Gamesugar

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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May 24, 2010

Review – Prince of Persia: The Forgotten Sands

Filed under: Reviews — Tags: , , , , , , , , , — Brad Johnson @ 4:51 pm

Prince of Persia: The Forgotten Sands
It’s difficult to say whether the release of Prince of Persia: The Forgotten Sands is a response to middling reaction to 2008’s Prince of Persia, or to the imminent release of the film—the truth probably exists somewhere in between. The 2008 series entry was a confused affair; more fun to watch than it was to play, the game featured a unique art style, an intriguing universe and a couple of fun characters, but little actual game. Playing like one massive, unfolding quicktime event , little challenge was offered except to those rabid completionists looking to reach every dubiously placed orb.

The Forgotten Sands fixes many of its predecessor’s mistakes, though I wonder if it was by conscious decision, or merely adherence to the conventions of the previous Sands of Time trilogy. Fans of that trilogy will find the game extremely familiar; all the old trappings are there: the Prince once again finds himself fighting an army of sand creatures, scaling questionably constructed palaces, evading ubiquitous traps, and saving himself from embarrassing falls with the power to reverse time. As someone who loved the Sands of Time games, it was immediately satisfying to sit down with these old conventions and play what, to my mind, constituted the first “real” Prince of Persia game since 2005’s Two Thrones.

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May 19, 2010

An Early Postcard From Bright Falls

Filed under: Editorial Rants — Tags: , , , , , — Jamie Love @ 2:02 pm

Alan Wake
I’m only three chapters into Alan Wake and I’m already a happy camper in the town of Bright Falls. That could still change before I reach the ending, and I’ve found a few things that are entertaining for the wrong reasons.

For instance, as Alan explores the woods of Bright Falls at night, sudden gusts of darkness will sweep in with violent winds that give a heads up to imminent danger. Of course these are triggered when the player reaches a certain area, and being a curious jerk I’ve spent too much time walking back and forth to trigger it on occasion, like a kid continually pressing his foot against a squeaky floorboard.

While sinking deeper into the spiraling mystery the game offers, I’ve also had the chance to become addicted to a television show within the game – a Twilight Zone knock-off called “Night Springs” that must be good, because I’ve completely stopped to watch two episodes in full – the entire concept of Quantum Suicide is gold by the way.

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May 13, 2010

That Old Time Charm

Filed under: Editorial Rants — Tags: , , , — Jamie Love @ 5:33 pm

Viva Pinata
As exciting as the new release cycle can be, there are plenty of days where I really want to take my SNES, a copy of Yoshi’s Island and a few other choice carts, and seal myself away in a cave for a few years. I’m not necessarily antisocial mind you, there are just periods where I’m incredibly tired of getting excited for titles on the horizon, only to have the final release dash my hopes that there can still be games that make my fingers tingle with excitement the way I remember.

It always seems like an easier option to crawl back into my childhood memories, which probably skews the truth plenty to make the games of yesterday seem so much better than what we have now.

Over the last week I’ve been watching my girl play a game I missed the first time around though, Rare’s 2006 release of Viva Piñata. The result so far is that I’m absolutely stunned at how refreshed I feel, even from passively experiencing the game, which also comes from a company I’d almost entirely written off.

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April 27, 2010

Demo Report – Split / Second

Filed under: Editorial Rants — Tags: , , , , , — Jamie Love @ 9:27 am

Split/Second Demo
So I was more than a little disappointed that the demo for Split/Second only offers up a single-player track – three laps around the airport is all I’ve got to work with here. And let me state the obvious – this makes absolutely no sense, specifically with the goal of “selling the game” via the demo. I’m not handing anything over to Activision’s Blur, but I know plenty of people switched their interest off in the absence of a comparative multiplayer glimpse into Split/Second.

Split/Second is scheduled to release on May 18, only one week ahead of Blur on May 25 – which has had a multiplayer demo hit the press and gamers weeks ago. It’s not impossible to imagine some racing fanatics buying both, but economics makes it one or the other in my world – where the x-factor in making that decision involves how much fun it becomes wrecking my friends online and reveling in that jerk factor. A little bit of mystery is the spice of life, but I can’t help feeling that Split/Second threw in the towel in the fight for more attention.

Again, I’m not handing anything over to Blur just yet. I still prefer what Split/Second has to offer in its approach, a game focused entirely on racing across exploding tracks, with players earning power-play attacks by drifting, drafting, and jumping, rather than tedious item management. The trick often becomes using power-plays without destroying yourself, and there’s plenty of “oh-so-satisfying” moments in wrecking an opponent and watching their auto corpse spin in the air and over your head.

And while I only have that one track to work with, a few dozen laps last night has helped shape some talking points for how the game feels so far.

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March 23, 2010

Revisiting Perfect Dark

Filed under: Editorial Rants — Tags: , , , , , , , , , — Jamie Love @ 4:33 pm

Perfect Dark
I’ve been pretty wrapped up in the nostalgia of revisiting Perfect Dark since it’s revamped release on XBLA, one which gives the series enough relevance that those inclined can wax on about their attachment to Joanna and why the continuation of the franchise should be a top priority for Microsoft – such as myself.

If you only took one element of this release away with you in deciding whether it was worth 800 MSPoints, it’s hard to ignore just how much “game” Rare managed to wedge into that N64 cartridge so many years ago. If the narrative solo missions and visits to the Carrington Institute aren’t enough to keep you occupied, the multiplayer options provide an experience that scream for life on LIVE. And of course Perfect Dark offers up co-op mission play, but more importantly offers the counter-op alternative that is probably one of my favorite multiplayer experiences to date.

Setting my obvious enthusiasm aside however, there are plenty on the flipside of the positive, for whom the game is simply too dated, with a design approach to the genre too far out of line with modern FPS releases. Naturally I don’t agree, but rather than simply telling those people to suck a lemon, it seems worthwhile to revisit an element of Perfect Dark that elevates it’s old school status beyond the age of its release to show that it still has energy enough to teach us something about what the console FPS is capable of.

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March 11, 2010

Review – Resident Evil 5 DLC
Lost in Nightmares & Desperate Escape

Filed under: Reviews — Tags: , , , , , , , — Jamie Love @ 10:03 pm

Resident Evil 5 DLC
Resident Evil 5 left mixed reactions with me last year. If only to sound loosely scientific, the game has a 40/60 split between a meaningful co-operative experience and repetitive tricks that induce stress and leave mental scars that have yet to heal. And yet I’ve still considered replaying it several times, because my best girl is also my favorite player 2, and with so much focus on competitive multiplayer, worthy co-op titles that truly emphasis working as a team are few and far between.

Capcom’s offer to revisit the title via two smaller DLC extensions offers space for optimism, because when Resident Evil 5 finds the co-op groove, there isn’t another game that leaves us feeling like the survivors coming out the other side of a horror flick.

Taking root in the small spaces provided by Resident Evil 5’s narrative, Lost in Nightmares follows Jill and Chris’ investigation of the Spencer Estate, while Desperate Escape fills in the details on how Jill hooked up with Josh to escape the Tricell Facility before meeting up with Sheva and Chris directly following their ten rounds with Muhammad Ali Wesker.

Now that we’re up to speed on the basics, let’s do this thing.

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