Playstation Plus Post-E3: Worth The Investment?

E3 was a let-down in a lot of ways this, but some great things got announced among the disappointing non-games. One such announcement came in the form of a revamp of Playstation Plus for Ps3 users.

PS+ is a subscription service which Sony created to encourage users to visit the playstation store more often and purchase games, it intended to do this by giving weekly discounts on various games and monthly "free" games which users would lose access to when their subscription lapsed. Often these games would be worth significantly more than the subscription's cost, including such great games as Wipeout HD and Shatter, and occasionally brand new PSN titles would be given away for free to users at their launch, most recently this occurred with Awesomenauts. The typical month would include 2 PSN titles, 2 minis and 1 PSone title however this is what Sony has announced they are changing, starting this month.

The new Playstation Plus will still cost the same price (£11.99 for 3 months) but now instead of offering a couple of games a month when you first subscribe you will ALWAYS receive 10 games, made up of PSN games and digital copies of full retail games. So, how does it work? Well, each month there will be 10 free games, however 7 of them will be carried over into the next month with 3 of them being changed up with new titles. This will mean overall subscribers are getting less content each month, but it will be theoretically of a higher quality. Whereas before users would be recieving minis which they probably never played and PS1 "Classics" which often weren't impressive, now they should be receiving much higher quality PSN and retail releases.

So is the new PS+ a good deal?

Well, it's too soon to tell in a lot of ways. This new system will only work if Sony can keep giving great games every month, otherwise long-term subscribers will get shafted while new ones don't. It's possible that a lot of subscriptions could lapse and return 3-4 months later when most of the 10 games which existed around their subscription time had completely changed. Allowing them to pay less for the same content as continuing subscribers. This is assuming that Sony replaces games in order, it's probable that to avoid this very issue some games will remain in the list for longer than others. But it's too soon to tell! all I can tell you is that the first round of games is great.

Outland - An indie platformer which uses a colour-shifting mechanic similar to Ikaruga while also blending some metroid-vania exploration into the mix. This game was initially scheduled to come out during the PSN crash of last year and as such a lot of people missed this challenging and fun game.

Oddworld: Stranger's Wrath - First coming out on the Original Xbox, this game was a departure from the usual platforming fair of the Oddworld games. Instead it's a hybrid of third person action and first person shooting with an open world where you play a bounty hunter hunting the wierd inhabitants of Oddworld. I'll be honest I had never even heard of this game till PS+, but it's a lot of fun.

Motorstorm Apocalypse - One of the biggest first party IPs Sony has, Motorstorm is established as one of the best racing series. Apocalypse maintains the fantastic driving and track designs the series is known for, but it has a short single-player with and awful story which lets it down a bit. Still a really good game for multiplayer however.

Darksiders - Imagine Zelda, but with Devil may cry combat and a far better story. Got that? Okay, now take the usual bad Zelda sidekick/companions and replace them with MARK FUCKING HAMILL that's right, Luke Skywalker and the best voice of Joker. That's basically Darksiders in a nutshell. I'm underselling it quite a bit, but trust me, Darksiders is nothing short of amazing.

Warhammer 40k: Space Marine - A third person shooter with no cover system (yay!) and an incredibly basic melee combat system (boo!) which is required to be used to regain health (boo!). I'll admit, I've not played much of this game yet, but so far it seems to be the weakest of the bunch.

Renegade Ops - From the makers of Just Cause 2 comes a top-down shooter with a heavy co-op focus where you blow up so many things. I mean like, a LOT of things. It's insane and fun in the same way as Just Cause 2 while also having a crazy amount of depth.

Infamous 2 - If you like comic books and haven't played the Infamous series you are missing out. Suckerpunch's open world series sees you playing as Cole, a regular dude turned super/anti hero as you fight bad guys and monsters and stuff. Infamous 2's story goes very X-men at times, but has some unique and genuinely great plot twists of its own. It also has some of the best building-climbing mechanics around and some great combat too. Definitely worth playing.

