Something went wrong. Try again later

diplomatico

This user has not updated recently.

49 0 0 0
Forum Posts Wiki Points Following Followers

Sore Thumbs - Mass Effect 2


What is to be said about BioWare's epic space opera, Mass Effect 2, that hasn't already been said?  Since its release earlier this year, ME2 has garnered high praise from fans and gaming press alike in almost every aspect including gameplay, story and overall presentation.  The return of Shepard, be it man or woman, brings forth a multitude of improvements from the first game specifically with combat.  BioWare has paid special attention towards the action by streamlining the first game's more RPG-centric focus by reducing the amount of weapons to a set of core weapons between the various classes.  New gameplay mechanics gives players the chance to take the fight to the enemy in a new ways through intelligent level design that allows battles to be fought utilizing the strength of the new cover system, simplified weapons and their upgrades and intelligent AI, be it the enemy or your own sqaud.   
 
Much of what makes ME2 such a great game is its cinematic presentation with a host of BioWare's excellent voice-acting cast which includes some big names coming from gaming's own and Hollywood.  Yet, art design throughout the game marks some of the best-in-breed melding of gameplay mechanics and storytelling which notches itself beyond the already impressive offerings of the first game.  Lest we forget that players can  import their save-character from the first game into ME2 for a more robust gaming experience which easily makes for an appropriately in-depth story full of plot twists.   
 
I've been playing this game since it's release and there has yet to be anything that I could truly say was displeasing.  Of course, much of the criticism that ME2 had received was for its resource mining and the odd gameplay glitches that were reminiscent of the first game, though to a much lesser extent.  I was quite pleased to see the return of many characters from the first game including Tali, Garrus and Joker while much of the new cast  including Miranda, Grunt, Mordin, and Aria welcome this new adventure, brining the breadth of the plot to a new level.  Admittedly, I didn't play much of the first game as I toiled away and eventually gave up after some frustrating gameplay glitches for the PC but efforts done with this new adventure lent itself to much of what makes ME2 a worthy contender to game of the year. 
1 Comments

Sore Thumbs - The Borderlands Anomaly

Just this week, I found myself going back to one of the my personal favorite original titles from last year, Borderlands.  Before retreating to other titles after stopping midway on my second play-through, getting back to a 41-ish level character has made me realize how Borderlands really created something unique.   Originally, I had played it on my own but this time around, part of why I'm getting back into it, the multiplayer makes it that much better.  I must say, it's overall accessibility made for the experience quite welcome.
 
Sure, Modern Warfare 2 is still sucking the life out of people while Mass Effect 2 is definitely a game changer, the benchmarks of what is really making games take that next step would easily include Borderlands.   And I'm not talking about the DLC extending the life of the game.   It's sequel, providing it's an evolution from what already works, is very much a part of the future of next generation games.    It marries an open  world with a well implemented leveling and weapons system with some over the top design philosophies.  The story is almost non-existent given that the length of the game makes it seem almost minuscule and the cliff-hanger ending did not bode well with me.  
 
However, this doesn't mean that I've lost faith in 2K Games to have some fan service in the sequel.  It's just an amazing accomplishment how an original IP released last year amongst some stiff competition managed to do so well and win over the hearts of gamers.  It definitely put some fun back into shooters because it shows that while other guys are doing serious military shooters and milking their engines, the fun of something very reminiscent of Serious Sam remains prevalent in this day and age.  And that's always a good thing. anomaly

1 Comments

Column - PC Gaming in 2010 and Beyond

 

In this day and age, many PC Gamers are feeling a little worried as to the state of gaming in these console-centric times. When the bottom line is making money off of solid franchises, mastering it with a console seems like the best course of action.

For the most part, Microsoft had missed the mark with trying to move the PC forward as a platform through their Games for Windows Live services. Perhaps they might have dreamt of the PC having it’s own cohesion with online and offline gaming with console-like business models.  Nevertheless, the reality is that the PC has a checkered history, to say the least. If Microsoft was trying to make the PC into a console, to have similarities with the XBOX360 and Playstation 3, it certainly hasn’t happened without controversy.  It has proved to be quite challenging. XBOX360 is basically a PC and as such, titles should port easily; perhaps in a perfect world.  The XBOX360 was certainly touted as some form of benchmark which, however well protected, is grounded as a PC.

In actuality, the PC is the most versatile platform that had been used since the dawn of gaming itself. One of the more unfortunate titles lost to PC gamers is Midnight Club:LA which didn’t see a PC release as it was a console exclusive.

