Precision Flailing

As I prepare for the onslaught of AAA releases over the next few weeks (Rock Band 2,

Take a guess at how this action is performed in game.
Saints Row 2, Fable 2, Dead Space, Little Big Planet, FarCry 2, Fallout 3, Gears of War 2, CoD: World at War, Guitar Hero World Tour, Mirror's Edge, Left 4 Dead, Banjo Kazooie: Nuts and Bolts, Resistance 2, Tomb Raider Underworld and Prince of Persia, for example) I decided to pick up one of my "Maybe, that game looks pretty okay." games, Wario Land: The Shake Dimension, simply because it was already out - right there on the shelf for me to have. Probably a good decision, as you might notice that there isn't a single Wii game in that list (rather, I'm picking up all the multiconsole stuff on 360) and the little machine has been getting lonely since I decided Smash Bros was an $87 flop. Maybe I should actually play Mario Galaxy, Twilight Princess and Metroid Prime 3... but that's a story for three other posts somewhere far in the future.

Wario Land, then. It's a pretty nice looking 2D platformer. The level designs aren't bad at all, with all sorts of well hidden secret bits and a whole lot of places to use the wii remote based controls. They had a chance to destroy the game with these, but they're pretty basic and moooostly functional. Certainly better than the game breaking soul capturing mechanic in Folklore - the single worst piece of motion control I have been assailed by thus far. The only trouble I had was the coin bags you need to shake, which would occasionally refuse to accept my spastic flailing. There are only so many ways to shake a remote control, Nintendo. It's beyond silly at this point and if the next Microsoft console has motion control I'm probably going to cry.

Minor, mostly irrelevant control complaints aside, I had a lot of fun with Wario land in the 5 hours it took to finish. It is a little weird seeing the transition in difficulty from just getting through the levels (super easy) to all of the boss fights from the third world onwards. While insanely difficult compared to the rest of the game, the boss fights are probably the best thing about the game. All six of them are a lot of fun and are very well designed. I've missed boss fights like this.

That 5 hours to get through the game is exactly that - the bare minimum required to see the end credits - including grinding coins out of that easy train level seven or eight times. That reminds me... If I have completed all levels prior to world 5, just let me play it. There's no test of skill involved in playing a level over and over so I can afford to play the one I'm up to. Take out that nonsense and the game is 4 hours long. That's probably why it's in there to begin with. It's not necessary, though. The number of secrets and challenges in each level could easily keep a person coming back for another 20 hours. Maybe even longer. It's a sad side effect of the number of games being released that I just won't have time to go back to these. Maybe in a few months. Maybe not, if this release schedule keeps up. The game does feel like it could have been stretched out to eight or more worlds instead of five, but that might have just made it get boring. The fifth world, for example, consists of one Chinese level, one underwater level, one ice level and one haunted house.

Overall, it's a good game which is a must own if for whatever reason you only have a Wii, but is badly timed if you have either of the other two consoles. Well worth playing.

Random note: I wish they'd stop giving games different names worldwide. Translating from Japanese is fair enough, but this game seems to be called Wario Land: Shake It! in America, Wario Land: The Shake Dimension in PAL territories and Wario Land: Shake! In Japan.

Another note: This is the fourth Wii game on my shelf (instead of the pile) as 'completed'. All four of them have titles beginning with 'W'.
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A lot of halves of a lot of people.

I am a pretty big fan of the Survival Horror genre. There are three Resident Evils and a

A shot from the excellent intro.
Silent Hill in my personal top ten games of all time. I was worried that RE4 had completely killed the genre, turning that series very solidly into 'Action games'. RE4 IS one of the three I mentioned earlier - let's get that clear. Silent Hill: Homecoming sticks a lot closer to the genre standards. It is very much a Silent Hill game, but the controls and the combat have been vastly improved.

Silent Hill 2 featured what I believe to be the best story ever told by a game. SH5's story isn't quite as good, but is still very solid. I've deleted a few sentences here because I don't want to spoil even a little bit of the story.

The ability to strafe has been added and it works so well that I am now completely sold on RE5's controls. Silent Hill's fantastic map system returns, with our character scribbling notes on his map as you explore, marking which doors are blocked off, locked and so on, as well as marking the location of important features and save points. I haven't played SH2 for a while, so I don't remember what the constraints on ammunition were, but Homecoming limits you to less than 30 pistol rounds and I believe 12 shotgun rounds at any one time. The combat is very melee focused, with a brand new dodge/counter system as well as a bunch of finishing moves, which never got quite as varied as I'd hoped. Taking the dog's head off with a knife is pretty spectacular the first time you see it, though.