LittleBigPlanet2 - So, as a game LBP2 isn't that great. The jumping is a bit floaty, the stock levels are okay but nothing memorable. But that's not the point of LBP2. The insanely intuitive and easy to use level editor and the creations you can download from online are, and they make the game well worth sinking a lot of time into. Also, Stephen Fry narrates. Need I say more?

Virtua Fighter 5 - A series which has become strangely niche recently, virtua fighter is still one of the most interesting fighting games around. It takes quite a bit of time to get the hang of though compared to some other fighters. I'm not very good at it, but I find it fun.

Chime Superdeluxe - I'll be honest, this is the one game here which I don't really like much. I'll admit that Chime is a good game, with some really good music, but I never really got into its style of puzzling. But maybe you will! I don't know!

On top of all this, subscribers this month seem to recieve all of last months content too which included 9 PSN games, most of which were mediocre. But Awesomenauts and mushroom wars were in it and they were Great!

So do I advise you to buy PS+ this month? maybe. If you haven't played even one of the games available in the relaunch then you'll be saving money to buy 3 months of PS+, the issue is if you don't finish them in those 3 months you'll be needing to resubscribe to play them more. Usually the discounts offered by PS+ are enough to help you balance out the cost but there are none that I can see this month, which is a disappointment.

Whether more than 3 months of subscription is justified right now is a mystery however. If Sony fails to keep the quality of games high and varied then PS+'s value is going to decrease dramatically. All we can do is wait and see. And play games.


GOTY Awards 2011: Part 1

Categories in this post...

Best Co-op Game

Best Art Style

Best Indie Game Bundle

First up, Best Co-op Game!

Winner: Portal 2

When it was first announced that Portal 2 would have co-op my reaction was a non-interested shrug and a noise that resembled "hrmph." It looked fine, but I doubted it would be able to integrate the story and humor that made Portal so great in the first place into it. Then the game actually came out and I put more time into Co-op than the single player (although finished both.)

Portal 2's co-op contains some bizarre and challenging puzzles, some genuinely funny jokes and a storyline that could maybe be setting up something really impressive for a Portal 3. Maybe, their was DLC that slightly changed that...

But without spoiling the story, it's a great story and there's some fantastic humour in it, including a part where Glados will in fact say different things to each player, trying to turn them against each other.

Runners up: Renegade Ops, Saints Row The Third

Best Art Style

Winner: The Legend of Zelda: Skyward Sword

Zelda is a series that has struggled to find its style in the past few iterations, with Windwaker the series went cel-shaded and then in Twilight Princess the graphics had a darker turn. Both art styles had their high points and low points, TP had some textures with blurry details, WW had some textures with no details, but Skyward Sword manages to take the best of both and mix them together while losing the worst parts. The characters all look cartoony but not super deformed, the world is all realistic in a way but everything looks very painted, even the way it handles LOD adds to this effect, with the lower res textures it renders in the distance being made of large blobs that look painted.

The final effect is absolutely stunning in motion with some very memorable locales.

Best Indie Game Bundle

Winner: The IndieRoyale Launch Bundle

There were a few competitors to The Humble Indie bundle which launched last year, releasing a new bundle of games every few months for whatever you felt like paying, but none I felt was more impressive than the launch bundle for IndieRoyale. Now, it could be argued that in fact, the recent Humble Indie Bundle 4 which included such gems as Cave Story +, Super Meat Boy and Shank is a better quality bundle, and I'd agree to some extent. The reason it does not win this award is that everyone already knows about those games. Cave Story has been around forever and has been generally agreed upon to be one of the best Indie platformers since it came out, seven years ago. Super Meat Boy was incredibly hyped up first by Wii fans craving a good downloadable game and later by PC and XBLA gamers after Wiiware's restrictions forced it off the platform. And Shank is Shank. It had a fair amount of talk around it before it came out.

Now tell me, had you heard of Gemini Rue, Sanctum or Nimbus much if at all before they had come out? Or after? Unless you were in a very niche crowd of gamers, your only exposure to two of these games was probably Giantbomb's quick looks of them, or maybe Totalbiscuit or someone did a video.