In looking at the bigger picture, if you go high up along the food chain and observe the moves of the big publishers and how they both develop and sell their products, there is a struggle going on. For those of us who love PC gaming, there is a lot of love and care that goes into our setups to truly enjoy what the world of gaming has to offer. Many settle in comfortably downloading games using Bit Torrent versus while paying for some games to play online only.  Many users might not necessarily admit to downloading as much as some developers have been vocal about it.  Perhaps something is lost in translation.

It might also be that some gamers translate the business practices of some of the biggest companies as a methodology for downloading games.  There could be the argument then that is presented by the big publishers who lessen support for the PC platform for lost sales due to piracy almost scrambling to find working alternatives to get gamers to buy. Analysts and the gaming press comment on the level of DRM used in IP’s which might teeter on the opinions that might side with their community or the publishers though some are vocal about some of the practices that inadvertently hurt paying customers.

After the golden age of gaming – the first-gen console wars – and moving right into a future where gaming will soon overcome traditional media, being mainstream means having to adopt business practices that will help one take advantage of making an IP successful. Over the years the formula changed quite a bit but it seems that more needs to be done other than what has worked with others forms of media such as music and now movies seeing online distribution models.

One of the first things to make it's way into the mainstream in larger ways might come with on-demand gaming services. Perhaps this might be a platform that might actually give developers the same freedom the companies in the coin-op business did; they worked with the hardware and even built new boards from the ground up. 

There will be developers who will create games for the PC but it almost seems that a lot of them are at the whims of nervous or headstrong publishers. The biggest players like EA, Blizzard/Activision, Ubisoft and Valve, to name a couple, might run through the gamut of a multitude of DRM solutions as they surge forward into a digital-download world. These solutions could get more salacious and cause more controversy than they’d like to handle.  After all, the money potential is there, they just have to optimize the potential of customers paying for their products. 

1 Comments

Sore Thumbs: NHL 09 PS3

In true Canadian fashion, it would seem fitting that watching the Stanley Cup finals between Detroit and Pittsburgh would give any sports gamer the inkling to throw on some NHL 09 in between periods.  For the most part,  I'm actually pretty upset with EA and it's degradation of the PC version of NHL09 and found myself having a love affair with the PS3 version because it is simply a better version.  The latest entry into the franchise has surprised me as I really lost touch with the series since the NHL 07 PS2 version and I ended up coming away quite impressed with how well the game was put together at first glance.  Of course, the only thing that will stop me from loving this game is the fact that EA would never put out a decent PC version (or what it seems like anything at all) which really is a shameful thing for EA to do to it's PC fans.  My casual theory on this is quite simply the fact that piracy has scared EA off from putting in a good PC version but it might seem like a rather poor decision to make since it could be assumed that modified consoles are just as much of a threat as people download PC games.  in any event, I digress while I saving PC centric criticism for another blog post, there could be love for the PS3 version as it is truly a great product.

Firstly, the presentation of the game is truly amazing.  A great deal of attention has been given to the life-like arenas, player models and animation, and lastly, the sound design in general.  Despite the series' longtime history, NHL09 feels like a completely new and different experience.  I would also couple this observation with Madden 09 as a similar transformation seems to be apparent there as well.  The textures were so detailed that you would actually see the minute details of player jerseys with Air-Knit holes and name/number decal borders.  Players animate beautifully and while they're not necessarily true to life, often times players and puck seem to defy the natural law of physics, there is seems to be a nice combination of arcade-style gameplay and it's TV presentation style.  Of course, with all of the updated arenas, you often don't realize how much detail went into it until the start of a new period and the ice is cleaned to show what it is actually picking up around it. 

One of the major changes that most of my friends who are fans of the series have noticed is the new controls.  While I'm accustomed to the 07 style, the new system works great and despite taking a while to figure out in it's entirety, it's impressive nonetheless that so much functionality goes into the players while being able to quickly make line changes, pull the goalie and deke defense-men on the breakaway.  I think that removing the speed-burst mechanic was something that really makes the controls feel more organic as well as allowing you to feel more of the maneuverability with the various characters and helping you focus on more strategic plays rather than dumping the punk and then sprinting with the fastest player on the team. 

