens game that never arrived when 2D was the norm and not the occasional throwback treat.

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September 18, 2011

Review – Star Fox 64 3D

Filed under: Reviews — Tags: , , , , , , , , , , — Jamie Love @ 1:49 pm

Review Star Fox 64 3DS
Nintendo and Q-Games have joined their power rings together to bring the definitive version of Star Fox back for the 3DS. It’s a sensible partnership considering that the N64 release owes its existence and primary ideas to the original Star Fox on the Super Nintendo, and the unreleased Star Fox 2 – titles forever linked to Q-Games president Dylan Cuthbert.

This remake is also a beacon of hope for a series that has often appeared to baffle Nintendo, and in many ways was left keeping company with Metroid on the outer rungs of Nintendo’s famous franchise list.

Depending on your feelings toward last year’s release of Metroid: Other M, you may or may not agree that Star Fox has received far less respect over the years, often acting like a square tube Nintendo frustratingly attempted to squeeze through a circular hole – whether calling team Star Fox into service to make Rare’s Dinosaur Planet more marketable with Star Fox Adventures (2002) on the GameCube, or attempting to force the series into a more robust but less focused action game with Star Fox Assault (2005) on that same system.

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September 16, 2011

Review – Renegade Ops

Filed under: Reviews — Tags: , , , , , — Jamie Love @ 8:58 am

Review Renegade Ops
While thumbs are largely celebrated for granting humanity dominance over the planet, those same two stubby digits have also allowed us to sink countless hours into videogames, and are perhaps overdue for a salute on that front considering how such diversions allow us to temporally forget our poor management of that larger inheritance.

Though we were content in ye olde days with games requiring little more than two thumbs for admission, many have gone on to greedily ask players to nearly grow a third hand over the years. Perhaps this is why touchscreen gaming evokes a special kind of Zen, and also why Sega’s latest digital offering strikes an immediate and inviting feeling that leaves me all warm and fuzzy.

Perhaps you’re familiar with the ancient proverb, “Give a man the ability to cause immense destruction, and he shall want for nothing – at least until the ride is over.”

Developer, Avalanche Studios, takes this idea to heart when creating videogames, this time tapping into the imagination at work in the sandbox of my youth, where I once rolled toy tanks into battle while making ridiculous sound effects to simulate the explosions I envisioned.

Though this latest release doesn’t haul out an antiquated franchise from the Sega vault, it definitely stirs nostalgic memories.

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September 13, 2011

Review – The Gunstringer

Filed under: Reviews — Tags: , , , , , , , , — Jamie Love @ 1:21 pm

Review The Gunstringer
His name had once sent chills through the Internet – the one who sharpened words for weapons and sought to bring meaning to an insensible and lawless land. Along the way, he’d tackled every genre, never backing away from the challenge to ply his trade across every console.

They called him, The Reviewer…

But the years had taken a heavy toll, and he’d eventually succumbed to the sins and excesses of his profession. The Reviewer had sunk into a world where the pixels were as cheap and lifeless as the jaded opinions of the cynics surrounding him at the local haunts, where the only topic of discussion was the good ol’ days of gaming thought long gone.

And though The Reviewer seemed destined to fade away with the last traces of optimism that had led him down this road, it seemed that fate had other plans. Stumbling home one night, he discovered a mysterious package at his door, and tearing it open revealed a copy of The Gunstringer.

Setting skepticism aside, The Reviewer placed the disc into his aging Xbox, which sparked to life with a dull whirring kick like an angry mule. And within five minutes of waving his hands before the glow of the television, The Reviewer felt the old spark within his chest, and knew that it was finally time to write again…

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September 11, 2011

Review – BloodRayne: Betrayal

Review BloodRayne Betrayal
I am fail.

While that conclusion will come as no surprise to some, the suspicion was finally confirmed for me after clearing the first of Betrayal’s stages, wherein I was awarded an “F” grade, and the designation of “wormfood”. That the same reward awaited me at the end of every stage would seemingly suggest that WayForward’s resurrection of Majesco’s dhampir vixen is a difficult affair. And while plenty of voices across the Internet support this argument, it’s simply not accurate.

The near infinite supply of health, unlimited lives, consistently well placed checkpoints, wide-sweeping attacks, and even a laser cannon that spreads across the entire screen, make it ridiculous to suggest that Rayne’s 2D debut reaches anywhere close to the difficulty of nostalgic side-scrolling titles that kept gamers grinding their teeth and stores selling a steady supply of replacement controllers back in the day.

Betrayal does liberally sprinkle stages with cheap trickery however, situations that depend as much on luck as a mastery of the controls – split evenly between platforming sections that unleash floating projectiles while requiring precision jumping, and arena areas where waves of enemies work to drain the blood with the advantage of restricted space.

The real difficulty of Betrayal is in reconciling the shortfalls that leave a promising release far less the experience it could have been, delivering a digital title where every element that makes it excel also directly causes it to disappoint – where the high point of Betrayal causes direct gameplay hiccups that undermine the effort and expose the under-developed nature of the entire game.

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