AkumaX

AkumaX just dropped £300 on a PS3

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  • Jan. 4, 2009 - 1:03 p.m.
    AkumaX just created a new forum post in the topic Rate the above users icon. in the Off-Topic forum
    1/10, some weird black and red arm dude?

  • Jan. 4, 2009 - 12:57 p.m.
    AkumaX just created a new forum post in the topic Anyone like the band? in the Lightning Bolt forum
    Lightning Bolt anyone? Abrasive noise, gives me headaches and makes me want to puke, but it also makes me want to dance and has a very addictive quality, so I listen to them. Just got their third album, Hypermagic Mountain, and it's awesome.

    http://profile.myspace.com/index.cfm?fuseaction=user.viewProfile&friendID=44218028

  • Jan. 1, 2009 - 12:53 p.m.
    AkumaX just added a new blog
    Can't Wait
    Right now, I'm most looking forward to Brutal Legend, Trine, MadWorld, Alpha Protocol, Flower and Outrun: Online Arcade!

    2009 could be the year of the underdog...

  • Dec. 30, 2008 - 3:17 p.m.
    AkumaX just dropped £300 on a PS3
  • Dec. 30, 2008 - 2:24 p.m.
    AkumaX just commented on 's Category - Game of the Year
    Good for GTA IV. 8/10 game personally, I think a lot of flaws were totally overlooked just because it's GTA, but whatever. Congrats Rockstar, it certainly is a great game!


  • Dec. 30, 2008 - 9:59 a.m.
    AkumaX just commented on 's Category - Game of the Year
    Mirror's Edge is my GOTY. Shame it was up for most disappointing.

    Failing that, LittleBigPlanet. It's be great to see Banjo win though, it's a massively misunderstood game.

  • Dec. 30, 2008 - 9:57 a.m.
    AkumaX just had a submission approved for Fallout 3
    AkumaX just made 1 change on the Fallout 3 page and now has 4,619 points.

  • Dec. 26, 2008 - 1:34 p.m.
    AkumaX is now Friends with MacGyver
  • Dec. 21, 2008 - 11:55 a.m.
    AkumaX just created a new forum post in the topic Overlong reviews in the General Discussion forum
    Vinchenzo said: "Descriptive sentences are pretty much required to me, the more they talk about the more it help decides if I want the game. Are IGN's reviews not longer? They usually have 2 pages, but are split up by pictures, ads, and a larger side-bar so I am not sure. To be honest, I haven't been reading reviews lately as much as I am akin to watching video reviews. Jeff, unlike many other reviewers, seems to fill in the bulk of his review with real "meat" to the review, rather than filler." That's why I don't read IGN ;D

  • Dec. 21, 2008 - 11:46 a.m.
    AkumaX just created a new forum post in the topic Overlong reviews in the General Discussion forum
    I love this site, I really love those guys (and would date them if I was a girl), but I sometimes struggle to read the staff's reviews. They're very well written, each of the four has a distinct and engaging style and I don't want to come off as if I'm hating on Giant Bomb in any way, but the reviews are all so damned long that I simply stop reading halfway through. I can read a fifteen page article on the objectification of females in gaming on Gamasutra or whatever, but sometimes I feel the GB reviews are just ...

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About Me
Hi there, I'm an aspiring games writer from up in the frozen north of Scotland, take a look at my blog Games You Should Buy, or not, if you aren't interested.
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Added by AkumaX on Jan. 1, 2009 | |

This post relates to: MadWorld, Brütal Legend, Trine, Alpha Protocol, flower, OutRun Online Arcade

Right now, I'm most looking forward to Brutal Legend, Trine, MadWorld, Alpha Protocol, Flower and Outrun: Online Arcade!

2009 could be the year of the underdog...


Added by AkumaX on Nov. 10, 2008 | |
I've been doing some Trivia today, and it's a great idea. It works pretty well, but there are some definite issues...

First is that many of the questions are geared towards Americans, so anyone else will struggle with things relating to, say, North American sports. I simply don't have a clue which of these five basketball players has never had a game named after them.

Second is that there appears to be a lot of detailed questions referring to Tales of Vesperia. I know someone may be enthusiastic about their game, but damn, there's no need for a billion questions about parts of it that even people who have played it may not have seen.

I don't want to sound annoyed, it's a great addition to the site and these are very minor issues that may never sort themselves out. Just my two pence (or one at the current exchange rate)!


