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EpochError

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Game Log

Starting this in June 2010. This will be a list of games I play from now on and some thoughts about them. The closer to the top a game is the more recently I played it.

If a game is on this list it means I'm either finished with it or that I've at least played enough to feel comfortable writing a review.

As of the start of 2013, star ratings are being retired in favor of a simple good (â–²), bad (â–¼), and ambivalent (â—„â–º) scale. Deciding on more specific ratings can be pretty agonizing, and I'm tired of it. I'll also be trying a more compact review format that might get me to actually write something about games I play.

Currently Playing: Radiant Historia [NDS]; Final Fantasy VII [PSN]

Backburner: Valkyrie Profile [PSX]

List items

  • **** [360] 1/9/12 - Deadly Premonition is... a difficult game to review. There are aspects of it that are very frustrating or poorly done, and weighing those against its compelling and surreal story and admirable ambitions is something I struggle with. Maybe playing survival horror games on the PSX set me up well for this game, but the combat and movement in DP didn't bother me so much; some of the zombie sections go on too long for sure, but once I got a feel for the controls I felt relatively comfortable. The bigger problem are the QTEs where you have to escape escape from the Raincoat Killer, which are just not fun at all really and result in your death if you mess up a button press. The game does checkpoint well, however, so you generally won't lose progress from dying at any point in the game. The cars also handle pretty poorly, and the in-game map can be borderline unusable because it's zoomed in very close and rotates depending on your direction, which can be disorienting. Those are the bad things. For the good, let's start with Francis York Morgan. His nomination for the Best New Character of 2010 on the site was well-deserved. He's a humorous character with a lot of personality, and along with him comes Zach. I won't get into the story significance for obvious reasons, but as a storytelling mechanic Zach is very clever. It's a way for York to convey thoughts and explanations to the audience directly and make it feel more personal than just general narration. York's willingness to talk to Zach even in the presence of others also helps indicate to the player what a strange guy York is and helps set the bizarre tone for the rest of the game. It's hard to say much about the story without spoiling it, but it's filled with memorable characters and had more than enough surprises to keep me focused the whole way through.

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    Getting away from the narrative, one of the things that makes Deadly Premonition so unique to me is the way it rewards exploration of its world and characters. The game's combat can be tedious, but you can get an infinite ammo magnum almost right away that will make those zombie encounters significantly shorter. The driving isn't very fun, but you can get a radio that will warp you to any location you've been to before and also buy better, faster cars. If you collect a lot of cards you can get special suits that boost your health and breath capacity. Some of the later combat sections can get pretty tough, but there's a sidequest you can do early on to get an item that will regenerate your health, meaning running out of medkits will never be a problem. I'm not sure having these things that mitigate the game's problems necessarily make up for them, at least not totally, but the quality of your experience will depend largely on how invested you get in the world, how much you talk to people and seek out quests. I haven't seen a game where sidequests have such an impact on how enjoyable the experience is in quite a while; I know part of that just has to do with how messed up some things are by default, but it fits so well with the idea that you're an FBI agent. If you're thorough in your investigation, you will have a significantly better time, and I find that compelling.

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    Even though I ended up having a good time with Deadly Premonition, it's still hard to recommend to everyone. Honestly, if you've watched the first few episodes of the Endurance Run, you can probably already tell whether it's for you or not. If it looks interesting to you, just give it a shot. So says Mr. Stewart.

  • **** [360] 12/18/11

  • ***** [WII] 12/7/11

  • ***** [WII] 11/25/11

  • **** [PS3] 11/9/11

  • **** [WII] 11/5/11

  • **** [GB] 10/27/11

  • ***½ [GB] 10/27/11 - A very solid start to the series, but it doesn't quite feel like it's found its identity yet. Kirby's ability to inhale enemies and shoot them back out as projectiles does make it feel different from other platformers, and the style is definitely charming. It does feel a little like it's missing something, though; I'm not sure if that's because the game doesn't have the powers system I expected coming in, probably the defining aspect of the Kirby series, or because it's just a very brief game. Probably both. It is still a lot of fun and a nice beginning to a great franchise.

  • **** [360] 10/14/11

  • ****½ [PC] 10/13/11

  • ***½ [360] 10/8/11

  • ***** [PS2] 10/2/11

  • ***** [PS2] 9/29/11 - I had a longer review written up but it's lost forever due to computer problems, so I'll try a more succinct approach. I think one of the highest compliments I can pay this game is that I tried to walk when practical so I wouldn't be dragging Yorda around. She can keep up but just barely, and I cared enough to not want to put her through that even though it has no tangible impact on gameplay. The handholding mechanic, specifically the tactile nature of needing to hold a button to stay together, helps you to form an immediate connection with Yorda, despite the language barrier and general lack of narrative in the game. The escort focus of the game combined with the great atmosphere and traversal mechanics needed to make your way around the castle make ICO feel like no other game I can think of. There is a combat element but there's nothing to praise about it, sadly. You just mash square a bunch and hope you can take out the bad guys before they hit you and drag Yorda off. Sometimes the combat has a certain intensity to it, where your lack of fighting ability adds to the tension as you desperately try to find a way to get to Yorda in time. Mostly, though, it's either frustrating or unsatisfying. The other aspects of the game are very well done and the overall experience is special enough that the combat didn't take away from the game very much for me. It's a minimalistic yet powerful story, with a somber and lonely atmosphere most games can't even approach.