While we're on the subject, Silent Hill: Homecoming is a violent game. Violent enough that it puts the other games in the series to shame and also violent enough to have been banned from sale in my country. Hooray for the region free PS3 and hooray for Ebay. Probably every second room in the game has half of a person in it. The ambient gore is amazing. It's just... everywhere. Fighting certain enemies will show you exactly why, too. One enemy in particular will pick you up, turn you sideways and cut you in half using the blade on his head. There's also this one scene involving a drill and someone's eye that the OFLC specifically mentioned in the banning notice... Several times I let myself die just to see what would happen. I still disagree with the banning - all of the Saw movies have released at a 15 here and SH5 certainly isn't more violent that those - but it is very VERY violent.

The standard for Silent Hill games as far as I've seen has been that you explore the entirety of a multistoreyed building, trigger the dark world by finding something important and then go back through those same (but significantly rustier) rooms again. SH5 does use the dark world a lot, using the peeling effect from the movie to show it, which is amazing, but it doesn't often make you go through the same area twice. The one time I can think of is a scene in Alex's house which is amazingly creative.

The addition of human enemies near the end of the game seemed odd, since they're significantly easier to kill than everything else. In all fairness, there are only about 10 of these in the entire game. The boss fights are uniformly brilliant and as usual for Silent Hill, when you realise the reason for what the bosses each look like you will be horrified. This theme of blending enemy design with the darker elements of the story has always been a strong point for the series and this game's bosses might well be the pinnacle of that.

In summary, if you like Silent Hill games or Survival Horror in general, Silent Hill: Homecoming is a very good example of each of these and you should almost definitely play it.
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Airstrikes 2: Hooray For Airstrikes

Like every other person on the planet I completely missed the first Mercenaries game.

This is one of the smaller explosions in the game.
I'm not even sure I've ever seen a copy. The four people who DID play it liked it enough and spoke about it so vocally for the last few months that they somehow got everyone else excited for it. I've learned to completely ignore review scores from a certain site generally referred to around these parts as "the old job" and the 5.0 they awarded Mercs 2 was no exception. . Through some unmathematical lunacy I consider a 3 star review a significantly higher score than a 5/10 and I went with the score I did trust. Also, this was another of the "It's my birthday, I don't care, I'm not paying for it" games.

Mercs 2 seemed like a fairly short game for what it is, but the ingame clock on my completed file reads a little over 27 hours, just two hours short of how long GTA4's story took me and that game was LONG. Evening this out is the fact that me and a friend fell asleep with the game on and so added about 4 hours to the game's timer, but that still seems like a lot longer than I actually played it for. That said, Mercs 2 is the correct length. The missions are all reasonably similar, but the game doesn't go on for long enough for that to become an issue.

The voicework is aggressively repetitive. I was laughing at the ridiculous one liners at the start, but even in the first mission I heard everything the character can say about 3 times each. I played the rest of the game with the sound off while listening to the swathe of TGS podcasts from this and two other websites and I think it really improved my enjoyment of the game. I turned subtitles on and kind of half read, half skipped the cutscenes and mission intros. The story is much much less important that the explosions here. The minor annoyance with this is that an achievement will pop up directly on top of the subtitles during any important story sequence, causing me to miss the second line spoken in every single cutscene. To be fair, this because I was playing the game 'wrong' but it still seems a bit silly. Again, minor.

The closest comparison to Mercs 2 is Just Cause - a significantly worse, far glitchier game that I played for a much longer time. Just so you know, anyone with 1000 in Just Cause did 147 of those near identical takeover missions. The big thing that Just Cause did RIGHT was the stunt system. Mercs steals the helicopter hijacking from that game and it's a nice addition. I hope you like quicktime events (button matching cutscenes) because Mercs 2 has THOUSANDS of them, including a rather long one-miss-death one as the last boss fight. Probably the highlight of my play experience came as the result of an experiment to see exactly what I could survive. The game doesn't like killing you in one hit. I'm pretty sure you can survive ANYTHING and still have 2 health left. Near the end you get to order in a nuclear blast. I stood right under it and survived. It was spectacular.

In summary, pretty good game. Little bit glitchy. Things exploding. Worth playing.

Yes, I'm aware I didn't really say anything in this review. The title is stolen from Zero Punctuation but if you didn't recognise it, you have been missing out.