IndieRoyale's Launch Bundle was the perfect one for pushing its new way of selling indie bundles (a minimum price is set, if you pay that the price raises for the next person, if you pay more than that it goes down). The bundle had a great mix of high quality but also not very well known indie games that helped give some indie gems better exposure to the world. And since that bundle IndieRoyale has release multiple other bundles of similar quality, so you should all be hotly anticipating their next one!

Runners up: The rest of IndieRoyale's bundles, Humble Voxatron Bundle, Little Big Bunch Indie Bundle (from GetGamesGo),

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ClaDun: This Is An RPG Review


 On Christmas day 2010 I opened a present from my girlfriend (well, I opened a bunch of presents, but just go with it), I already knew what it was but I was still excited to finally get to hold it in my hand, my brand new PSPGo.

Then I opened the present her parents got me, which was lo' and behold, a PSN voucher for £20 to buy my first games with. And what did I invest that money in? Completely on a whim, without doing any research I picked up three games. Pac-man Championship Edition, Ratchet and Clank: Size Matters and finally ClaDun: This Is An RPG. Out of all of them, ClaDun has by far gotten the most playtime, and with good reason.

ClaDun starts off with the character of Souma, technically the main protagonist, but the story is told in a strange way and you only actually need to play as him during the tutorial. Anyway, Souma is out with his friend, Pudding, exploring or something that isn't really explained. It's not that important. What is important is they fall into a mystical world known as Arcanus Cella, where they meet a strange witch that explains very little to them and basically tells them to get lost. What happens next is the strangest part of the game. You see, after that introduction and tutorial you are left in Arcanus Cella to wander around, and you can in fact leave. Leaving runs the tutorials and ends the game, allowing you to finish the game in under 5 minutes. But of course, that's not what you're meant to do, you are meant to dive into the dungeons and progress the insane story onwards. The story introduces dozens of characters within the first couple of dungeons, populating Arcanus Cella AND you can make your own (I personally put Megaman's face on a guy.) You can play as any character, and it doesn't change the story at all. Honestly, the story isn't that great or interesting, but coming from NIS, it is sprinkled with humour and charm, constantly mocking RPG standards (hence the name This Is an RPG) and it has some really silly and funny moments.

The gameplay itself is a very strange and fun blend of oldschool Zelda and Diablo. It controls like Zelda, the game is top down, you swing your sword at guys, they die. But they drop lots of coins and occasionally loot (hence, like diablo) which you can then equip or sell or whatever. On its own it controls well enough that this would have been a simple pick and play game, but no, it is also crazy deep layered with various different systems that make this game really complicated if you want it to be. 

To start with, there's the main thing, the big deal. The Magic Circle system. Basically, you equip the characters you aren't playing as to use as meat shields. They also give you buffs to your SP and HP and what not, and depending on where in your circle you put them they gain extra buffs or debuffs, like they could gain more EXP but lose half their DEF rating. Everyone in the circle gains EXP as you fight bad guys, but the way they level up differs depending on if they are the main character or support character. Whoever you are actually playing as levels up in a way that generally makes them better support characters, where as support characters level up in a way that makes them better main characters, thus encouraging you to switch out who you play as relatively often. And on top of all that, you get various items you can also add to your circle, which buff the health, Attack, defence, and whatever other stats of the characters they are connected to. It can all get a bit overwhelming at times, but once the whole thing clicks with you it's actually a lot of fun to try and figure out the best combinations of characters.

ClaDun rewards speed over thoroughness, each dungeon you enter will have a high score speed, and if you beat it you gain fame, which unlocks various things such as better weapons and armour at the shop or Randomly Generated dungeons to grind for more levels and loot. It's a fun, and a good incentive to go back to older dungeons just to see if you can get under some of the absurdly low times. 