  • ***½ [GEN] 9/27/11 - I don't think the Zelda comparisons this game gets do it any favors. That raises expectations pretty high and it's not all that accurate, mostly because there isn't all that much puzzle solving. Only the last dungeon has a decent number of challenging puzzles, but one of those can completely destroy your ability to complete the game if you save at the wrong time. I avoided it through luck, basically. The game's combat focus, while not exactly what I was expecting, isn't really a bad thing. The prince has more moves available to him than I expected, and breakable weapons adds a little strategy to the action. It's a good game, just not what I was hoping for.

  • **** [GB] 9/25/11 - This game is probably twice as long as the first and definitely feels more complete. There are six different worlds, each with its own theme and 3-4 levels apiece. The game feels different than the first, however. Mario's top speed is slower, and your coin count carries over between levels, enabling you to save up and buy stuff. It reminds me of a Wario game in some ways, which obviously isn't a bad thing, just different. Compared to the first I'd say this game is a little too easy; it took me a while to die for the first time, and mushrooms and other power-ups are plentiful enough that you'll be able to deal with getting hit. Wario's castle is fairly tough, though, since you have to do it all in one go. The worlds are pretty varied, each with its own boss and gimmick. I was particularly fond of the space world, where the lessened gravity allows Mario to jump both higher and further than normal. It's definitely a fun game and a more satisfying experience than the first, but I think I actually prefer the style of Super Mario Land more, with the faster movement and more challenging levels.

  • **** [GB] 9/25/11 - A fun game that will last you maybe a half hour. It has a very similar feel to the NES Mario games, which is obviously a good thing, with a couple of side-scrolling shooter levels that add to the variety. The levels overall are somewhat difficult, with a good number of enemies and tight jumps, but the game checkpoints frequently and you get a chance to earn more lives after each level; it doesn't get frustrating. The only thing that hurts it is the general lack of content. It doesn't really feel complete. I enjoyed my time with it a lot, and I wish it could have lasted longer.

  • *** [360] 9/23/11 - I feel like this game would have been more impressive if I had played it back in 06 when it came out. Obviously its cover mechanic has been incredibly influential, and despite being the first modern cover-based shooter (ignoring predecessors like kill.switch and WinBack), taking and shooting from cover feels more natural in this game than it does in some titles from the last couple of years. The primary problems I have with this game is the weakness of your weapons and the seemingly impervious enemies. A locust running toward you in Gears 1 is absolutely terrifying because a steady stream of Lancer bullets to the face will not deter him in the slightest; he will continue to advance and melee you to death or gun you down. In later Gears games they do introduce SOME flinching when you shoot enemies, giving you time to kill them or flee, but here death is the only thing that will stop a charging locust is death, which may take an entire clip of ammo. Carrying the shotgun to deal with close encounters is kind of essential, but that won't necessarily save you. The relative frailty of your character combined with the resiliency of even the common locusts makes for a generally frustrating experience, especially if you pick Hardcore difficulty thinking it must be the equivalent of normal because the only lower option is called Casual. The game also lacks some of the bigger and more exciting setpieces and bosses established in the later games. Gears of War is a well-made game that's still pretty fun, but some of the shine has come off during the five years since its release, as the series has improved and other developers like Naughty Dog have put their own spin on the genre.

  • ***** [PC] 9/18/11

  • *** [PC] 9/17/11

  • ***** [WII] 9/4/11

  • *** [SNES] 8/25/11 - I don't think time has time has done this game any favors. I don't mean that to be as harsh as it might sound, as I legitimately enjoyed my time with F-Zero. The cars handle well, there's a surprisingly good sense of speed for a very early SNES game, and tracks are relatively varied. There's just not all that much to it. I guess I'm spoiled by modern racers, where there are a ton of vehicles to choose from, multiple modes (story, time attack, challenge modes, etc.), more environmental obstacles and power-ups, those kind of things. It's still a fun game and I can see why it was super impressive, but it doesn't really have the depth I want.

  • ***** [PSX] 8/14/11 - Having played through Shadow Complex not that long ago, I'm not really going to go into what makes Metroidvania games appealing. In short, I think the primary draw is the constant feeling of progression as you gain new powers and get access to formerly unreachable areas, as well as the addicting collectibles that actually have a tangible impact on your character's strength, unlike the "hidden packages" type collectibles that are in so many games. One thing I realized while playing Symphony of the Night, the first Castlevania I've touched in a while, is how much being able to equip your character adds to the game. Exploring thoroughly will not only get you upgrades that increase your max HP or give you more ammo for your secondary weapons, you may find powerful swords and armor that will make your journey easier, at least for a time. In a way finding a new sword in a hidden room isn't very different than grabbing a missile expansion in Metroid, but it does feel like a more unique event. The ability to customize your character, making choices like whether the strength of your weapon is worth the trade-off in attack speed, is definitely something I appreciate. Now I will not hesitate to say I'm more of a Metroid fan from both a gameplay and aesthetic perspective, but the RPG elements of Castlevania are very enjoyable and help give the series its own identity.

