Gamesugar

November 5, 2012

Demo Report – Metal Gear Rising: Revengeance

Demo Report Metal Gear Rising Revegeance
The Zone of the Enders HD Collection hit retail shelves last week, harkening back to the golden days of the PlayStation 2 – all the more so for the demo disc it includes with a fresh look at Platinum Games’ spin-off from the Metal Gear franchise.

The short demo offers a different trip from the one appearing at E3 earlier this year, beginning with a new optional VR tutorial, which attempts to ensure players get familiar with the game’s blade mode before stepping into the game proper.

Holding down the left trigger on the 360 controller, the right analog stick can be rotated to see the angle of a potential slice, engaged by letting go of the analog stick for a precise single strike. This proves useful for slicing cardboard enemies in training, but in the field, getting Zen with hitting the analog stick repeatedly to unleash a fury of slices comes in handy for quickly dispatching the Gekko’s that appear.

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November 3, 2012

Review – Halo 4

Review Halo 4
Soldiers scramble past fleeing scientists as Covenant troops fill the tight corridors of the Ivanoff space station. Emergency lights flicker over broken instruments as communications crackle and the battle consistently threatens to create hull breaches. And as the Master Chief charges forward, his faithful AI companion raises added cause for concern as her program continues to degrade and Cortana essentially thinks herself to death.

343 Industries returns the franchise to the opening tension of 2001’s Halo: Combat Evolved along with a sense of horror – an action game where players discovered fresh threats in that empty space where no one can hear you scream. Having fully taken the reins from developer Bungie, 343i doesn’t simply mimic the flow of the story that started the franchise however, waging a war of their own to bring a deeper theme of sci-fi horror alongside the grand operatic leanings of the series.

That doesn’t mean that 343i reinvents the wheel, rather, that they take the opportunity presented by a new trilogy in the franchise to refine the ride – often with layers of attention that, either owning to a fear of breaking the formula or the idea that “if it ain’t broke you don’t fix it”, were very much overdue.

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November 2, 2012

Review – Wreck-It Ralph

Filed under: Reviews — Tags: , , , , — Jamie Love @ 12:51 am

Review Wreck It Ralph
As glorious as working in the videogame industry is said to be, the titular character of Disney’s latest animation feature is suffering from an extreme case of low job satisfaction.

From the glow of an arcade screen, Wreck-it-Ralph spends his days smashing up an apartment complex like a human Donkey Kong, all so that players can trade a quarter for the chance to fill the shoes of Fix-It Felix Jr., repairing the damage with his magic hammer while scaling to the top of the building, leaving Ralph tossed off the side and laying in the mud below.

When the arcade closes each night, Ralph is also left to watch Felix celebrated as a hero while living the solitary life of a videogame villain.

As with Pixar’s Toy Story series, Wreck-it-Ralph creates a world where familiar characters come to life when no one is watching. Here however, they are free to leave their arcade cabinets and socialize with one another, traveling via the electrical cord of their machines to a central hub, the power bar connecting all these games and characters.

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October 30, 2012

Review – The Unfinished Swan

Filed under: Reviews — Tags: , , , , , , — Jamie Love @ 4:08 pm

Review The Unfinished Swan
A storybook framework introduces players to Monroe, a young boy left alone, with only a single unfinished painting to remember his mother by – the unfinished swan that serves both as the game’s title, and as the breadcrumbs soon leading players through the looking glass, or canvas in this case, as the swan wanders off into the unseen space of the painting one fateful night.

As emotional charged as the premise sounds, explaining the digital offering is a challenge – another one of those Move titles you’d be better served by picking up and experiencing firsthand rather than reading my scribbles on the subject.

Though I’m obviously going to scribble about it anyway.

The game offers no tutorials or guidance to start the exploration either, which is confusing for all of two seconds as players find themselves holding the Move controller and staring into a blank white space.

At least, it should only take a second or two before you press the button that causes Monroe to use his brush, tossing a gob of paint into the void to find it quickly splatter against the environment that secretly surrounds you.

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October 28, 2012

Review – Liberation Maiden

Filed under: Reviews — Tags: , , , , , , , — Jamie Love @ 12:53 am

Review Liberation Maiden
Grasshopper’s dip into 3D shooters offers a crash course in Japanese politics – primarily that in times of peril the President will seek approval to defend New Japan by personally waging war in a flying armored mech.

Originally one of four games found in Level-5’s Japanese release, Guild01, Liberation Maiden is the first of three titles from that collection chosen by Level-5 to hit the North American eShop. Shoko Ozora takes to her Liberator, named Kamui, across five stages that players won’t be long for reaching the cliffhanger ending of.

As short as the ride proves to be, it’s difficult to complain about the quantity given the quality. A few precious seconds of Liberation Maiden offers more to digest than some larger digital releases, made shinier with animation sequences from Japanese studio Bones.

Frankly, Grasshopper offers a barrage of ideas here that hits my refresh rate like an Itano Circus.

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October 27, 2012

Review – Silent Hill: Revelation

Filed under: Reviews — Tags: , , , — Jamie Love @ 2:24 pm

Review Silent Hill Revelation
With the abandoned streets filled with fog and the faceless nurses in place, the latest adaption of Silent Hill descends on theaters, primarily as a reminder of why so many videogame franchises adapt rather poorly to film.

Much like 2004’s Resident Evil: Apocalypse, Silent Hill: Revelation captures the settings and names of a videogame while struggling to carry the baggage of the original film, and attempting to weave its own story from that mixed bag of details.

Rather than taking the opportunity of the license to tell a unique story with the rich visual aesthetics Silent Hill offers, Revelation stitches the plot of the third Silent Hill videogame together with the story established by the first film adaption of the series.

Unlike the original 2006 film release, the attempt to cram all the details into a singular film leaves audiences with a muddled mess, where characters have little time to make any connection with each other or viewers while rushing through obligatory dialogue and sequences in order to check every box on the list.

I’m skeptical about whether I can even sum all the details up for you, but let’s give it a shot.

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October 23, 2012

Review – Silent Hill: Book of Memories

Filed under: Reviews — Tags: , , , , , , , , — Jamie Love @ 9:04 pm

Review Silent Hill Book of Memories
Living up to its name, the Book of Memories allows those that possess it to change the memories of others, essentially warping events in their favour to gain anything their little heart’s desire. Since said book arrives from the twisted town of Silent Hill, the consequences are inevitably twisted as well.

Changing memories in your favour comes at the expense of someone else’s good fortune. At least, I think that’s how this works.

After an initial delivery from a familiar postman, narrative depends on snippets of text, which during the first level detailed one person’s troubles at work, eventually leading to my own character getting a promotion because of said woes by the level’s completion. As with Silent Hill: Downpour earlier this year, the series seems continually flustered in the attempt to capture the essence of minimalist story telling that has made previous entries in the franchise successful.

The less-is-more approach here feeds detachment from events and characters that players have no emphasis or opportunity to make a connection with, which severely hurts the grind of play the game offers as the main course.

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