Graphically, Cladun looks fantastic. Not technically of course, since it is all faux 8-bit, but from an artistic standpoint the characters look good and original all the enemies look really cool and everything animates smoothly. It all sounds great too, the sound effects are simple but good and the music is really superb, with NIS's quirky touch of allowing you to switch at any time between an Orchestrated soundtrack and Chiptunes one, both of which are good listens.

So, do I recommend ClaDun?
The PSP isn't exactly lacking in RPGs, it's one of the few genres that it has lots of entries into, but yes, I'd definately recommend ClaDun to fans of RPGs, and in general fans of NIS. Because lets face it, while NIS's games are always quirky and funny they often lack in the gameplay department. ClaDun does not, it delivers on every front and honestly my only minor gripe with it is that maybe there isn't enough of it. There's a decent number of dungeons and there are randomly generated dungeons and what not, but it still all feels a little short. But rest assured, the time you spend in Arcanus Cella will definitely be a lot of fun. 

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Infamous 2 First Impressions - Got a bad case of UGC

Infamous 1 is the game that in my eyes justified my purchase of a PS3. It did so many things well and blended them into a really unique game. It was a strange mash up of Sly Cooper-esque platforming, crazy super powers, a comic book style story and brilliantly realised city.

And now, Infamous 2 is out. It came out today (yesterday technically) and of course I picked it up.

For various reasons I've only really sunk about an hour into the game so far but I have to say, it seems like the core mechanics are the same, but the design of everything around them is so much better. The city feels even more realistic, with a more natural colour pallet (the first game suffered from lots of near greyscale areas) and the power system has been expanded. Like I said, I'm only about an hour in so I haven't even unlocked any new powers yet.

But honestly, I didn't make this post to talk about the gameplay. The game plays like the first but with a MUCH better framerate, and other improvements everywhere. But that's not what has impressed me most so far. The thing that has? UGC.

UGC stands for User Generated Content, not really something that is expected from a large open world action-platformer. It shouldn't work, it doesn't sound like it would work...But somehow it just does.

Infamous 2's UGC doesn't allow you to say, create a city, but it does let you use any area of New Marais to create your own missions, similar to the ones in the game. The tools seem relatively simple but also very clearly allow for a TON of depth as shown from some of the example levels created by Suckerpunch, and the full levels people have started to upload. These missions are integrated incredibly smartly into the world, simply using mission markers like any of the story missions, but green instead of Yellow or White, which missions appear on your map is dictated by a filter that you can set up in a menu that makes it really easy to surf through different types of levels.

For example, I set the filter to Featured to start with and went to the closest mission, a Suckerpunch example level that involved a giant disco ball murdering people, and Cole needing to throw propane canisters at it at appropriate times to take it down. Despite the appearance of a random giant murderous disco ball, this missions played pretty much like something from the game, or even the first game. But that's still really impressive. If more people keep making high quality levels like it then this UGC feature will be fantastic. At the moment, a lot of them don't seem to be there. Even this Suckerpunch one had a mission-breaking bug in it that caused me to restart the mission, but UNTIL that point, the quality was similar to that of a story mission, with multiple stages to the progression of it. But over time as people get used to the tools I expect the quality of the missions will increase, and I look forward to it.

That said, I don't come to Mods (which is essentially what this is) to play missions that feel like they could have been in the game. I come for the fucked up insane shit and in my short exploration of UGC, it delivered. The mission I found was simply "New Level" assumably the default name for missions, I spotted this excitingly named level and traveled to it to find out what it was. I mean why not? It turned out to be a platforming level that spawned various rails for you to run along to follow giant yellow arrows. These rails ended up leading to a grind cable (something that isn't placeable by the editor) which then lead to giant tankers of gas floating in the air, some of them spinning. The result being a really fun and challenging platformer level that I can just tell is what this feature will be used for. People are going to make insane, nearly broken, super difficult platforming sequences. 

And I totally dig that.


Kingdoms of Amalur: Reckoning

So, I don't really see many people talking about Kingdoms of Amalur: Reckoning, and it's sad because it looks insanely good.