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    The bosses are fun, the castle is large and has a nice variety of aesthetics and enemies, and the game manages to be difficult without getting too frustrating. I would have definitely been satisfied if it had ended when it seemed like it was going to, but instead I found myself going through an inverted version of the castle I had just cleared. I could see this annoying people, appearing to be a cheap way to add length to the game, and I'm not sure that's wrong exactly; however, I do feel like the inverted castle is actually one of the cooler things in Symphony of the Night. Seeing places you've been before from a new perspective makes them feel completely fresh and different, and falling down toward the sky in the outdoor areas is uniquely bizarre in a way I really enjoyed. The inverted castle is also where some of the tougher enemies and sweetest loot are found, which makes exploring it both exciting and scary.

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    My only real issue with the game is that it doesn't give you enough information sometimes. You pick up a weapon that has a special ability, without any clue how to activate it. You gain the ability to take on other forms, one of which is a wolf. When you're the wolf you can swim in water by mashing a button, which is necessary to reach some map squares in the inverted castle, but the game never tells you this. Entering water in any of your other forms like mist or bat will cause you to transform back into a human, so I assumed the same was true of the wolf as well. It wasn't until I started reading online that I realized that the wolf could not only survive in water but swim as well. A little more explanation about some of these things would have been helpful, although the FAQs and guides for this game are so complete that finding answers to your questions isn't too difficult.

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    I'm not entirely sure if I like Aria of Sorrow or Symphony of the Night better, but either way this game is one of the best entries in a legendary series. It's hardly aged at all in the fourteen years since its release, so if you missed out on it like I did, don't be afraid of giving it a shot.

  • ***½ [360] 08/05/11 - In more than one way, Catherine feels like a game that's too much of a good thing. Its two greatest assets--unique story and clever puzzle mechanics--are pushed so far that it started to take away from what made the game great to me. The story is definitely more mature than games are typically used to, but that doesn't necessarily make it well-designed. The problem comes from trying to balance the story in such a way that it would make sense for a player regardless of their choices. Since the game allows you to pursue sexbomb Catherine [the path [NES] 8/2/11 - This is a pretty impressive game. The sprite and animation quality is about as high as you'll get on the NES, and the game has its own sound chip so the music has a wider variety and better quality of sounds than the vast majority of games on the system. You can interact with almost every object, allowing you to do things like push cannons off their perches to eliminate them as a threat. In fact, to find one of the game's secret items you need to knock a cannon off its platform and ride the ball it shoots to the hidden area. There's a significant amount of attention to detail, with objects falling into the water causing a splash that's proportional to their size. There are multiple paths through the levels, although calling them shortcuts would be more accurate. There isn't much full-on branching, but there being some kind of reward for exploring is nice. On one level if you take a shortcut and get to the boss quickly enough, you'll find him sleeping with an alarm clock next to him and can just shove him off into the water, avoiding the fight entirely. That kind of stuff is what makes Mr. Gimmick neat.

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    Rather than hopping on the heads of enemies to damage them, you throw a star. You can stand on top of most enemies and some you actually need to ride to progress, but damage is only done with the star or other throwable items Gimmick finds in the level. That's not its only use, however. The star can act as a platform; bouncing it off the ground, jumping onto it, then leaping from the star onto a higher ledge is the way many of the secret areas and shortcuts are accessed. The star mechanic is part of what makes the game feel unique, but it has its drawbacks. Gimmick throws it toward the ground and bounces it, the height of the bounce being determined by how high in the air you were at the time of release. Getting the star to hit where you want it to is not the easiest thing in the world, and I still didn't have it totally down by the end of the game. The biggest problem, though, is the game's extreme difficulty. It's relatively challenging for most of the game, but the last third or so it gets truly ridiculous. The environmental obstacles become more of an issue and the enemies and bosses just get straight up mean. That's when my inability to be precise with the star started to get more annoying. Also, to access the game's true final level and get the good ending, you need to both obtain all six secret items (most of them are hidden well) and not use a single continue. The latter of those requirements is almost an impossibility.

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    Ultimately, Mr. Gimmick is a good game that I appreciate because it sets itself apart from many platformers of the era. It's just too bad that the uniqueness doesn't extend to the difficulty level, where its all too typical.

  • *** [PC] 7/25/11 - Similar to Ninja Gaiden II, Puzzle Agent 2 shares the strengths and weaknesses of its predecessor. You could almost copy/paste my PA1 review here. Story-wise, it's probably even better than the first, despite its lack of Sheriff Bahg. Shit get EVEN CRAZIER which, at least in this case, isn't a bad thing. I definitely approve of the decision to go even further down the bizarre path established in the first game. The problems with the puzzles remain, though; there are a lot of repeating types, and the rules are sometimes unclear. In addition, some of the puzzles here are just poorly conceived in the first place. The one that jumps to mind immediately is the one where the answer is the eighth digit of pi or something, requiring you to alt+tab out of the game to look it up online, unless you happen to have a scientific calculator handy. There are some cute little additions that I noticed due to playing this one immediately after the first, like each puzzle attempt costing 20,000+ more taxpayer dollars than the last game and your file getting stamped an even more absurd number of times when do complete a puzzle. Still, while there's no question I enjoyed my time with Puzzle Agent 2, it wasn't really the polished followup I was hoping for.

