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August 31, 2010

Review – Dead Rising 2: Case Zero

Filed under: Reviews — Tags: , , , , — Jamie Love @ 11:58 am

Dead Rising 2: Case Zero
If being a single-parent today is a difficult task, Chuck Greene has a doubly hard time ahead trying to survive the pitfalls of Zombieland with his young daughter Katey in-tow. Complicating matters further is a ticking clock requiring her to receive a dose of a wonder drug called Zombrex every twelve hours – else she would join the ranks of infected clogging the road to Las Vegas. Between her and that medication is that never ending sea of zombies as well as the military, and several more colorful characters stepping out of the horror film genre to make an appearance in Capcom’s alternative take on the zombie gaming genre.

It’s an admittedly crowded genre, which Capcom already holds a large share of but still finds niche space for the Dead Rising series with the slower pace of the Romero zombie, a creature eager for the work since largely falling out of cinema favor with a post 28 Days Later audience. And it’s a bit surprising just how well those relics can flourish in a post Left4Dead gaming space, where opportunities to crowd and overwhelm but also still sneak up on players offers new life.

As with the original, Case Zero is a bit of playing out the survivor fantasy first implanted as a thought by Dawn of the Dead, with a mix of horror brevity and cheese to round out the ride. Case Zero offers a prequel glimpse into the sequel, an introduction to Chuck’s ride toward an infected Vegas with a brief stop over that offers players a taste of items, characters, challenges, and of course the horde. What Case Zero really offers is a breath of relief with evidence that Dead Rising 2’s co-development between Capcom and Blue Castle Games is on track to succeed where other externally developed ventures have failed Capcom recently – so far so good.

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August 19, 2010

Review – StarCraft II: Wings of Liberty

Filed under: Reviews — Tags: , , , , , , — Brad Johnson @ 8:55 am


It’s been twelve years since the release of StarCraft, which is something you’ve probably read a dozen times by now if you’ve been following the coverage of the game around the intertubes. It sounds significant, which is probably why people keep writing it—for many, the realization comes with a wave of nostalgia, recalling the days of dial-up modems, shuddering lag, zergling rushes and a million players who really didn’t know how they should set the latency option.

Then you start to realize it’s hard to get nostalgic about a game you were playing as recently as six months ago.

Yes, StarCraft had legs. Players warred with one another for years before the game began to show its age, and even then many couldn’t pry themselves away. Blizzard diligently rolled out patches, carefully adjusting the game for those faithful who still saw fit to log onto what had become an entirely archaic online gaming platform. It was a level of meticulous perfection in the gameplay mechanic that allowed StarCraft to endure far longer than anyone could have imagined, surviving the shift to 3D and certainly other challenges along the way. It had become ancient by the videogame standard when Blizzard finally dropped the StarCraft II bomb in 2007—but people were still playing.

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July 29, 2010

The [Sign]al

Filed under: Editorial Rants — Tags: , , , , , — Jamie Love @ 2:13 pm

Alan Wake The Signal
As far as DLC doses go, The Signal strengthens my belief that Alan Wake is skirting the edge of something blissfully chaotic and overdue, exciting for the danger it represents to the active player versus the passive consumer of media as a simple plastic by-product of corporate sustainability.

Admittedly I’m six times sucker sweet for words. From Calvino to Canetti, from poetics to the loving lure of the way words connect and flow, of simply crafting sentences that linger and expose pleasure in the cellar door that tingles on the edge of the tongue.

If you’re into that sort of thing, well then read on my fellow fluoroscopic opal rubes.

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July 12, 2010

Review – Transformers: War for Cybertron


My familiarity with High Moon Studios is only through my unpleasant collision with the demo for their previous effort, The Bourne Conspiracy. With that product failing to resonate with me in any way despite my almost physical yearning for a Bourne game (later satisfied by Splinter Cell: Conviction), the discovery that these were the minds behind War for Cybertron was somewhat ominous.

It was encouraging to hear them speak on that game; it filled me with confidence and finally made the reality of the product that much more bitter. If you’ve followed the material released for War for Cybertron, then you may have experienced a similar swell of confidence: they speak as fans, and as you fire up the disc (or immaterial Steam delivery, as the case may be) there is no doubt as to their honesty. To my infinite relief, this release has been calibrated with great care for the Transformers follower, much in the way Arkham Asylum was a love letter to Batman adherents. While War for Cybertron does not quite reach the heights of the latter effort, it represents the game Transfans have long deserved.

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July 3, 2010

Review – Sin & Punishment: Star Successor

Filed under: Reviews — Tags: , , , , , , , , — Jamie Love @ 12:58 pm

Sin & Punishment: Star Successor
Soldiers scramble through the ruins of a forgotten yet familiar city, finding footholds in crumbling buildings as swarms of genetic mutations fly across the skyline like scurrying schools of fish darting through deeper waters. In the foreground, futuristic helicopters and mobile infantry patrol broken stretches of freeway, filling the screen with missiles and bullets as Isa and Kachi make a desperate break for freedom.

Exactly why Isa and Kachi are on the run is unclear, along with the motives of the shadow organization pursuing them – staffed by ominous assassins who speak with the comfort of established relationships that forever remain a mystery to the player.

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June 30, 2010

Review – Disgaea Infinite

Filed under: Reviews — Tags: , , , , , , , , — Jamie Love @ 8:23 pm

Disgaea Infinite
It’s fair to say that one never knows what to expect from any new game release, despite the availability of news and early views to encourage plenty of expectations or hesitations. And yet never have I flown so blind into a new title than with NIS America’s new deviation for the Disgaea series.

I was aware of the term “visual novel” prior to pressing start for the first time, and somewhat prepared for a significantly larger portion of narrative authority versus interactive playtime, but I was gleefully ignorant of any real idea toward how it all might unfold across my PSP screen.

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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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