Next review will almost definitely be Silent Hill: Homecoming. Ban whatever you want, I will ALWAYS find a way to get it. Spoiler - that review is going to be positive.
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The Second Best Game This Year With 'Paradise' in the Title.

The original Viva Pinata kind of came out of nowhere for me. I'd seen gameplay footage

You can fill your garden with sand or ice (or both).
and heard from people who were really liking it but the term 'Romance Dance' was then and remains so unappealing that I didn't want to hear about the game at all. I still don't really know why I bought it. I randomly walked into Kmart one day and saw it there for $60 - half of the price of a regular game. I remembered the strong reviews it was getting and on a whim picked it up. When told at the desk the game was actually selling for $50, I picked up a copy for a friend as well. While I can't explain why I did this, it turned out to be the right decision and I found the original Viva Pinata to be one of the best games available for the 360. The checklists in the journal give it an amazing, but well hidden sense of structure and it ends up playing very similarly to the collecting aspects of the Pokemon games. I put a full 50 hours into the original game, collected my 1000 points and immediately wished there was a sequel.

After a misstep with the heart breaking release of a trashy party game, here is that sequel. It looks and plays identically to the first game but has about 50% more pinatas to collect, a kind of mission mode, where you are asked to aquire a very specific pinata to send to a party, giving the game more of a sense of progression, and quicker shortcuts to most of the stuff you use the most often. This is EXACTLY, down to the letter, the game I wanted. It doesn't bother me that all of the shop owner voice bits are the EXACT same ones used in the first game, because it's now so rare to have to actually visit them. If I want to nitpick, I'd have to say that the pop up menu to get seeds etc is probably still a bit too slow, since it loads all of the icons. A further improvement would be to just pop up a list with no pictures at all. Just make the game run that little bit smoother. One of the very few complaints I had with the original game was the general pathing and behaviour of the pinatas. Of special note in the pathing was trying to romance Salamangoes. The path up to their house was so long that they would (more than 90% of the time) give up or get stuck or similar. It was a nightmare. I bred them in VP2 with no such troubles. The visiting pinatas in the original game were also only very vaguely interested in coming there to live and they would often come in and wander around for ages without eating any of the thousands of apples/whatever you had left lying around to fill in their resident requirements. The most memorable of these was the Elephanilla, which needs to eat something along the lines of 16 apples, 16 bananas and a sandwich before it will stay. I had to trap one with fences to stop it from leaving after eating only one or two things. VP2 fixes both of these issues. Any pinata wandering in will generally run immediately towards its requirements and start eating and will not leave until it is finished. The ridiculous requirements were also lowered, in this case from 16 apples etc down to just four.

The first VP had an excellent set of achievements with 50 of them, each worth exactly 20 points. The only other game I know to have done this is Dead Rising, in which it is equally commendable. While VP2 strays from this, with some worth 50 and a lot worth less, it does do something fairly interesting with its points. Every single achievement in the game is based around a feature not present in the original game. This means there isn't a single achievement shared by both games and is an excellent way to showcase the new additions to the game. The quality of these additions does, however, vary wildly. The arctic and desert locations are good, though it would be nice to have ten or more of these themed locations. The challenges system as I said adds a great sense of progression to the game, but I think in some ways this detracts from the experience. The pinata fashion shows and races, on the other hand, are so bad that they detract from the overall quality of the game as a complete package. They seem badly out of place. Of particular offense are the Pinata Vision achievements, requiring you to own or in my case borrow a Vision Camera and find cards on the internet to scan into your game. It took me 45 minutes to get the lighting and positioning just right for this feature to work even once (the achievement is for doing it ten times). Better than R6 Vegas, I guess, since I NEVER got that one to work. The only achievement I don't have now is the "Play with 4 players online for an hour" one, as there just aren't any 4 player games running online and no one is joining mine. I've given up on social engineering to get achievements, gathering a group of people on a message board for a good old achievement whoring session has really gotten old now, so I'll just have to look at my 990 in VP2 for all eternity. Unless... you know... 3 people read this and want to help...

In the early stages of the game, since it was doing everything I wanted and I hadn't found any of the worse features yet, I could be heard to call Trouble in Paradise "The Best Sequel I Have Ever Played." Not the best game to be the second or later release in a franchise, mind you. I'm talking about the sequel which most closely matched what I wanted it to be. Having done what I'm going to count as completing the game, I have to say that the experience did start to lessen later on, but on the whole I had a very VERY positive experience with Viva Pinata: Trouble In Paradise and I applaud Rare for releasing it. Also the name 'Sarsgorilla'. Well done.