Added by AkumaX on Nov. 7, 2008 | |
It's been no secret that since the beginning of the century, the length of the average game's single player has taken a nosedive. This is most likely due to the speedy rise of online gaming, with many developers placing a greater emphasis on the social component of a given title than the solo campaign. At first, many bemoaned this trend, cursing the likes of GRAW, Darkwatch and King Kong for their truncated efforts back in the latter stages of 2005 through early 2006. By the time Gears of War hit the shelves that Christmas, there was a small backlash regarding its length. Last November, with Call of Duty 4's 6 hour blazing salvo of constant set pieces, nobody batted an eyelid. Five years ago, gamers would have demanded a futher few months of development time if they could ace a game at anything under a day's work (possibly because they needed to be amused if they pulled a sickie).

How things have changed. Now we accept it without question, rarely even mentioning time spent nailing through a single player mode. It's seen as heresy if we aren't able to beat a game the day it comes out so ludicrous amounts of time can be poured into fragging our friends, and this has become the norm. However, I'm not lamenting the loss of some of the solo experience to multiplayer, far from it. Although I always have and always will prefer playing alone to tolerating twelve year olds insult my mother during a game of Halo, of late I've increasingly been searching for games that I can finish in a week or so without trying too hard. I simply don't have the time to become invested in massive RPGs anymore, so I'm perfectly happy with a five hour experience if it means I don't need to pour all of my leisure into it and lose sleep just to complete it before next Summer. Length may still be an issue for some, but the landscape has changed as the gaming demographics have grown older. There's nothing wrong with a short game, and with the wealth of releases we're being treated to this month, for me they're perfectly welcome.


Added by AkumaX on Sept. 17, 2008 | |
Aside from the elite few, gamers don’t reap any discernible, real-life rewards from play. Infact, in many cases it has an adverse effect on social lives, fitness levels, relationships and in extreme circumstances, can be a cause of death (as demonstrated by the unfortunate and/or moronic Korean man who played Starcraft online for fifty hours straight); yet still we play. Is it to achieve a sense of victory, to progress a compelling story, or to explore new and interesting ideas through a medium ripe for experimentation? Is it all three or is it something different entirely?

Perhaps the deceased Korean demonstrates the most obvious answer to the reward we receive from games. His unfortunate example simultaneously alerts the gaming hardcore to the dangers of overdoing it and provides the first of the reasons for play: winning. Whether it’s finally getting the better of that boss in Zelda, sniping that noob in Halo, or nudging your friend off the cliff in Mashed, we love to win. This is possibly why serious gaming is perceived as such a seemingly male dominated interest; the whole basis of most videogames, from Pong right up to Crysis, is besting an adversary and that is something that we with the Y-Chromosome have excelled at, for better or worse, since the dawn of time. Arm wrestling is uncomplicated and can be played anywhere, yet we still experience a euphoric sensation in the knowledge that we’re better at something than someone else. In the context of videogames, this has been most evident when coupled the phenomenal rise of online gaming. Now we can win on a massive scale, co-operatively or competitively, with other human beings; the traditional goal of videogaming taken to a level that we couldn’t comprehend fifteen years ago (Achievements being the meta of this, the overarching quest to triumph over others). There is no doubt that many play games exclusively to win, particularly the swathes of alpha males that populate the servers on Madden and Call of Duty, gamers who would never venture into uncompetitive or more cognitively challenging territory. This isn’t necessarily a criticism, we all need to disengage our thoughts from time to time; blockbuster shooting games and annual installments in sports series’ are equivalent to reality television and typical Summer Hollywood fodder, not exactly clever, but enjoyable for the instant sugar rush they reward you with.

However, I digress. Shadow of the Colossus is technically a game you can “win” at, but upon playing it one realises it wouldn’t sit comfortably with the description. Did you really feel a sense of victory when you defeated the colossi in turn? Who is the villain of the piece? It isn’t as black and white as Mario versus Bowser, and the game attempts, rather successfully, to challenge the player, to question their motives, to feel remorse for their actions. This is another type of reward for playing games, those emerging as leaders of the “Games as Art” debate that demand something more of the player. In this instance, Killer7 can be cited as an example. It asks questions that Shadow of the Colossus never could; the gameplay is obscure and stilted, often requiring the player to second guess the events and consider it as less of a game than an artistic experience that enriches the mind, packed with bizarre and utterly inspired artistic content. Of course there are those who don’t “get” it, but it wasn’t produced to satisfy everyone’s tastes. These examples and their ilk reward the player through enrichment of the mind and inspiring them to think or create, like many a good album, film, or piece of art or fiction. They are there to be appreciated by those who wish to do so, and it’s refreshing to see quite a number of such titles emerging in today’s often bemoaned sequel strewn landscape.