Being developed by Big Huge Games (the talented guys who brought you the XBLA version of Catan, and the highly praised Rise of Nations) with the design team being led by the guy who made the good bits of Oblivion good.

That and they have a big-name author who has been working away at making a deep believable world for them to slot the game into.

So what is the actual game like?
From what we've seen so far, it's an open world RPG akin to something like Oblivion, but that looks to improve on three of the main things that weren't good in Oblivion. 

1) Oblivion's story was terrible. As mentioned, they're working on this.

2) Combat. KoA has a much deeper combat system than Oblivion did, which is more akin to an action game than an RPG. Which I think is fucking great.

3) The world design is going to be fantastic. With each and every crevace of the world being hand designed, unlike Oblivion which was largely procedurally generated.

Now, these early gameplay walkthroughs are very combat focussed, but previews that have been coming from various sites have explained that there are even more other systems in place than even oblivion.

Stealth, theft, magic, THREE crafting systems, etc etc 

You name it, it's gonna have it.

This is shaping up to be a beast of a game, and after I was mildly disappointed with Oblivion, I'm honestly far more hyped for it than even Skyrim.

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Why Everyone Should Play Kane & Lynch 2

Okay, let me start this by making on thing very very clear.

Kane & Lynch 2 is not a great game. Hell, it's barely a good game. The story isn't particularly interesting, the gameplay is solid but generic, etc etc. It's pretty much the definition of "okay."

That said, everyone should play it.

And the sole reason? The graphics.

Far be it for me to be the person who judges games for graphics rather than gameplay, but what Kane & Lynch 2 does graphically isn't just good looking (in fact, at times it looks intentionally shitty) but it's important for our industry as a whole.

Kane & Lynch 2 marks one of the few really innovative uses of an art style in this generation. Most of the games have been "SUPER HIGH RES TEXTURES" this and "4 BAJILLION POLYGONS" that. And don't get me wrong, there have been other games that have tried art styles that have been great too such as Mirror's Edge's utterly stunning use of primary colours, or Borderland's unique blend of hand-drawn textures and current generation shading techniques.

So what does Kane & Lynch 2 do graphically that makes it so different and interesting? Why is it important? The first is easier to answer. K&L2's entire game takes place through the eyes of neither Kane, nor Lynch. It is all shown through the low-quality camera lens of a third nameless protagonist (who is never actually interacted with bar one scene in the game, which is kinda weird.) The direct result of this is some crazy filters and a really strange camera shaked that doesn't follow the character you control properly (on purpose) and an very gritty and often brutal game in a way no other game has done. The brutality isn't always portrayed by what you see, but often by what you don't see. Yes, there's a scene where you see Lynch naked, being cut open many times by a utility knife, and yes, that's pretty brutal. What is more brutal though is knowing that you've seen that but that when you shoot someone in the face the game refuses to let you see it. It all gets pixelated and the game lets your imagination fill in the blanks. Comparing what you can't see to what you've already seen allows your imagination to assume the worst, that you have done horrible horrible things to this person with a single bullet.

There's more than that too, K&L has a bag of great filters and it knows when to use them. When you get shot the screen pixelates and gets covered in artifacts as though the camera recording it was breaking. Also, natural light sources break and smear across the screen, again adding to this idea that the entire game is filmed via the camera of some third unknown character.

I feel that this is important to the industry because it IS something new. In an industry that is largely growing more and more stale by the year, at least graphically, more and more developers NEED to try to make their games stand out more. K&L2 is not a game you would ever mistake for something else. You won't ever look at it and go "Oh, it's know that third person shooter...Uncharted?" because it looks nothing like anything else in the genre.

The game itself is not great, and is super short as well, but everyone should see these graphics on their TV or monitor in motion, when being directly manipulated. If the games industry is ever going to catch up with the movie industry in terms of storytelling (or even surpass it as interaction allows it to), it needs to embrace more alternative art styles that fit stories better. Just making a game look as high quality as possible should not be the focus, making them look as fitting for the story should be.