For reference the title refers to Burnout and the two games are dangerously close in quality. The number of excellent games released so far and indeed about to be released this year is absolutely insane.
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Blowing Holes in Walls

I'm not generally a big fan of War based shooters. I pretty much completely ignored them until the reviews for COD2 at the 360 launch came out.

So, so good.
They were too positive to ignore and yes, the game was outstanding. I have even less experience with the Battlefield franchise. I only really need one or two online multiplayer games each generation. I'd rather be playing through a single player story. Battlefield: Bad Company takes a lot of ideas from a popular multiplayer game and applies them to a single player game. That still wasn't quite enough to get me excited. I had long since decided I didn't care about the Battlefield games. Jeff's 5 star review got me interested and was probably the turning point for me deciding I wanted the game and when I had some birthday credit to throw around,  I went for it.

Thankyou, Mr. Gerstmann.

Bad Company, even as the first single player campaign in the BF series, tells a truly fantastic story which could not be further removed from the standard military story I went in expecting. I'm not going to spoil anything, but the ending is absolutely superb and is EXACTLY the one I wanted. A high point in gaming this generation. Infact, that's how I'd describe nearly everything about the game.

One of the first things that happens in Bad Company is that you are asked to "Blow a hole in this house" to see if there's anything useful inside. I cracked out my grenade launcher (something included as secondary fire with pretty well every gun in the game, for soon to become obvious reasons) and fired at the door. The door blew to pieces, but the objective didn't trigger. I wandered around the house for a while before rethinking what I'd been asked to do. Back out the front of the house, aim slightly to the left of the door and fire another grenade. A large chunk of the wall blows away completely and I sit there in shock. I start thinking about how this would only work on very specific walls and how that was a huge waste. Consider me pleasantly surprised on that front. Pretty well every single piece of anything in the game can have holes blown in it, to the point where you can reduce every house in the game to a floor and framework if you so wish. This plays into strategy, obviously, since it means any piece of cover is temporary, both for you and for enemies. Much of the first half of the game consisted of me hiding from tanks behind houses and becoming frantic seconds later when I turned around and realised the entire house was gone. Another "There's no way this will actually work" moment came when I blew a hole in the roof of a house from inside the attic and jokingly attempted to jump out of it up onto the roof. This works fine and you can use it to get on top of pretty much anything you want.

The destructible environments also lend another major factor to the game. Convenience. There's a fence in your way? Cut it up with one blow of your knife and keep running. No door on this side of the house? Make your own. This is one of the best additions to any game this generation and I am already seriously missing it in every other game. This feature needs to be standard. This is HUGE.

The rest of the game plays a lot like Call of Duty 4 and I think it's of very similar quality. I may well have liked Bad Company more. I'm not ready to make that call yet, but I need to mention how close it is. It is a very different style of game, for as similar as the gameplay is. The characters in Bad Company are all likeable and for the most part are genuinely funny. The story goes in a veeeeeeery different direction to COD4. It's barely a military game at all. A game with a story like this needed to exist and it's just one more addition to a genuinely brilliant experience.

A leftover from the multiplayer side of Battlefield is that you respawn immediately with no penalty upon death. This means there is no frustration here to ruin the experience. The health recharging system involves you switching to an item (one button) and using it (and it has infinite uses and recharges in ten seconds) to instantly regain 100% health. I don't think I prefer this to halo style recharging health, but it's a solid alternative and the animation is hilarious. Not deliberately. I don't think.

Surely I have a complaint with the game? Yeah. The controls are on different buttons than the standard and by the end of the 12-15 hour game I STILL wasn't used to it. You can probably change the controls so yeah, that's probably my own fault. There is so much else I loved I haven't found a place to mention. The main thing would be the items that call in airstrikes. Those are amazing.

The main thing I took away from the experience is that Battlefield: Bad Company is a game that doesn't hate you. It wants you to have fun and is designed completely around this. Many developers could learn a lot from playing this.
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Thrice.

I recently sat down and played right through Star Wars: The Force Unleashed.

I had a disgraceful amount of fun with force lightning.
I then started a new game to finish grinding out an achievement, kept playing and completed the game again. The exact same thing happened again after THAT play, resulting in me having played the game right through three times in a row.

Seriously.

I'm kind of surprised by how much I enjoyed the game, after some of the mediocre reviews it's gotten, but you can quote me on this: "Star Wars: The Force Unleashed is a really, really good game."

