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March 24, 2012

Review – Ninja Gaiden 3

Filed under: Reviews — Tags: , , , , , , , , — Jamie Love @ 1:25 pm

Review Ninja Gaiden 3
Ryu Hayabusa’s latest outing opens on a briefly disorienting note that left me anticipating the worst.

Players begin as an unknown victim, looking up at Ryu before suddenly finding themselves able to control his movements – leaping from a balcony to slice into an enormous glowing deity with a series of obligatory quick-time prompts in tow. This quick sequence of events will make sense once players have come full circle, chasing a well financed doomsday cult across the globe, but it did little to ease the cynicism I admittedly brought to Team Ninja’s latest addition to the Ninja Gaiden franchise, and seemed to give merit to the scorn critics have been heaping on the title since its release.

However, the game shifts gears rather quickly, with Ryu responding to a terrorist group demanding his presence, and leaping into the streets of London to slice through the first of many soldiers offered two days of fast paced action I’ve gladly sunk my blade into.

This doesn’t entirely take away from complaints that the title is too straightforward and simplistic – because it definitely is – but rather that the truth of those accusations offers up an experience that is still inviting. Setting the game to normal difficulty presented some occasional bottlenecks, particularly during later stages, and aside from evading or blocking before slashing repeatedly, the nearly non-existent learning curve allowed me to keep the momentum of the story moving along quite nicely, which was appreciated since I actually enjoyed the story – no one is more shocked than I am about that.

There are plenty of legitimate complaints to lodge throughout the experience, and yet this straightforward affair finds a still pleasurable balance between ludicrous action sequences that feel empowering and overwhelming swarms of enemies that are often rather satisfying to slash a path through.

And insofar as others have no complaints about running around with Nathan Drake as he shoots countless mercenaries ad nausea whilst solving a few puzzles before wrapping up another adventure, I’ve still found a reasonable amount of entertainment on this trip with Ryu as he slices through helicopters, spider tanks and an obligatory dinosaur.

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March 21, 2012

Review – Sine Mora

Review Sine Mora
Time is the fire in which we burn, and pilots seeking to survive the hazardous skies of Sine Mora will want to cling to every fading ember for the chance to learn why the flame that burns half as long also burns twice as bright.

The joint 2D side-scrolling shooter from Digital Reality and Grasshopper Manufacture places the emphasis entirely on that flickering flame, with a time clock often reserved for boss battles in other shooters continually ticking down throughout the entirety of this game.

Make no mistake, every second within Sine Mora counts, because allowing time to slip away is the only way to die.

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March 19, 2012

Review – Silent Hill: Downpour

Filed under: Reviews — Tags: , , , , , , , , — Jamie Love @ 8:52 am

Review Silent Hill Downpour
While the Silent Hill Tourism Board has long since given up hope, the collapsing town still attracts a few lost souls each year as stray individuals find themselves wandering the misty streets and confronting truths they’ve worked hard to suppress.

I suppose Silent Hill is a bit like the town Freud might have built, where the subconscious takes physical shape and the only way to survive the demonic torture chamber unleashed is to shine light on the darkest recesses of the mind, exposing what visitors have failed to resolve on their own and desperately tried to bury.

The earliest visits to Silent Hill began with physical searches, whether it was Harry Mason searching for his lost daughter, or James Sunderland chasing the chance to see his wife again. That latter search set the bar for a series about people burdened by the past, forced through a cathartic process while wandering those streets. It’s a legacy that frames Silent Hill as a twisted parental hand that isn’t really trying to kill people, but rather, attempting to heal them.

Silent Hill is a psychological meat grinder, with people going in one end and the crank slowly turning to show the raw meat at the heart of each. It isn’t surprising that the premise has created formulaic entries in recent years, such as 2008’s Homecoming, which seemed to create a patchwork quilt from previous releases. But 2009 saw the release of Shattered Memories, which attempted to include the player in the analytical process, and regardless of your feelings toward that release, that experiment created a Silent Hill title that was unquestionably unique.

There are times that Downpour appears to bridge the gap between those points, mixing familiar mechanics and mind games to find brief moments that feed on the player to create some space for empathy with the trials of convict Murphy Pendleton. But as the truth about Murphy comes to light, the complicated narrative misses any opportunity to truly create a character that earns enduring sympathy or comprehension.