  • *** [NES] 7/19/11 - My feelings about this game are almost exactly the same as the original. It's a well-crafted game with some mechanical advancements over the first one, but it's still too difficult to love. The most notable improvement here is in the climbing. In the original Ninja Gaiden you had to leap away from a wall and then immediately move back toward it to grab on at a higher point. Here you can just jump onto the wall and press up to start climbing. It's a pretty important change that makes it easier to avoid some projectiles and enemies. I wouldn't say it reduces the overall difficulty very much, though. Enemies still respawn constantly at the edges of the screen and birds will swoop in to knock your death dozens of times. The level design is more varied in this game, with each act having a different gimmick. Wind, ice, darkness, and rushing water all make appearances, but they can be as frustrating as they are fun. While overall I feel like Ninja Gaiden II is probably easier than the first, they don't even refill your health between the phases of the extremely tough final boss fight in this one. The sprites and music are top notch, though, and I admire how committed the developers were to having a story in their game, even if it's a goofy one. As with the original, there's a lot to like about Ninja Gaiden II; it's just hard to shake the feeling that it's designed to fuck you over.

  • *** [PC] 7/6/11 - A really charming puzzle game that I wish had better puzzles. It walks the line of being very evocative of "small northern town with a dark, possibly supernatural underbelly" pieces like Twin Peaks and a lot of Stephen King books without feeling like just lazy parody of those things. It is still basically a parody, though, and a pretty funny one at that. It's hard to put into words how much I love the sheriff in this game. The quality of the puzzles is kind of a letdown, though. There are a lot of repeated puzzle types, where the set-up is different but what you're doing is essentially the same, and sometimes all the rules of a puzzle aren't clear until you submit an answer and probably get it wrong. There are definitely some good ones, and the others aren't bad per se; I just would have liked more variety and clarity. The story parts of Puzzle Agent are where the game really shines, and I'm looking forward to seeing the characters again soon in the sequel.

  • ***½ [NES] 6/30/11 - A good if somewhat rough start to the series. The concept of taking the powers of bosses you defeat and using them to your advantage, offering the player a feeling of progression and adding variety to the gameplay, is brilliant, and it's executed on pretty well here. It would be nice if the weaknesses of some of the bosses were a bit more intuitive, although trying to guess ahead of time what the hell will work against Cut Man is kind of fun. I liked using all the Robot Master abilities aside from Bomb Man's, whose attack is ineffective against most of the game's fast-moving bosses. It does still have its occasional use in the levels themselves, though. The stages are challenging but fun for the most part, but the experience is sometimes marred by questionable design choices, like when you have to ride platforms that are also enemies; the platform AI can bug out and refuse to get close enough for you to complete the next jump. All you can do is jump to your death and try again, hoping for better luck next time. The Mega Man series is known for its difficulty, but later titles at least allowed you to store E-tanks for use against particularly troublesome bosses or areas, something you can't do here. It's not Ninja Gaiden levels of frustrating for sure, but it can still be annoying. It holds up pretty well overall, though, and anyone curious about the early days of the series should check it out.

  • *** [NES] 6/30/11 - Man, fuck this game. I mean, I like it but the difficulty is absurd. Enemies respawn at the edges of the screen so if you have to dodge backwards guys you've already slain will pop up again and probably get revenge. There are no extra lives to be found in the levels; you start out with three and you better be able to make it through the level with that many. Dying at a boss puts you back to the last checkpoint, which is unfortunately usually pretty far, with a legion of asshole enemies once again between you and your goal. The meanest thing, however, would probably have to be the last boss, specifically how death is handled in that fight. The game is separated into Acts, with each act being composed of several levels. All of Act 6 is extremely difficult, but if you make it through level 6-3 you'll face the game's final boss, a three stage gauntlet that is without question the hardest fight in the game. If you die here, rather than being sent to the last checkpoint like with every other boss, you're dropped all the way to 6-1, the very beginning of the act. That's just cruelty, and there's no reason for it.

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    All that being said, you can't help but like the game to a certain degree. There's no question it's well made. The art style and music still hold up today, and the wall-climbing traversal mechanic is fun and gives Ninja Gaiden a different feel than other platformers of the era. The level design and enemies are varied enough throughout the game to keep things feeling different, and I do think the bosses are pretty good overall. It would be a great game if it didn't seem determined to make you cry.

  • **** [360] 6/28/11

  • ****½ [360] 6/3/11 - I'm feeling lazy so I considered just writing "It's Metroid," but the game deserves more elaboration than that. Trouble is, I don't know what more to say. You know how these games work. You start out with practically no abilities, but you find items over the course of the game that eventually make you very powerful and allow you to access more and more of the map. I guess putting it that way might make Shadow Complex sound unoriginal and that wouldn't be an unfair thing to say, but Chair clearly understands what makes that style of game so satisfying and addictive.