Shenmue was mindblowing on its release. Sega’s epic created a believable world with interesting characters and sumptuous production values and is oft considered an early proponent of gaming as an art form. Although there is a crossover to an extent, it is largely a story driven game, unfolding just like a novel, except all the more thrilling as the player literally lived the experience through Ryo. He became more than just a vehicle for gameplay, beyond the standard expectations of an avatar. He may not have had a custom haircut or shoes, but he was the player. Or, more to the point, the player was Ryo. This made Shenmue and its sequel compelling and unique experiences, and two of only a handful of games in which the storyline has engaged the player to such a degree. The reward was seeing it to its finish (something we haven’t yet been able to do with Shenmue, and likely will never be able to), savouring each step along the way, interacting, brawling, being kidnapped, searching high and low for Sailors, playing a Sega Saturn, listening through what seemed like hundreds of tapes, collecting figures and becoming so engrossed as to mix up real time with game time. Rarely has a game crafted a situation in which you care so much about the central characters. Some felt a similar sensation playing through this year’s Lost Odyssey, one of the better examples of RPG storytelling. Often, an RPG can sink or swim based on its plot and to what degree the player cares about the fate of their characters and the world around them, and this is the reward derived from the hours of level grinding and random encounters, the unfurling of a good old yarn.

Overall, a player’s choice of genre can occasionally determine what type of reward they seek from games. Many will pooh-pooh Virtua Fighter, with its complex fighting system, or Ikaruga, for its unrelenting difficulty, but ultimately, those games were not created for them. They were made for players with patience and dedication, who take the hard road to victory. These players on the other hand would look with similar distaste at Tekken for its accessibility, however, rarely do you find gamers who play just one type or grouping of games; it’s usually a good spread, showing that a large proportion of us would like to derive different rewards from each game we play. Some games serve to cover all aspects of rewards, for instance World of Warcraft, which accommodates large scale PvP battles alongside story elements and social aspects. The next time you play a game you dislike, try to think about what you were looking to gain from the experience, and who knows, your perception of that game or perhaps an entire genre may change. This isn’t a plea for everyone to love all games, that is never going to happen and it’s not the point of this article, it’s for you to accept that what you want from a game is maybe not what your friend wants and that is perhaps the greatest reward gaming can give, the knowledge that we’re unique in our tastes, that if just a single person enjoys the most derided game and gains something for it, then it has served its purpose.


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Reviewed by AkumaX
Oct. 12, 2008
Sloppy, poorly executed and unfinished


The first Rainbow 6 Vegas was a superb, tactical crawl through Sin City's most glamorous spots. It has a strong campaign, excellent multiplayer, and at the time was one of the best games to grace the year old 360. Rainbow 6 Vegas 2 arrived little over twelve months later with barely enough time to make sure its shoes were tied and its hair looked alright...and by God does it show.

"Rush job" is not a title we especially delight in branding games with. In the past it was the sort of tag associated with EA (particularly their sports franchises) until they got their act together, and isn't bandied about often. There's a reason for that; to most developers, their game is a  labour of love, so they spend an inordinate amount of time polishing it and striving to ensure it's a well presented and slick piece of software before releasing it into the wild. This doesn't appear to have been the case with R6V2. Ubisoft Montreal have released what is essentially an unfinished game. Don't criticise just yet, allow us to elaborate.

We aren't saying the development team didn't do their best for the game to be a success. What we're saying is that they needed more time. It's understandable that Ubisoft management wanted their sequel out the door and onto shelves as soon as humanly possible, but it wouldn't be unreasonable to suggest that not enough time was afforded for the Montreal studio to create the best product possible. Simply put, Rainbow 6 Vegas 2 is not a good game. Infact, it just barely scrapes into the realms of average.

Essentially it's the first game plus one. Then minus ten. Some locations are recycled and the plot follows the same old thread from a different viewpoint, dragging the player through Vegas' less glamorous side, including downtown areas, junkyards and large, empty convention centres. Unfortunately, this is not why anyone visits the place in the real world, and it doesn't exactly let you lap up the sights like the original did. The gameplay remains largely untouched, bar a few features "borrowed" from Call of Duty 4, and to its credit it is still solid in that aspect. The biggest new addition comes in the shape of persistent character building through all the modes, and it works well, giving you a real sense of attachment to your soldier as you build up points in the pretty nicely implemented ACES system for XP and other rewards.

So far, so R6V.5, but unfortunately the glitchy nature of the first game remains intact in an even greater degree. Considering it was the main complaint last time round this could be pretty hard to believe, but once you've had to actually give up on the campaign because it's running at under 30 fps and skipping 90% horrendously, you'll know what we mean. What could have been a solid if unremarkable squad based shooter turns into an utter farce of broken single player and incomprehensibly laggy online play. Once you actually get into a lobby, a Herculian task itself, you're left to contend with the unplayable mush Ubisoft try to pass off for multiplayer. Bullets don't connect, disconnections are rife, and it simply doesn't work half the time. It's unfinished, and this is whatwe noted previously, there obviously wasn't enough time to get the core issues ironed out.