Of course, NHL09 (especially on the PS3) is a revolution that seems like it could very well keep the fans interested in the series.  NHL10 is already heading our way and the new version is going to include a different perspective with fights and expanding on board play with specific locks on certain parts of the board and having to dig at a puck stuck between two players.  Before I go, I suppose a prediction is in order and while I don't keep up with the season, the finals have proven to be pretty intense especially since at the time of this writing, Detroit and Pittsburgh are now tied 2-2 in the series.  If the Penguins could hold on, they could win it or even bring the series into a seventh game and hopefully take it then.  Detroit is a strong team no doubt but Pittsburgh seems to be bringing the pressure and might very well take it if Fleury could keep his cool in goal and the forwards maintain their trademark lightning quick speed on the ice. 

1 Comments

Sore Thumbs - Race Driver: GRID

Apparently, Codemasters has always been making good racing games.  With a heritage of the TOCA series and DiRT, the last entry into the series was a little known title called GRID which was one of the games that I've been toiling away at for the past three weeks.  My story with GRID is somewhat of a journey that I've had with racing games by Codemasters starting with DiRT and is the subject of a line of something that I'll be including with many other game experiences on my GIantbomb Blog from time to time called: Sore Thumbs.  


For a great deal of time I used to play mostly arcade racers such as the Need for Speed Underground series (and beyond) and Midnight Club because they were really fun to play on the PC.  I've heard of the TOCA series but never really got into that style of games until DiRT came out and that was officially my introduction into this set of challenging racing games.  Right off the bat, DiRT to me was really hard and started to become frustrating just to race a single course.  It's apparent realism was a boon for those who appreciate the genre and since the graphics engine and damage modelling were nonetheless impressive, it was impossible to do certain things that a lot of us casual racers take for granted.  For instance, it was very difficult to anticipate turns which is kind of embarassing because you'd figure you'd pick it up with someone telling you what the next turn was.  This, of course, wouldn't be so bad if the handling in general wasn't so...sim-my.  I understand that there is a certain degree of realism with steering a rally car but I always found that resetting a race more than 10 times for a single track can get annoying, especially since being cautious on the track with super-sensitive steering doesn't exactly win you the race.  I think I got about half-way through the game before I realized that DiRT had me beaten and that I would chalk it to something that was more of a hardcore driving experience for well-heeled fans rather than arcade driving boobs like myself.  

Of course this all changed when GRID was announced, at least in my mind.  Codemasters announced that they were bringing out something that at the time looking like it was taking on Forza, PGR and Gran Turismo in the looks department while overshooting NFS in depth.  This was promising especially since Codemasters was kind enough to include a demo before it's release.  As an ethusiast gamer, when a game has me defeated, I always plot to go back to the game at a later date and try to beat it even if it kills me.  Since GRID was in my eyes a spiritual successor to DiRT, it had that much more appeal to me in that respect so the baton was passed and I was going to exact my revenge with this new game.  I actually picked up a copy of GRID when it came out but to my dismay, the nightmares I had with DiRT immediately came back to have me shuddering once again with every crash and turn.  Most races were terribly unforgiving and it was only a couple of hours later before I decided that I was going to play other games and leave this one aside for a long time.  

So almost a year later and here we are, three weeks in it so far as I tackled GRID once again and I'm still toiling away at it.  Codemasters definitely made a title that could make up for missing DiRT or any of the TOCA games because it covers a lot of ground but boy is it something that can often times be unpleasant.  While GRID is not numerous in cars like other racing titles of it's calibre, the line-up is nonetheless impressive given the types of races that are available and the fact that they've put in Drifting to thumb their nose at NFS.  It separates American, European and Japanese race types nicely as the career campaign gives you an opporunity to tackle a multitude of racing classes with added extras such as Destruction Derby and Endurance Le Mans races.  Since GRID employs the always beautiful Emotion engine from DiRT, there is no argument that the presentation is nothing short of stunning as replays, for instance, often times looks more realistic than is given credit.  Environments are well laid out to look like professional racing circuits, complete with grandstands and screaming fans, not to mention the car models themselves are meticulously presented in a true-to-life fashion with very convicing damage modelling.  But I would like to point out a criticism of the visuals in that because it's so realistic, sometimes you can't see which turn is coming up which makes memorizing the tracks that much more annoying.  If you race a track for the first time, it's easy to get distracted with the everything seems like it's blends in together and crash your car right from the get-go.  Though the visuals themselves are stunning and all, I found that there is not really anything that can help guide you through the tracks except for the some of the tracks having tire marks which are mostly hard to follow if you want to go fast enough to keep up with everyone.  I suppose that everyone's milage will vary because bigger screens and higher resolutions (depending on which platform you use) but it seems like a tragic tradeoff.  Actually, it sounds pathetic but I would surely like the option to have some turns announced to me rather than hearing that some guy in front of me might have spun out.  