Anyone else agree with me? Or is my crazy rant just my opinion and nothing more? ;p  

Metal Gear Solid 4 Review

The review system is being buggy just now, so here's my review in a handy dandy blog post!

Now, I'll start this review by stating a fact. Metal Gear Solid 3 is quite probably my favourite PS2 game, and if I were to write a top 10 games of all time list, MGS3 would most likely show up near the top of it. That, and I've played every Metal Gear game to date, all the canon games and even the bad NES port and non-canon sequel, the PSP spin-off Ac!d series, etc etc. I've done it all, and I've loved pretty much all of them except the NES games (the MSX ones were fantastic though.) With that out of the way let me just say this. Metal Gear Solid 4 is not a very good game. And is a big backstep for the franchise. It feels very much like a rushed ending to the series so that Kojima can finally move on to other games. And I'll explain why. 

Metal Gear Solid 4 follows series protagonist Solid Snake, now Old Snake due to accelerated aging caused by him being a clone. He has been sent on a mission to stop Liquid Snake, somehow surviving his demise from the first game and possessing Ocelot's body via a transplanted arm in the second game. The world is a grim place, where War is the main economy for the world, with countries making and losing their money via weapon sales and PMCs all controlled via nanomachines. Liquid is planning and insurgency, despite the fact that the moment he tries the nanomachines in his soldiers should cause all their guns to stop working. So naturally, everyone is pretty scared of what he has learned. The story overall is pretty good, and is a good conclusion to the Solid Snake saga of the MGS series (I still think we'll see more prequels telling the story of Naked Snake/Big Boss though.) However, the story feels very heavily condensed, put into frequent cutscenes that often break the hour mark and tell things in an unelegant and honestly rather ham-fisted way. While the game does answer all the questions from previous games, it does so in a seemingly random way, where explanations for things from the previous game are slotted in where they don't seem necessary. There's also the fact that characters act very unnaturally in many places, especially Naomi. Overall the story feels like it should have been split between at least two games rather than all crammed into one. The story is good though despite these issues. The best part of all is Old Snake himself. Old Snake in MGS4 takes on a similar role to Naked Snake in MGS3, he isn't really doing the right thing, he's just obeying orders, and he is beginning to come to terms with big changes in his life. In MGS3 it was The Boss's betrayal, in MGS4 it's his impending death. It's one of the more well conveyed parts of the MGS4 story, and makes Snake a much more likable character than he otherwise would have been. 

Luckily, Snakes age doesn't impact his maneuverability much. He's still quick to move and react, his aim is still steady and he's even picked up some nice CQC techniques in his time since MGS2. You find a large selection of weapons, with playing the game as a shooter becoming more of a viable option than it use do be. However you can still play it stealthily if you want to (and I did) for the most part. In general it plays like the last game in the series, MGS3 with a few key additions. Octo-camo dumbs down the Camo system from MGS3 for people who didn't understand it or something, the Drebin Store lets you buy ammo and weapons on the fly at any time you feel like, setting a very different feel from the previous MGS games. In the older MGS games it was not uncommon to run out of tranq ammo and be forced to play differently to compensate (if you were like me and only tranquilized people that is) but that never happens here. ever. Overall though it's still MGS, the mechanics till work great and the AI is improved a fair amount too. This is great for the two chapters of the game where stealth is important. Yes. Two chapters. You see the game is split into 5 chapters. The first two of which are utterly fantastic, they have a few minor issues (respawning enemies? What?) but overall they are a lot of fun and they feel like they are a great evolution of the MGS mechanics. The other 3? Not so much. 

The third chapter consists of a terrible section where you follow a guy through a street and then an on rails segment, which while not necessarily bad, has been done better elsewhere and really only exists to fuel nostalgia for MGS3.  The fourth segment takes place in a setting of a previous game, and all the enemies you encounter are machines, which makes it super-easy, since one chaff grenade and they're all out. Or, you can fun your way through them much easier than humans. "But Protome" you are no doubt saying, "I want to finish MGS4 without any kills to unlock bonus stuff!" Don't worry! Killing machines doesn't count. So just run and gun your way through this dull section, which again, only exists to fuel nostalgia. Then there is the final chapter, which is okay. It's more similar to the first two chapters, but is also really short and has the worst cutscene to gameplay ratio. 