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    More than anything you get a constant feeling of progression, of growing strength, whether you're gaining a completely new ability or improving an existing one. You're constantly passing areas you can't access yet, making the possibilities of where you can go feel endless when you do find a new piece of equipment; it's a legitimately exciting event. And all the while, of course, your item collection progress bar is slowly ticking up toward 100%, pushing you to find everything both for the satisfaction and that sweet Achievement. That does bring me to a complaint I have; a handful of pickups are not on the map. I'm not sure how many, although it's probably less than five. My speculation is that because there is/was an icon at those map squares already, the question mark icon indicating an upgrade can't display for whatever reason. Regardless of the cause, this can lead to a needle in a haystack situation where you have 98% items and no idea where to look for them on the pretty sizable map. I turned to youtube guides for help and did eventually get everything, but it's an unnecessary hassle. For the most part, though, the pickups are well-placed, with a good number of them being challenging to find or get to even though you know what map square they're on, which I think is a good thing. Other than some occasional awkwardness with aiming into the background, the shooting works well and melee kills are satisfying throughout, especially when your punches start sending guys flying late in the game. The leaderboards that compare your stats to those of your friends are effective motivators, too, encouraging you to keep playing till you get to the top in headshots, melee kills, et cetera.

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    The boss battles in Shadow Complex are good, although playing this after Outland didn't do them any favors. The true bosses are more than solid, but there are like three mini-bosses that are almost exactly the same fight, which was disappointing. Even though I know it's not a focus of the game, I feel like I have to mention the story. It's just not very good. At one point when asked who he is your character says "I'm no one.. and everyone," which is a pretty groan-worthy line. He might as well be called John Everyman. There's also a bad twist at the end, although I hesitate to call it a twist because it's not a surprise at all. I don't expect every game to have an epic or emotional storyline; I just wanted something a little less generic.

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    Despite a few quibbles, Shadow Complex is an addictive and very well-designed game. Since Nintendo seems determined to not release any more 2D Metroid games, I'm certainly glad there are developers out there like Chair willing to fill that void with great games like this.

  • **** [360] 5/26/11 - A brilliant and beautiful game with a few design issues. Even without ever playing Ikaruga, one of this game's apparent influences, I was immediately intrigued by Outland. Changing colors in order to platform and defeat enemies was certainly appealing, but I didn't know until after release that it's basically a Metroidvania game. As a fan of the genre that got me even more excited, and Outland did not disappoint.

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    The level design is clever and challenging, and while I would have preferred less of a focus on combat, fighting is definitely fun. The controls are exactly what you'd want in this kind of game; whether you can make a jump or not is pretty easy to judge, and there's a good degree of air control. You collect a surprising number of powers as you progress through the game, each allowing access to new areas or aiding your character in battle. Some of these can be quite useful, like the Energy Shield ability which allows you to absorb nearby projectiles and then expel them, damaging enemies. I don't think it actually does a ton of damage, but it is excellent for removing energy "bullets" from an area so you can pass. Others powers are less helpful, like the enemy-stunning Charged Attack which I forgot about for a significant portion of the game because I needed it so rarely. Overall the abilities are both fun and useful, with the Charged Attack coming the closest to being a dud, and it does have its uses. I do have to question some of the color choices they made for the level backgrounds. Sometimes they are bright blue or red, which can make projectiles and enemies of the same color very hard to see. I ran into red jellyfish multiple times in the final area with no idea anything was even there until I took damage. You also flash red when you get hit, which can make it pretty difficult to determine which color you currently are, sometimes resulting in taking a second blow.

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    Outland's boss battles are really fantastic. The High Priestess and The Sisters specifically stood out to me as visually stunning and incredibly intense fights, but all of them are impressive. I went for the Untouchable achievement against The High Priestess, and my heart hasn't pounded that way because of a game in quite some time. My one complaint with the boss battles is that there's no checkpointing in the multi-stage fights. The Mother of Eyes has to be the worst offender; it's a two stage fight, with a mini-dungeon between the stages that you have to go through every time you die. The platforming section in the first part of the Serpent boss fight is a lot of fun, but it loses its appeal after about the third time. Repeating the same easy section just because you died on the harder one later does become tedious. Regardless, the boss battles themselves are very well conceived.

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    One of the defining characteristics of Metroid games is going back through areas you've completed with your new powers and finding secrets. In Outland you're seeking out Marks of the Gods rather than missile packs, with your incentives being the Collector achievement and a melee attack upgrade. The Marks of the Gods are a well done collectible as far as placement; they're never unreasonably hard to find and there's often some sort of clue that might tip you off that there's a secret nearby. The issue is with knowing where to look and getting to those locations. You can check to see if you've gotten all the marks on a screen only when you're on that screen, which basically means you have to revisit every single area of the game again. It's a wearisome task that is more difficult than it should be because of the limited number of warp locations and the fact that the game never shows you how the screens that make up a level are connected. It's not huge deal but it does bear mentioning.

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    I do have a few problems with Outland, but it is a great game and I wish it were getting more attention. Housemarque has made an impression on me, and I will definitely be checking out their next title.

  • ***½ [PS3] 5/19/11 - L.A. Noire spent most of its development time shrouded in mystery, but as the release date neared it became clear that the game was meant to provide a unique experience, something different from GTA in the 40's. And Team Bondi certainly succeeded in that goal; while the mechanics here could fairly be compared to ones in other games -- the interrogations are similar to Phoenix Wright cross-examinations, for example -- they combine to form a title that doesn't really feel like anything else. Different doesn't necessarily mean great, however, and my journey through L.A.'s dark underbelly had its share of hitches.