It's certainly not a perfect game. Minimal camera insanity and mild targeting issues exist, but the fun I had just throwing guys around, slamming people against the ground and most importantly shocking people to death with force lightning makes any tiny problem with the game pretty insignificant. It tells a Star Wars story outclassed in the videogame world only by the first KOTOR and that I'd kind of like to see made into a movie.

One friend complained about the length of the game, as by his own admission, he went in expecting a game as long as KOTOR. Playing it through 3 times kind of negates that. I still might go through once or twice more and finish up the 1000 points. Jeff said the difficulty was "uneven" and that the game was occasionally amazingly hard and frustrating. What this boils down to is that there is one room at the start of the final level which is harder than the rest of the game. This room can be skipped entirely by running straight to the exit.

I could try to fault the game for going back to some of the same planets leter on, but the levels are different enough that outside of the storyline and level names, you probably wouldn't know it.

I have no legitimate complaint about S:TFU (lol) and I recommend it to anyone who enjoys Star Wars, action games or good stories. Bonus points for being the first good use of the appaling Havok engine outside of a Valve game. This time, the enemies are SUPPOSED to be floating in the air, flailing around like idiots.
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Lies, and the Lying Dyack Who Told Them

"I think you'll all be pleasantly surprised." "Actually we've only been working on Too Human for FOUR years." "An integral moral choice: become more powerful at the cost of your humanity - how far will you go?"

Denis Dyack is a liar. He has made a good game (not this one, obviously), but he is a bad person.

Too Human is one of those crazy new games that realises people hate losing progress in games to unfair deaths and just

Denis 'remember Eternal Darkness?' Dyack
respawns you with no penalty every time you are killed. I say "every time you are killed instead of "every time you die" because in a game, 'dying' implies that it is your fault. Unfortunately, Too Human also realises that you are technically completely invincible and that as such it can feel free to kill you unfairly over and over and over again. There is a "100 deaths" achievement in the game. It was thrust upon me about 3/4 of the way through the game. Would anyone like to guess how many times I died in, for example, Fable? None. Not once. Scarily close against that scorpion, but I got away with it.

It seems I chose completely the wrong class. I hope I did, or the game has no place being on shelves with "$99.99" written on it. I chose the dual wielding melee character, assuming from the demo that the entire game is just up close cutting dudes action. Most of the game is, but every now and then you will be assaulted by a horde of suicide bomber enemies, who explode upon contact with your weapon, immediately doing approximately half a life bar worth of damage. I said 'horde' and I meant it. They run at you in large groups, meaning you take a swing, hit two of them and are killed instantly. You wait out the 20 second odd valkyrie revival for the 80th time, run back into the room you were in and are again killed immediately because there are THIRTY OF THEM LEFT. Maybe the long range weapons class is able to take these guys out, but my berserker's weapons, regardless of the number next to them in the stats screen, invariably did less than 10 damage per shot, while my melee attack might do 900 or more. In practice, this means that the horde is upon you before you can kill even one of them, so you may as well just start swinging and take the 5 deaths.

This apparently awful character class decision filtered through to the boss fights as well. Up close, it is pretty well impossible to hit the specific body part you need to damage at that moment with your swords and you die in one or two hits. The effect of this is that the only realistic way to kill the bosses is by standing back and using your BB gun on them until they die. This method will usually take somewhere in the vicinity of AN HOUR to kill this single enemy. That is not an inflated number. I actually mean a full hour. Sixty minutes.

The cutscenes are the best part of the game. They'd just about have to be, with what I've written above. They are well written and look preeeeetty good. Unfortunately, this game is "the first installment of a thrilling trilogy," so the story never gets as good as it is going to have to if the third game is ever going to be released (good luck with that). I'll make the obvious Lord of the Rings trilogy comparison, but Too Human doesn't get quite as far as "I'm glad you're with me." The credits roll at about the "It's wonderful to see you, Gandalf" stage.

Oh, and it features Havok.

Another review tonight. I've actually been playing games.
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Fifty Eight songs. 5 hours. Two dudes. One Dream.

With Rock band 2 on the way (for PS3, so it'll be importable), me and a friend - Mitchell, decided to tackle the "insane person" challenge in the original game. The Endless Setlist.

After a few false starts: playing a song with the vocals turned off before deciding it'd probably get annoying 45 songs in, and all sorts of dodgy drum pedal malarkey, we finally made our assault on the list. I was playing Expert guitar and Mitchell was on Hard drums. We can both pass most songs on expert drums, but the sheer fact is that neither of us had EVER beaten Run to The Hills on Hard or Expert and we actually wanted to finish the setlist, instead of getting 57 songs in and not being able to do it.