Thats one of the main issues with MGS4 as a whole, and personally is what I think caused all the great reviews for it to occur. MGS4 plays on nostalgia for the franchise all the time, constantly making references to the older games, bringing back characters or locations or gameplay sections. And honestly, I think it's a poor idea. You can't make a game solely based on nostalgia, nostalgia isn't fun. And honestly most of the references to older MGS games just served to remind me how much better those games are than this one.  

One thing that MGS4 does just well as the previous games however is the boss fights. Bringing in the Beautys and their Beasts, a group of female soldiers who have been enhanced by machinery to have crazy powers, and nanomachines that force them to feel one emotion. They are great characters in their own right, and fantastic boss fights which successfully do what the rest of the game wishes it could do. They play on nostalgia of fans by basing each of these bosses roughly on a boss from the first game (often only in name) but these boss fights are good enough to hold their own and stand up as some of the best boss fights in the series. They don't rely on nostalgia to keep players playing like the rest of the game. 

MGS4 also has a big online component, which is pretty fun, and a good evolution of MGS3 and MGS Portable Ops' multiplayer components. That said, it's not really as good as some of the better multiplayer games out there, but it's fun to kill some time in. 

So, to sum things up, what do I think of MGS4? Well, I really love the first couple of chapters. But that's 2/5ths of the game. The final chapter was good too, so that's 3/5ths, but the other two chapters were abysmal. If 2/5ths of your game is shit, you're doing something wrong, simple as that. The game has same great mechanics, but has very few sections of the game where those mechanics are used well, and relies too much on nostalgia to make up for the dull parts. It's worth playing to see the conclusion to the story if you are a fan and are willing to overlook some really bad parts of the game, otherwise, skip it. Maybe watch the ending on youtube or something and go back and replay MGS3. 'cause that game is awesome.
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Finishing Unfinished Games

So, Summer is coming up and I have a tradition of setting myself a task to do over the summer which I end up not doing. What is it this year? 
Finish my Wii backlog of games! I don't have that many, but I also don't think I'm likely to finish them all. Here they are. 
1) Battalion Wars II - A fantastic game, but brutally unforgiving the later stages. A single wrong move and BAM. All your units are dead. I'm hoping to finish it, but out of my list, this one strikes me as being the least likely to be finished. 
2) Epic Mickey - Not the worst platformer in the world, but fetch-quests bored me when I bought it and I stopped playing. Maybe I can force my way through it though! 
3)  Final Fantasy Crystal Chronicles The Crystal Bearers - The name of this game also reflects my opinion of it, overly long and tedious. Oh, and the combat is also terrible. Picking up dudes and throwing them just isn't a good combat mechanic. 
4) Mad World - Platinum Games' debut beat-em-up, which went on to inspire People can Fly's "Bulletstorm." It is fun in short blasts, and I'm near the end so it's probably going to be the first game I finish. 
5) Muramasa: The Demon Blade - It's crazy japanese and button mashy. I'm also near the end of this though. 
6) Punch Out! - IT'S FUCKING HARD. >:( 
7) Super Mario Galaxy 2 - I actually feel kinda bad for having not finished this game yet. But I just keep trying to do everything and burning out on the minigames because they are just so well...awful. The Crate burning and the ice skating ones in particular. The actual platforming still remains some of the best in the genre. But those minigames UGH.  
So yeah, that's my list. I'm not sure I'll finish them all, and I may even add No More Heroes 2 to it at some point. ONLY TIME WILL TELL. 
Do you guys have any unfinished games on any platform that you plan on finishing eventually? 
I also have a giant Steam backlog, but I've given up on that, I really don't want to play Company of Heroes ;_;