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February 20, 2012

Q&A – Remedy Talks Alan Wake’s American Nightmare

Remedy Alan Wakes American Nightmare Interview
Embracing the best of the horror genre, 2010’s Alan Wake left a fair amount of questions lingering after its conclusion, with two subsequent DLC chapters furthering the narrative while still leaving plenty of room for interpretation regarding the fate of the writer in his battle against a malevolent darkness. While the upcoming Xbox LIVE Arcade release, American Nightmare, picks up the threads with Alan and his dark half Mr. Scratch, the events that unfold serve as a spin-off tale rather than a direct continuation of the original release.

In a move that certainly caught me by surprise, American Nightmare builds an arcade mode around the combat mechanics of light and evasion from the 2010 title, offering a survival challenge that hopes to find longevity after players have chewed through the standalone pulp horror story.

With the game releasing this week, I managed to gather a few of my endless questions regarding digital content and American Nightmare’s direction, which Remedy CEO Matias Myllyrinne was good enough to answer.

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February 13, 2012

Review – The Darkness II

the Darkness II 2
Videogames that enable players to act out extreme power-fantasies often struggle in presenting checks to balance the ability to do anything with the consequences of such actions – or at least they should. Being let loose to smash and slaughter on a God-like level offers players incredible freedom, but wants for purpose rather quickly. The majority of such games resort to unleashing the hounds with old ideas of order and control, which often take the form of recognizable authoritative order reacting in force scaled to the level of chaos being created.

Powered by comic book source material, The Darkness II continues to serve as an oddity in power-fantasy gaming, with Jackie Estacado’s superhuman abilities offering players a check via the weight of conscious felt purely through the narrative.

The Darkness hits us with something applicable on many levels, with a power that makes Jackie great at what he does, which just happens to be killing people. But it also consumes him via its usage, with each act of power surrendering more of Jackie to The Darkness that works to consume him. And while Jackie’s relationship with The Darkness plays out this way, the consequences of this union emerge entirely through the relationships within the game rather than any play mechanic that might attempt to spank players with the parental hand of morality.

This allows The Darkness to actually brush against a pursuit often cited but rarely achieved, creating a game that does cater to those gamers simply looking for a few hours of visceral tentacle murder as well as those players inclined to read and write lofty words about the more subtle potential being tapped.

The Darkness II continues to offer the opportunity to consider consequences without the weight of heavy handed intention, though the game also struggles with subtlety, at times slipping into preachy forced moments hoping to stress the narrative effort at work beneath the layers of blood players can paint the town red with.

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January 26, 2012

Review – Haunt

Filed under: Reviews — Tags: , , , , , , , , , — Jamie Love @ 8:57 am

Review Haunt
Creating a haunted house game for the Kinect is a noble pursuit. A shaky hand naturally lends itself to acting as a flickering flashlight, and players are forced to open doors that could reveal unspeakable horrors with their own two hands, rather than the press of a button, enhancing the experience of being an active participant versus a passive observer – key to the evolution of the horror genre via the videogame medium.

Last year saw Sega attempt to strike first blood on the peripheral with Rise of Nightmares, a gritty game of bloody nurses and sharp weapons that asked players to use their body to punch and kick the cream-filling out of the undead. The violent workout met with mixed results in the attempt to stretch the narrative and physical experience into a retail release.

Enter NanaOn-Sha, otherwise known as the people who brought you the music rhythm genre with titles like Parappa the Rapper and Um Jammer Lammy, now teaming up with Zoë Mode to bring their own full-body spin on the concept on a smaller scale with the Xbox LIVE Arcade release of Haunt.

Although comparing the two games mechanically is helpful, separating them thematically is essential – where Sega sought a B movie slaughter-fest, Haunt is a more lighthearted horror affair. While the game offers jump-scares that get the blood pumping, the spirit of fascination and charm found within the experience is more apt to leave you smiling by the end instead of covering your eyes.

That said however, the game will ask you to cover your eyes at times, though only when set upon by goggle-wearing ghouls.

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January 13, 2012

Hands On with NeverDead, Again

Filed under: Features — Tags: , , , , — Jamie Love @ 12:25 am

NeverDead
Konami’s starting the year off with a fresh IP, with NeverDead hitting the Xbox 360 and PlayStation 3 on January 31st, and they were good enough to give us some more hands-on time with the game earlier today.

This time around Bryce and his partner Arcadia were investigating another demon hive in an abandoned hospital, offering me a chance to watch Bryce have his limbs torn off repeatedly while I attempted to clear areas and rack experience points.

Following up on my previous time with the game, I’m going to attempt to narrow down and itemize what stood out during this trip, which you can catch below.

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