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    Being in direct control of your character and actually walking around the crime scene, searching for clues, is totally absorbing. I even enjoyed some of the more mundane aspects of police work, like having to call in to get the addresses of individuals or companies. Discovering clues and using them to identify possible leads is one of the game's big joys, which makes realizing you've bent down and picked up YET ANOTHER beer bottle very disappointing. I completely understand why they gave you the ability to pick up random crap that has nothing to do with the case. I even liked it at first. But as the areas you're investigating get larger later in the game it just becomes frustrating. Assuming you have the option turned on, the controller will vibrate if you're near an object you can interact with. Knowing I was only missing one clue at the scene, feeling that rumble, then having it turn out to just be a baseball or piece of scrap metal turned me sour on the idea pretty fast.

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    The interviews in L.A. Noire may be the highlight of the game, requiring and easily obtaining the player's full attention. The quality of the facial expressions in this game is truly amazing, so good that expecting players to be able to perceive and interpret subtle facial movements is not at all absurd. Using physical and voice cues and intuition, you need to determine if someone is telling the truth and how you should respond. Late in the game it can become pretty difficult to tell if a person is lying or holding something back, at which point I started basing my decisions on if the person had an incentive to mislead me or not. You can still be wrong and often are, but walking away with 3/4 questions correct feels pretty good. The dialogue for wrong responses can be interesting too. That said, when to use "Truth" and "Doubt" is often not clear. "Lie" you learn quickly should only be used if you have direct contradictory evidence. The others are a bit more nebulous. If you're interviewing a person that seems to be mostly truthful but may be holding something back, "Truth" could cause Phelps to politely coax out a little more information or it may just end the topic, preventing you from finding out more. "Doubt" could have Phelps prodding lightly for a few more details or directly accusing the person of murder. Getting questions wrong usually didn't bother me much because you can always complete the case regardless, but that doesn't excuse how unclear the distinction between those two choices is.

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    The freedom to investigate locations or interview suspects in the order you see fit is somewhat surprising in an obviously narrative-focused game but it is very appreciated. You can even end some cases without visiting all the available locations; not being thorough may hurt your detective rating, but you can do it. Similarly, you can miss certain clues or get interview questions wrong and it won't impact your ability to complete the case. This allows you to feel like you're in control of the investigation and making important decisions without having to deal with the frustration of a game over screen if things go bad. In some cases you even get to choose which suspect to charge, and those situations feel appropriately weighty. A couple in particular were just excruciating for me. Having to make tough decisions like that is exactly the kind of thing I wanted from this game and it delivered.

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    It's unfortunate, then, that your freedom is limited to the investigation portion of the game and evaporates immediately in the action sequences. In the tutorial section of the game you learn about the warning shot mechanic, where if you hold your gun on a fleeing suspect for long enough Phelps will fire a warning shot, causing the suspect to stop. You can also chase people down and tackle them to end the chase. Which one of those two things you can do to stop a given suspect is determined completely by the game, even though either should work in basically all situations. Sometimes you're allowed to do neither, forcing you to chase the person until the scripted end of the sequence where there's usually a confrontation. In one car chase I learned the route the guy was going to take, got to an intersection I knew he would cross, then T-boned him hard into a nearby building. He was able to speed away perfectly fine because you're just not allowed to stop him that early. This is where I feel the game's determination to be like a film is detrimental to the experience. They clearly scripted out these sequences to be like big action movie setpieces, and to make sure you see them they put frustratingly arbitrary restrictions on what you can do and when you can do it. It's not that the way they want you to do it isn't fun; I just find it grating that there are suspects I can't stop no matter how well I play because I haven't reached point X in the chase yet.

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    Of course, story is the main focus of this game and I think it's a good one. There are a couple of main threads that I won't reveal here but they cover the sort of ground I want from a detective story. The performances, both voice and facial, are strong, and I really like the newspapers, although probably more in theory than in practice. The final Homicide case is incredible, and while the game does stumble in the final act, there are still parts of the Arson desk I enjoyed a lot. It's hard to talk about it without spoilers, but Phelps makes a decision late in the game that is never justified. It just feels crammed in there to advance the overall plot, and this poorly executed Thing casts a shadow over the whole end of the game, constantly reminding the player of its dumbness. You find a film reel on an old movie set late in the game and what's on it is so unspeakably silly that I'm shocked it made it into the rough draft, much less the final version. The game also has the tendency to beat you over the head with stuff you already know or could easily intuit with less exposition. Ultimately, I did enjoy the story despite some pretty significant issues, although the acting is definitely more responsible for that than the plotting.

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    I've said some pretty negative things at times in this review, so let's be clear: I appreciate L.A. Noire. I love how detailed the world is, the quality of the performances, and most of the mechanics. Stuff like scanning the entries of a ledger and looking for the names of apartment tenants on their mailboxes never really lost its novelty. There are also plenty of nice little touches, like letting conversations with your partner finish before skipping to the destination. The game makes some unfortunate missteps, but it does a lot of things right and is certainly worth experiencing.