It was almost 11pm when we started. We took a short break after 29 songs (half way) and after 48 (10 left). We successfully finished the setlist, causing much rejoicing, at a few minutes after 4am.

On the way in we were worried about a few specific songs. Run to the Hills, most importantly, Won't Get Fooled Again, Green Grass and High Tides. We got freakishly lucky with Run to the Hills. Our first attempt ended with miserable failure about 1 minute into the song, but through star power hoarding and by waiting as long as we could before using star power to save failed band mates, which some might call 'cheating' but we like to think of as 'strategy', we scraped by somehow on our second attempt, with about 1 second left before a permanent fail. WGFA and GG+HT were both passed on our first play, with no such cheatery.

Mitch's Addendum:

Afew short points, if anyone ever works our what the f**k the "New Pornographers" are on about with particular reference to "Screaming out of the Magnets" then please let us now. This song absolutely slayed the both of us with laughter and nearly rendered our grand attempt null and void.

Also it is now my opinion that Keith Moon, of "the Who" fame was a schizophrenic bastard whose sole aspiration as a musician (obviously in reference to a Drummer I am using this term loosely) was to one day manage to hit every single piece of his kit at once, and I have to say that I think he succeeded at some point throughout the over 10-minute epic "Won't Get Fooled Again" Yeeeeeeeeeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah! Ah, CSI.... I'm a sucker for TV theme tunes.

I would heartily recommend this sort of insane gaming practice to anyone out there in the world of Giant Bomb, because the sense of accomplishment at having somehow thwarted those Iron Maiden bastards in their attempt to foil our noble attempt at Virtual Rock Legendry is nothing short of orgasmic... well perhaps a little short, although I have to tell you that I was just as tired at the end of the whole piece.

Well, I can't stick around here all morning, I have virtual groupies to discuss feelings and share yoghurt with.


58 down, none to go.
Halfway through.
What?
With thanks to Domino's.
The face of glory.
Shaunage doing his best Ashlee Simpson (We didn't use the mic).
Are you ready to rock (Cigarette not included, it just makes me look cool.)































Also, yes, I haven't posted in ages. I haven't finished a game. Getting near the end of Viva Pinata 2, which is going to recieve a VERY positive review. Also, picked up Force Unleashed, Mercs 2, Infinite Undiscovery, Too Human and Battlefield Bad Company for my birthday. Expect write ups on all five of them soon.
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Three Quarters of A Million

I've been absent from this blog for some time. Essentially, I finished Dark Sector, wrote three paragraphs about it and the computer crashed. I got super lucky and the screen froze up, so here are those three paragraphs.

Better than typing it out again.





























Since then I've played a tiny bit of Siren, which I like a lot. It's completely crazy in all the right ways. That goes on hold for a long while now, because Viva Pinata 2 - the sequel to probably my favourite game of this whole generation (note: I don't really count Guitar Hero and Rock Band as 'games') - has been released and is everything I wanted so desperately the second I finished up everything in the original VP and a little bit more. Even THAT went on hold today, for the release of Death Magnetic, the new Metallica album, in stores but far more importantly in Guitar Hero 3. In its entirety. Let me be Very clear: Death Magnetic is the single best piece of downloadable content released thus far for any game on any platform.

Here is one of the reasons for that :)

FINALLY!






























Crazily enough... I think I could beat this score by a good 50,000+. I got this on my third attempt. I had deemed the 750,000 achievement as completely impossible and I'm as shocked as anybody is to see that score up on my TV. Thank you, Metallica. Also, as should be obvious, the 1 million in co-op is possible - nay - super easy in... let's say probably 9 of the 11 songs. They're all 7-9 minutes long and surprisingly easy for what they are.

Now, I'm heading back to Viva Pinata.
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Not quite finished.

I played Dark Sector for another few hours. I'm now at the start of Chapter 8, just got the ability to turn invisible. I think I'm ready to officially say I don't like the game.

I remember back the the early, early days of Giant Bomb, Jeff was playing through Dark sector and he was pretty close to not finishing the game at all. He only beat it because he felt he couldn't review it without beating it. I know exactly how he felt. I do not want to play any more of Dark Sector. I'm going to, but I don't want to. More details about exactly what I think is wrong with it whenever I can force myself to play 3 more chapters of this trash.

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