The visuals themselves can lend itself to the overall appeal of GRID but that isn't to say that it's looks only, the challenge factor as a driving game takes thing beyond what most casual drivers would expect and quite frankly, would challenge what they could initially put up with.  As with DiRT, the damage modelling is not only for show, it gets applied to the performance of your car and should you smash it up too much, it could render your vehicle useless - which honestly, after a dozen restarts due to crashes in a single race isn't all that much fun.  While in DiRT this was actually something that people could hold against it, GRID presents the ingenious 'Flashback' system where you can rewind the race from the point of a crash and with limited tries, go back to the instance before the crash and start again.  One thing is for sure with this feature, if GRID never had this, I don't see it being popular with anyone except hardcore racing sim fans because the game itself could be quite punishing.  I myself can't decide what's more difficult, the cars, the racing types or the tracks themselves.  While it's great to have an extremely challenging racing game, there are some things that I've put myself through with GRID to ensure that I'm playing it the way it should be.  First, I refrained from playing the game on Basic.  I wanted to race with having the normal challenges by taking my lumps if I make a stupid turn or ram into another car in bad taste to get ahead but often times a typical race would be restarted at least 20 times just to both get used to the car that I'm using and to have intimate knowledge of that particular track to make specific turns at whichever speed that would allow me to stay with the pack.  

I suppose that putting so much work into each race made winning first place a bit more satisfying but I couldn't help but find that with a great deal of the races that I've played, I had to be more aggresive than I wanted to be in trying to get ahead or else I'd be in excruciating pain inching my way past each car only to have the last lap end in a crash that I'd be using Flashback to correct over and over.  Another interesting thing is that I've discovered that you are the sole instigator of problems on the tracks meaning that if you ram into everyone at the beginning of a race when hitting a massive turn, it will be the only time the AI makes stupid mistakes or crash into others in bad taste.  If you don't drive crazy or ram anyone for fun, then everyone else drives fine and spin-outs are far and few between.  After playing so much of the game I still don't know what to make of it and that's quite unusual.  What is kind of cool is the fact that even though Flashbacks are there to undo some damage to yourself by an ill-placed turn or taking too much damage recovering from one, backing up and starting an instance again causes the AI do whatever they did originally completely different.  At first glance you'd imagine that that would be expected in general given the type of system it is but it's interesting to see that not only would you do your turn again differently, the AI will do whatever it did previous differently as well.  Having said that, Flashback is there for you to recover from crashes and there will rarely be an instance where you will use it just to have the AI repeat a mistake they made just to have another opportunity to dodge their mistakes because when you rewind to that point, you'll have only milliseconds to avoid it.  

So far my personal vendetta against GRID has been bittersweet as only recently becoming accustomed to tracks being repeated works in my favor but the fact that different classes of cars handle vastly different from each other make it an absolute nightmare to make myself learn lessons from previous races.  I still restart races an average of 20 times per race and more often than I'd like to, I skip 24hr Le Mans races because it's still so damned hard.  I honestly can't tell whether it's the handling of the cars in general or the misplaced realism of the both the cars and tracks combined but GRID will give anyone sore thumbs after one day of giving it their all.  Nevertheless, I still intend on finishing it because I will not let a game defeat me like DiRT did previoiusly, but if I don't get better, it will be a painful experience.  

"A driver has spun out.  Whoa, I think it's......YOU"

1 Comments

Tom Clancy's H.A.W.X. PC Demo Impressions

I caught wind of a demo that was made available on the Tom Clancy's H.A.W.X. website for the PC and tonight I gave her a little spin.  This flight combat sim is probably one of the only new generation combat sims to be available for the PC which should be good news for those who play Flight Simulator wishing that their commercial airliner were an F-16 dodging imaginary missiles coming off a mountain top.  (We could only wish FS would actually be that cool...or not)  