  • ***½ [PC] 5/10/11 - So whimsical it would be hard to not enjoy it. I like the strange, anachronistic world of The Next Big Thing, where monsters exist and there are intelligent robot butlers despite the 1950's aesthetic. The voice work here is very good, and the dialogue has a nice snappiness to it. Characters do sometimes say things that come off as odd, which could be a translation issue or just another quirk of the game world, but those off-putting bits of dialogue often turn into pretty cute running gags so no harm done there. It's not an overly hilarious game but it's certainly enjoyable and made me smile a lot. As far as puzzles go, I don't have many complaints. I got stuck pretty bad a couple of times, but I feel like those were on me and not the game; I wasn't making connections that, in retrospect, I should have. There was one puzzle, though, where I just had to brute force it. There's a row of symbols and you're supposed to figure out what they mean using pattern recognition, apparently, which I couldn't do. I just kept guessing till I got five in a row right, at which point I could progress. That could just be me being dumb, but it doesn't seem like the game gives you enough information to solve it. I definitely liked the puzzles overall, though. One section of the game takes place inside a character's head, meaning the standard rules of how objects might be combined or used don't necessarily apply, but the solutions are still intuitive enough that you can figure them out without help. I'm glad I didn't let this fun, charming adventure game slip under my radar.

  • *** [PC] 5/8/11 - A pretty derivative but fun adventure game. The Blade Runner comparisons are apt, but I really enjoy that kind of blending of sci-fi and noir so I'm not complaining. Of course, half the game takes place in a location that is not the grimy, rainy area so reminiscent of Blade Runner. Unfortunately, this other place wasn't nearly as appealing to me aesthetically, and its more sterile nature means there's less stuff to see and interact with. I liked the puzzles in both areas pretty well, though, and can't recall any solutions that struck me as particularly arbitrary. There are some nice little touches that help flesh out the world some, like being able to buy a newspaper and read what the top stories are. Nothing major but I like that it's there.

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    From a mechanical perspective, I wish the game intuited what you're trying to do better. If you want your character to climb a ladder then open the door at the top, you need to issue those commands separately; there's no reason you shouldn't be able to just tell him to open the door and have him climb the ladder automatically. It's not big problem, but it's the kind of thing that wears on you over the course of the game. The characters are all right, though there's not much personality to them, and the voicework isn't very good. The story touches on some complex philosophical questions like whether free will exists and how much memories shape who a person is, but it doesn't do anything particularly interesting with them. There's also a lame and poorly executed twist towards the end. Regardless, it's a fun game with a nice retro art style and I enjoyed my time with it.

  • ***** [PC] 4/22/11 - It was tempting to give the original Portal a four star review just so there would be an easy way to communicate that Portal 2 is the better game. Despite having more of a real narrative than the original and a bunch of new mechanics, the game still feels distinctly like Portal, which is, of course, a good thing.

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    The first game had some pretty challenging puzzles, so hearing that there would be lasers, light bridges, and several other new ways to interact with the environments was intimidating. If I'm struggling to figure out how to just get a box on a switch, how am I supposed to solve puzzles where I need to redirect lasers and place bridges and use gels? It's all introduced nice and slowly, though, so you never feel overwhelmed. Coming right off the original Portal, the first hour or two was rather easy, but that section is all about reacquainting you with the mechanics and getting you into the right state of mind. After you've done some easy puzzles with the new mechanics and see generally how you're supposed to use them, the more difficult rooms seem relatively approachable, although you still may need to bang your head against them for a while.

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    The addition of Aerial Faith Plates, which shoot you off in a predetermined direction, and more falling-to-gain-momentum puzzles mean you'll be spending a lot more time soaring through the air, which is definitely something I can get behind. One of the benefits of the larger environments is that they enable you to get off some pretty massive jumps. I'm not going to go into all the new mechanics here, but suffice it to say they're all good. I will say, though, that the gel puzzles overstay their welcome a bit. They're good puzzles in the sense that they're all pretty satisfying to solve, but there are just too many of them. I feel like it's a gameplay variety issue. You're dealing almost exclusively with gels for probably a third of the game, with the new additions like lasers going by the wayside, and one mechanic just can't carry the game for that long of a period. Regardless, the puzzles in this game are really brilliant. Some of the later ones I found quite vexing, but that just made them more satisfying once I figured them out.

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    Story is s very important part of the Portal franchise, and while I won't talk about it in great detail here, it has to be discussed. The writing in this game is SO good. Wheatley's bumbling, GlaDOS's passive-aggressive remarks, the Cave Johnson stuff, it's all fucking hilarious. At the same time, as I watched the ending FMV play, I found myself feeling oddly emotional, something I wouldn't have expected from a comedic game. Portal 2 is extremely memorable the whole way through, but the ending especially stuck with me due to it's combination of humor and poignancy. I'd also like to take a moment to praise Valve for not going with a cop out ending that would leave them with an easy set-up for Portal 3, because they definitely had the opportunity.

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    This is currently my favorite game of 2011, and there's a realistic chance that that's not going to change. It is superb.

  • ****½ [PC] 4/21/11 - I feel like this game shares some similarities with VVVVVV. Both are clever games that I like so much both conceptually and in execution that I can't hold their brevity against them. The idea behind Portal is simply brilliant, and Valve's puzzles are mindbending enough to match. Finally figuring out a troublesome test chamber gives you that amazing feeling of satisfaction that only comes from solving a good puzzle. I also enjoyed and was surprised by the story. Going in I thought it was going to be purely about taking tests, but there's an compelling and hilarious narrative, one that builds almost without you even realizing it. The game does a great job of implying things about Aperture Science and the testing you're doing without actually stating them. While I do probably like the talky nature of Portal 2 better because it allows for more humorous dialogue, Portal's more minimalist storytelling is still very strong. My only complaint would be that sometimes even after you've figured a puzzle out, it's hard to complete it because of precise timing or platforming requirements. I never had any major trouble, but it is kind of annoying when what's holding you back is on the mechanical side rather than the mental one.