Yes, R6V2 has some neat ideas, but there's nothing worse than an utterly broken game, and although some fun can be squeezed out from Co-Op Terrorist Hunts, it simply doesn't justify the hassle. There may seem few grounds for complaints otherwise, but there's no doubt that a large chunk of the players have had similar experiences, and this is the kind of practice that turns potentially decent games into ones that come within a stone's throw of dire. It doesn't help that the graphics are dated, the environments are boring and the crux of the game is nigh on identical to the first, but sadly problems like those we experienced exist are unforgivable and result only in the wasting of a good thirty pounds.

(This review was originally posted on my Games You Should Buy blog, so please excuse the "we" and "us" remarks)



Reviewed by AkumaX
Nov. 18, 2008
Unprecedented


Fundamentally, Mirror's Edge is a game about balance. During those tentative first steps, it's literally about not falling from the ledges, poles and bars that seem oh so daunting to cross. Once the controls have been acclimatised to, it's a case of keeping encounters in check and learning how to deal with disarms and hand-to-hand combat. Finally, as Faith's movements become muscle memory and the Speed Runs tower ahead, it's about balancing the insatiable lust for speedy shortcuts and risky jumps with the safer, more assured routes: go too fast and you'll inevitably fall to your doom and force a restart, but go too slow and you'll simply take too long.

Ignore the dissenting voices. When you're sprinting desperately down a corridor, pulse racing, palms sweaty, ignoring the wailing sirens and the bullets shattering the scenery around you, gaze fixated on that one point fifty yards ahead, it hits you like a brick wall. This is nirvana, the pure gameplay moment that so many seek yet fail to achieve. MMOs deliver something comparable, but it's drip-fed, for the patient and the patient alone. Perhaps Mirror's Edge's most astounding trait is that it can, depending on skill of course, provide that thrill within a matter of hours.

There's so much to praise in Faith's world. The arresting visual design, the pitch perfect score, the superbly realised level layouts, the tightest controls this side of a spaceship... but let's get some things out of the way. Mirror's Edge has been pretty heavily criticised by some quarters of the gaming press. They feel frustrated, cheated, and short changed. They are flat out wrong. Almost every single time something goes awry, it's the player's fault. Ineptitude is not a flaw. Secondly, the game's length is not an issue given the tremendous replay value. If anything it's as much Radiant Silvergun as it is Prince of Persia, the quest to repeat certain sections until they are hard-wired to the fingers; hours and hours can be sunk into this game if approached with the correct mindset. Last, and most importantly, it seems many have missed the point. The whole angle was to create a first person platforming game, not a Lara Croft reskin. It does what Portal did for the puzzle genre last year. The immersion is paramount to the experience, the player is meant to feel at one with Faith. If escapism is the reason we play videogames, Mirror's Edge hits the mark absolutely dead on.

Of course there comes a time in every single high scoring game review when the reader is informed that "___ is not perfect". This remains a truth for Mirror's Edge, obviously, but it comes within frightening distance of that Holy Grail. There are problems with Faith's characterisation. It's not a case of Masterchief syndrome whereby the player is meant to envisage themselves in the suit, because we already have a talkative, established character in place. This works for third person games, when we appear to be merely influencing what this preconceived avatar is doing, but one can't help but feel strangely detached from the character one is meant to be. This surfaces only during the jarring hand-drawn cutscenes, which in themselves add nothing meaningful to the storyline. They look out of place and infact serve to the detriment of the experience overall. Why could they not just be rendered in-engine, from the same viewpoint as the rest of the game? The plot is also a relatively throwaway affair, nothing that hasn't been done a thousand times previously, and the thinly veiled loading times so prevalent in modern gaming are by no means dispelled. However, dwelling upon these hangups becomes mind-numbingly irrelevant about thirty seconds into a level as the already slight feelings of ill will are washed away.

It's difficult to say whether DICE are aware exactly what they have created. Mirror's Edge is an incredible piece of software. The studio has nailed each and every crucial element with such considerable equanimity and poise that it truly sticks out like a sore thumb among the reams of first person action games that rely so heavily on catering to the atavistic urges of young men and little else. There are those who are afraid of change, but Mirror's Edge dares to be different, and incase you hadn't guessed, it succeeds in nigh on every feasible aspect. That is why it has earned the very highest accolade. That is why you need to play this game.




4,620 Points
Ranked #164 of 27,134

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Date Joined: Sept. 17, 2008
City: Aberdeen
Gender: Male
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