The demo features a training stage where you fly over Rio de Janeiro bravely fending off a cavalcade of unmanned drones.  With the Major sitting in and basically training you how to use a fighter jet with unlimited ammo (but limited flares), you learn how to maneuver the plane with all of the 'limiters' disabled (i.e. Normal or Expert modes).  Which basically means the view changes; instead of flying from directly behind the plane, you have a distant shot giving you a good view of both what you are following and what is following you while sorta giving you a view of what's below you when your nose is a little lower.  With the included mission that is also available, you will find that Expert will serve to make the game more challenging, giving you a slightly different view of the map.  With the included mission of the same map, you start off with F-16A Falcon engaging targets in-air and on the ground.  While playing with the assistance on will serve you well, there are incentives for destroying targets with it off.  For the demo, XP points reward you for skillful play and even unlocked additional planes such as AV-8B Harrier II and SU-35 Super Flanker each with a unique secondary weapon.  For instance the Harrier has a Free-Fall bomb which is good for hitting ground targets from a higher altitude and the Flanker has Guided Missles which can almost guarantee a single deadly hit easily bringing the enemy down providing you keep the target within a circular reticul as the missle makes it way to the target.  Further, when maneuvering through the skies with the Assistance Off, it makes using the secondary weapons more challenging.  This I feel makes the gameplay have a bit more substance and adds to the challenge of taking out enemies in creative ways doing more than just try to get behind an enemy and launch a missile at them.  

 The controls on an XBOX 360 controller are somewhat cumbersome but all the functionality that you would need are available from accessible buttons with the default layout.  One cool feature is a 'missile-cam' that allows you to see your missile following a target.  Of course with jets from the near-future, you can be sure that they'll tell you when an attack is coming and give you some views on what is coming towards your plane as well as locking onto a target.  Really, it's not all that groundbreaking but given the context of Tom Clancy games attempting to bring real-world politics in maybe-more-than-likely scenarios, the only good news is that a relevant combat flight sim is coming to the PC and that should be enough for us.  

Of course, as a top-tier game. the graphics are excellent specifically with the plane models and the environments.  There are additional visual tricks via specialized DirectX 10 (and 10.1) effects that give the world a little more life but it ultimately stays true to it's arcade-like feel.  While this might be the point at which Tom Clancy's name gets pimped out to the point of disgust, this demo is sure to give optimism that there might be a worthwhile full-version coming up very soon.  


3 Comments

Giantbomb.com runs great with Apple's Safari Beta 4

Apple Safari was a special browser which once held the moniker of the 'world's fastest browser' lumping it somewhere between Firefox 3 and MIcrosoft's Internet Explorer 7in terms of performance.  Of course, this all changed when Google's Chrome hit the scene and while everyone was pushed back slightly, Firefox and Safari still had a place behind Chrome as being solid browsers.  After downloading the new Safari 4 beta from Apple last week, I can attest that Giantbomb.com runs great and definitely retained it's world's fastest browser title once again slightly eeking out Chrome and whisking past Firefox.  As for IE7 or IE8?  Microsoft should hide their head in shame (as it is reported that it is approximately 40,000 times faster....ouch).


Those who use this site often understand that aside from the technicalities of web-browsers in general, speed is everything especially since Giantbomb is a site that garners much interaction from the community with posting on forums and blogs including general browsing of the site.  Though I would still rely on Firefox 3 for security, Safari 4 beta is blazing fast and can once again be the guilty pleasure of those PC people who would never admit to using Apple products.  
1 Comments

Street Fighter IV PS3 Impressions

Yesterday, a friend invited me over to his place to get some intimate time with Street Fighter IV for the PS3 and I came away quite impressed.  With a long lineage behind it, Street Fighter IV is everything any fan of this epic series could ask for and Capcom definitely went great lengths to make sure that it was something special.  Here are my impressions thus far:


Street Fighter IV is a cavalcade of some of the most innovative ideas towards both the series and beat-em-ups going forward.  It's offerings as a console game is top-notch with gorgeous graphics, intuitive menu screens, a robust multiplayer offering and tight true-to-arcade controls.  While I haven't been able to play all of the characters (as there aren't any of the unlockable characters available), I did play all of the main characters including Ryu, Ken, Guile, Chun Li, Blanka, Vega, M. Bison, E. Honda, and Balrog as well as new characters C. Viper and Rufus which were a joy to play while allowing me to feel right at home being a Street Fighter II guru.  The new focus attack system brings an update to the Street Fighter II inspired gameplay that shy's away from the previous entry's Parry system which took some getting used to.  EX moves rounded everyone out and allowed for maximum flexibility for adding a few hits to combos to take a fair chunk out of an opponents lifebar.  

