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October 4, 2011

Review – Rochard

Review Rochard
Rochard is the story of burly asteroid miner John Goodman Rochard, his accidental discovery of an ancient alien artifact, and his quest to protect it from his nefarious corporate employer. It’s a story of lasers, gravity, physics, and boxes dropped on the heads of badguys.

Rochard begins the game with naught but his G-lifter and somewhat preposterous jumping height for a man of his, uh, build. The G-lifter will snatch items from anywhere on the screen (assuming an unblocked line of sight) and pull them to Rochard, whereupon they can be set down or launched as projectiles for both puzzle and combat applications.

Rochard later acquires the ability to create zones of low gravity and fire a mining laser at enemies, alongside a handful of other offensive and puzzle-based upgrades. In true Metroid-fashion, these upgrades enhance Rochard’s ability to explore and navigate the world, while skipping the backtracking that characterizes that series.

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September 21, 2011

Review – Driver: San Francisco

Filed under: Reviews — Tags: , , , , , , , , , , — Brad Johnson @ 8:42 am

Review Driver San Francisco
Before I begin discussing Driver: San Francisco, I feel it’s important to mention that I have an issue with driving games. There’s a conversation that happens between myself and any such game I sit down to play, and it goes like this:

“Use the handbrake for sharp turns, Brad!”

“Okay, driving game—oh, I made the widest possible turn, spun out and crashed into a wall. Thanks.”

As a result of my crippling deficiency, driving isn’t usually a lot of fun for me. The driving games I play are invariably the ones where I can mitigate my incompetence with offense. That is to say, there’s a gap between me and the amount of skill necessary to win a driving game, and I close it by shooting other drivers. Mario Kart, Extreme-G, Blur—these are the games I can contend in (just barely), because I can leverage missiles and mortars and heat-seeking koopa shells against my fellow racers.

Driver: San Francisco doesn’t have any of that—but it does have something even more unusual.

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September 12, 2011

Review – Resistance 3

Filed under: Reviews — Tags: , , , , , , — Brad Johnson @ 8:45 am

Resistance 3
After the death of Nathan Hale in Resistance 2, Joseph Capelli has gone underground. Having sworn off the seemingly hopeless fight against the Chimaera, Resistance 3 sees him forced back into the fray—but in a way that’s decidedly more grounded in the story of one man than the clash of warring armies.

This sequel is a much-appreciated respite from the thunderous, flag-waving epics of many other triple-A shooters. It’s a campaign without patriotism, without battlecries, without hooahs; Joseph Capelli doesn’t represent a country, a world, an ISA or UNSC—he’s a man on a truly miserable roadtrip to protect his family.

Though, like many triple-A shooters, the title suffers from a relatively thin story, it mitigates this with a well-crafted atmospheric tone that makes it unique among its contemporaries, and offers a handful of poignant, choice moments that serve to elevate the narrative.

Capelli is unique among modern shooter protagonists in that he is aware of his morality. The Master Chief, Marcus Fenix—these guys don’t talk about dying, except perhaps in some poetic, vaguely glorious way, but Joseph Capelli doesn’t want to die, and doesn’t want to leave his family. Though his feats are as super-heroic as his competition, it’s touches like this that afford him a simple humanness to endear him to the player.

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August 31, 2011

Review – Deus Ex: Human Revolution

Filed under: Reviews — Tags: , , , , , , , — Brad Johnson @ 8:46 am

Deus Ex Human Revolution
I spend most of my days waiting for games like Deus Ex: Human Revolution to come along; games that do science fiction well, and authentically.

William Gibson has said that all great science fiction isn’t really about the future, it’s about the present—and that’s part of the strength of Deus Ex. At the heart of Human Revolution is the augmentation debate, and within it are shades of modern day quandaries, reflections of the everyday arguments of politics, science, and religion.

Care has been taken here to craft a genuine, believable world. This game doesn’t feel like a caricature; the ideas and conflicts feel true to life, and so does the argument the game hinges on. That fidelity informs Revolution down to its core, and makes it successful.

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August 27, 2011

Hands On with NeverDead

Filed under: Features — Tags: , , , , , , , , , , — Jamie Love @ 9:00 pm

NeverDead Hands On
Konami has no shortage of brands to call on when it comes to keeping the pixels moving and the store shelves stocked. The majority of their mainline brands read like the “who’s who” list from my childhood, and yet still find opportunities to remain relevant with new iterations in the here and now. With that in mind, NeverDead initially caught my attention as a curious ambition – a fresh IP digging for new tricks to create an original title that didn’t immediately leave me imagining an endless trail of sequels to follow.

The chance to step into Bryce’s immortal shoes recently lent a few more insights into how that ambition and collaboration with Rebellion is playing out, so let’s finally chew on matters of life, death, and Bryce’s unfortunate position between those two points.

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Hands On with Silent Hill Downpour

Silent Hill Downpour Hands On
An over-turned prison bus gives Murphy Pendleton cause and opportunity to attempt a run through Silent Hill, and I was recently given some time with Konami to poke around the dilapidated buildings immediately awaiting him after the chance prison break.

Murphy’s arrival in the town where I’d like to build my dream house seems accidental, but then no one really ends up in Silent Hill by accident, do they?

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August 19, 2011

X’11 – Hands On With Dead Island

Filed under: Features,News Feed — Tags: , , , , , , , , , , , — Brad Johnson @ 8:14 pm

dead island
In the latest installment of our 254-part series “Games Sugar Played at X’11” we have Dead Island, much-anticipated co-op zombie masher.

This particular demo was timed, so I quickly set about grabbing my weapon—a wooden paddle—and getting down to business. The business of zombie-murder, that is—and as several franchises can attest, business is good.

The beach I stepped out onto seemed safe enough, until a zombie came up at my flank and grabbed a hold of me. A prompt informed me that I should pull the left trigger, setting the zombie up for a pull of the right trigger that socked him directly in the face, staggering him away.

This was actually one of the more satisfying moments in the demo, so intuitive that I didn’t actually need to see the second prompt to know what the game wanted me to do.

Now the zombie was down, but he wasn’t out—he was climbing back to his feet. I swung the paddle and he crunched nicely, but to my surprise, he endured.

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