Gamesugar

June 26, 2010

Review – Alpha Protocol

Filed under: Reviews — Tags: , , , , , , , , , , — Brad Johnson @ 9:04 am


With Alpha Protocol, Obsidian Entertainment has opted to take a break from their usual routine of producing sequels to established high-profile franchises in the hopes of establishing a lucrative IP all their own. Despite drawing quick comparisons to Bioware’s Mass Effect, Alpha Protocol is clearly it’s own game, though this is as often to its detriment as it is to its credit.

You control Michael Thorton, agent of the eponymous Alpha Protocol, who quickly becomes embroiled in an international mystery that’s equal parts deep and deeply confusing. You’ll be required to employ stealth and brute force to complete your missions, while, more uniquely, using your wit to navigate the conspiracy in which you’re entwined. The game offers a number of intriguing innovations designed to immerse players in the espionage experience, and many of these are admirable attempts—but a critical lack of development and numerous design flaws leave the experience awkward and unsatisfying.

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June 18, 2010

Review – Mass Effect 2 “Overlord” DLC

Filed under: Reviews — Tags: , , , , , , , , — Brad Johnson @ 3:31 am


Latest in the ongoing series of DLC releases for Mass Effect 2 is the Overlord add-on, which has Commander Shepard battling a rogue Virtual Intelligence. Bioware has again approached their downloadable content with an eye to quality, including an excellent new soundtrack and some great visuals—but this package seems to have also been designed to test new designs for planet exploration following the demise of the Mako and the revision of galaxy exploration in Mass Effect 2.

Each DLC pack has offered a gameplay experience unique from the retail release, if often a brief one—the Stolen Memory DLC presented a sharply designed adventure mission, with Sherpard infiltrating the home of a prominent crime boss, and the Firewalker pack introduced Hammerhead vehicle sequences. Overlord provides a much less combat-intense experience, focusing on the reintroduction of vehicle exploration and the delivery of the dark science-fiction elements that have helped make the Mass Effect universe distinct.

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June 12, 2010

Review – Lost Planet 2

Filed under: Reviews — Tags: , , , , , , , , , — Brad Johnson @ 6:16 pm


Whether you’re a fan from Lost Planet: Extreme Condition or a new player drawn in by videos of clashing mechs and monsters, response to Lost Planet 2 probably has left you hesitant to render any sort of purchasing decision. I am here to offer you some relief: I can tell you that the calculation can be refined to one variable. That is, precisely how much suffering are you prepared to endure for tremendous action?

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June 8, 2010

Review – Flametail

Filed under: Reviews — Tags: , , , , — Jamie Love @ 2:04 pm

Flametail
The mini-games of No More Heroes 2 have already taught me that managing waste disposal in space is an ordeal of cosmic proportions. And while the DSiWare release of Flametail finds plenty of ways to back up that notion, it also finds space between the planets to create a puzzle game that mixes simple and patient controls with devious designs, lightly crossing two genres to offer up a title worthy of some overdue DSi reviews.

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June 2, 2010

Review – Super Mario Galaxy 2

Filed under: Reviews — Tags: , , , , , — Jamie Love @ 12:30 pm

Super Mario Galaxy 2
Anyone who really believes that Japanese game design has a declining role against the success of Western game development needs to dunk their head in a pool of water – specifically the floating pools of water suspended in the air, rotating between connections with other pools as Mario attempts to swim toward the next checkpoint. Somewhere along the way players will also be hitting switches that alter the directional force of gravity while trying to grab a star, and the significance of a rare second mainline Super Mario title during a single hardware cycle becomes as clear as those small floating cubes of water.

Within Mario’s Galaxy, anything can and will happen. And what’s truly surprising is the depth of logic at play while navigating the sea of sudden possibilities that shows the complete lack of inhibition proving one of Nintendo EAD’s greatest design strengths.

For some a building is a place where action takes place around or within. In Super Mario Galaxy 2, bricks break free of structures to create pathways toward star portals, launching players through the roof and into the sea of stars overhead.

Short on filler and stuffed plump with that type of energy, the results are often extraordinary.

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May 31, 2010

Review – Split/Second

Filed under: Reviews — Tags: , , , , , , , — Jamie Love @ 11:28 am

Split/Second
Racing around the track while a helicopter launches waves of missiles, which toss the car into a constant series of emergency drifts, I finally put a name to what Split/Second had first reminded me of when I’d tried an earlier build last year.

The arcade flavor of the game – that’s the part requiring players to dodge a near endless chain of explosions while trying to stick to the track – took me back to the first time I played the 2001 revamp of Spy Hunter – a game where the mission action often played second fiddle to controls that made whipping around levels more enjoyable than using the spy toys strapped to the frame.

The Michael Bay minded challenge modes are merely extras that Split/Second adds to break up the pacing of its televised Death Race sans the skulls and inmate motif. Every stage within the game feeds on the central premise of a track wired to explode at every turn like a starving man, and what this creates is a game where even something as simple as a time trial engages the player with a racing experience where survival is a victory in itself.

Mind you, crossing the finish line first is still high on the to-do list.

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May 25, 2010

Review – Alan Wake

Filed under: Reviews — Tags: , , , , , , — Jamie Love @ 10:35 pm

Alan Wake
Previously on Gamesugar –

We received a package in the mail, a review copy of Alan Wake. The envelope it came in deceptively hid the real weight of the contents, carrying the immense expectations caused by bold announcements made early in the development process, and aspirations focusing too much attention on the ability of a single game to define a hardware cycle.

From my own detached position I expected something Silent Hill sans the sickly sexualized horror that has kept the genre neatly niche. Perhaps I expected the kind of game Sierra might have made, following in a more accessible Gabriel Knight / Phantasmagoria vein.

It wasn’t going to be that simple however, the game somehow resisting the temptation to hover around the sun on the wax wings of hype, instead creating an experience that defends the existence of authoritative narrative in an era of open world desires, bringing along play mechanics that directly feed out of and back into the written words that pull players deeper down the rabbit hole.

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