My first goal for getting myself accustomed to fighting with a new Street Fighter game, I first tried to see if I was able to manuever and perform special moves with lighter basic attacks and was able to pull them off as accurately as I would expect given that the entire system is completely new.  It definitely felt that it stayed true to the core fighting system though it was developed from the ground up.  Of course there were some omissions such as Ryu's Sliding High Kick which I really missed but was pleased to see that Guile still had a double-hit Flash Kick.  I was pleased to see that some of the main characters are just as strong, if not stronger, this time around like Chun-Li and Zangeif.  This is great because it allows for players such as myself with the play-to-win attitude using Rku and Ken to use other characters who are equally as strong.  The new characters are also impressively relevant in the roster such as C. Viper as she has a multitude of strong attacks and El Feurte who is crazy-fast on the drop.  

I was also able to try some multiplayer and if there were some criticisms about the game in general, it would generally fall within this category.  While the creators did an overall good job on the feature there is clearly more work that could be done.  I couldn't help but feel that some new ideas in terms of how to setup multiplayer matches could be implemented to ease the slight inconvenience of finding matches however I must say that there were little to no lag issues as very few matches were unplayable (and even this I would lend this problem exclusively to the PS3 version).  One suggest that I would have for the game is to have a local multiplayer tournament trees for those who bring over a lot of friends to duke it out on one system at home.  

Of course, one point of contention at first for many die-hards were the new 3D graphics.  While 3D environments are always a mark of evolutionary level design, the characters themselves were intricately designed to accomodate their respective sizes and girth in the arena as well as retain the 2D perspective true to the series.  What surprised me was how the backgrounds themselves weren't exclusive to their historical chracter under-pinnings being tied to their own stages and would take some getting used to but I'd be just nit-picking at this point. The cell-shading touched with the distinctive air-brush detailing are beautiful, of course I can't neglect to mention the fact that the special effects such as motion bluring, ripple effects and lighting for fireballs and other special moves are simply outstanding.  A last note on the backgrounds; the level of interaction which sometimes coincides with an appropriate amount of interaction such as punching off a part of the plane wing in the African Air-field stage really puts the icing on top of the massive levels themselves.  

I will admit that for the time being there will be some sort of adjustment period for those who are veterans because it would be difficult to pull experience from a long line of entires within the series like Third Strike and Super Street Fighter Turbo but that isn't to say that Street Fighter IV isn't accessible.  Gameplay is true to both the series' evolution as well as it's long-running history.  So far, the choice for playable characters are right on the mark and make for some really interesting battles.  It's great to go back and try using the new versions of old characters and be able to pull back the moves list from memory without having to intimately study the convenient moves list that is available with the press of the Start button.  I will be playing more of this game in the future and with fleshing out the experience in greater detail especially with the rest of the unlockable cast, I have much optimism for the series.  I personally can't wait until the game becomes available on PC and then I'll have a full-fledged review.  Otherwise, SUCCESS!
1 Comments

F.E.A.R. 2: Project Origin SP Demo Impressions

There were many who were really excited to be able to try out a demo of upcoming horror FPS F.E.A.R. 2: Project Origin posted on Monolith's game site last week.  At a whopping 1.7 GB, the demo contains a small portion of gameplay which covered indoor and outdoor levels coupled with some ALMA moments and a brief moment in one of the quasi-mech suits that was galavanting around in the numerous videos and pictures we've seen of the game so far.  Monolith spoke a great deal about all of the various graphical techniques that were used in the game and they can be seen working well together in the demo without bogging a decent PC rig providing smooth gameplay frames and having their' scare tactics work quite effectively.  The demo looks and plays great and I'm looking forward to the full version when it comes out this Tuesday (Feb. 10/09) and is definitely going to give Dead Space and possibly even Killzone 2 a run for it's money.  (or not)

1 Comments

Pro Evolution Soccer 2009 Impressions

As far as soccer games go, Konami's Pro Evolution Soccer series is the Apple of the soccer titles.  It's humbling beginnings against EA's license grubbing FIFA series turned into a 'purist' soccer series which garners much fanaticsm amongst fans within this quiet niche of sports gaming.  PES 2009 comes from a respectable tradition with an entry that is sure to please anyone who likes soccer.  Had it not been for the lack of the key licenses, it would be the perfect soccer game for causal and hardcore gamers alike.


Admittedly, I've never really kept up with the series in it's entirety but PES 2006 was always a staple in my collection because it was a great game to play, even if it was mostly played casually.  Going into PES 2009, I've noticed that it progressed by refining the most effective keypoints within the series such as the tight controls, great visuals and smart audio commentary.  Another impressive feat for Konami is how it scales and performs on PCs as it plays great with all the settings maxed and even has full XBOX360 controller support to boot.  Amen to that.  
1 Comments
  • 16 results
  • 1
  • 2