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    If you have a Steam account, you probably own this game, and well that you should because it's something special.

  • **** [360] 4/13/11 - I'm behind on reviews so I'll try to make this one quick. This game is really fun. I've always been a sucker for bullet time, even in shitty games like Enter the Matrix, so I guess it's not surprising I'm a fan of the action in Vanquish. One thing that impressed me is how quickly you go from feeling invincible to completely helpless as soon as your slowdown juice runs out. This is a cover-based shooter, and without the advantage of the Augmented Reaction Suit you are going to get torn the fuck up, even on normal. If you've seen any footage of this game, you probably have a good idea of whether you'll like it or not. Rocketing around and killing dudes in slow motion is as fun as it looks.

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    I like the weapon upgrade mechanic, where if you pick up a weapon you currently have max ammo for it levels up some attribute of the gun, although I wouldn't mind something more full-featured (different ammo types, choice of how you'd like to upgrade the gun, etc.). The larger enemies all have big red weak spots to shoot, but doing that never feels too repetitive because the action stays so frantic. And popping out, going into bullet time, and blasting that weak spot with a rocket never ceases to be satisfying. There are a few too many instant death laser attacks for my liking, however. They do charge up so it's not exactly unfair, but there's so much going on at any given time it's easy to miss the signs. While Vanquish may not be as polished as Gears of War, I appreciate it more than those games because it's more unique gameplay-wise. It's nice to play a cover-based shooter that has a different feel than Gears and its clones. I did experience a minor bug where mobile platforms I rode on would sometimes stutter; Sam continued to move normally but the object he was riding on would hitch. I'm not going to hold it against the game, though, since the glitch never caused me any actual trouble.

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    There's not much going on here in terms of story. I mean, evil space Russians are the antagonists. The plot didn't bother me, but unfortunately it doesn't really have the absurd charm you might expect after playing Bayonetta. Bottom line: you can rocket up to a guy, kick off of him into the air, then use bullet time as you fall to the ground to take out surrounding enemies. If that sounds appealing, you should play this game.

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    Vanquish may not do as much for the shooter genre as Bayonetta did for character action, but those two titles have certainly put PlatinumGames on my radar. I look forward to seeing what they do next.

  • ***** [PSX] 4/4/11 - This is a game that is simultaneously great and disappointing, and I still feel conflicted about it weeks after finishing the game. Xenogears was supposed to be the fifth game in a six part series, and it definitely feels like it. The world you're dropped into is rich and fascinating, full of political intrigue and religious symbolism. Gears, powerful mechs that are by far the most advanced weaponry on the planet, are excavated from ruins rather than built in factories. The world is a mystery that draws you in immediately; the problem, for me, is with the answers behind some of those mysteries. Xenogears has a good story, but it should be even better than it is given how compelling some of the main ideas are. At it stands, the game is frankly incomprehensible at times. There are many occassions where an aspect of the story could have been simplified while keeping the events of the game more or less the same, but Xenogears always errs on the side of complexity. I can't give any examples here without spoiling things, but if you play the game you'll understand. It would probably make more sense if the previous four games had been made, doling out the history of this universe slowly instead of trying to fit it all into one game, but I have my doubts even then. I don't want to give the wrong impression, though, this is a special game.

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    The battle system is quite unique, with on foot and in-Gear combat having substantial differences. Characters learn powerful moves called deathblows by performing combinations of light, medium, and heavy attacks. The more on foot deathblows a character has learned, the more deathblows they have access to in Gears battles. It's a clever system that encourages the player to learn all the deathblows for their characters, not just skip to the most powerful available at a given time. Gear battles require additional strategy because all your actions, magic attacks aside, consume fuel, and a Gear won't run without fuel, obviously. There's also no way to revive downed Gears mid-battle, meaning you have to pay attention to the HP of your Gears at basically all times. Some fights require some you to make tough decisions, like whether or not it's worth it to use the fuel-guzzling Booster ability to raise your speed, and having to make those kind of strategic calls is exactly the kind of thing I want in an RPG, or most any game really. Similarly, there are trade-offs when it comes to equipping your Gears. Engines have two attributes: output, which determines how hard your attacks hit, and fuel. Engines that have high output are typically low on fuel and vice-versa, so you have to decide on which end of the spectrum you feel more comfortable. I almost always went for power because your biggest use of fuel is healing Gears with Frame HP accessories, something you'll need to do a lot less of if you're destroying enemies quickly. Your party and its Gears both get three accessory slots, allowing you to customize your set-up depending on the situation and your style of play. My only complaint here is that some items, like the Deathblower Gear accessories, don't give you enough information to determine their usefulness. The Deatblower1 item simply says that it "enables level 1 deathblows," giving no indication that equipping it is the only way you can perform a secret high power-low fuel deathblow. This is only a problem for a handful of items, however, and definitely not something worth worrying about as you play through the game.

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    It's hard to talk much about this game story-wise, because giving anything away feels criminal. The process of going from knowing nothing about this world to understanding it (as much as it can be understood) is incredibly memorable. It would be impossible to discuss Xenogears, however, without bringing up Disc 2, which is potentially the biggest let down of any game I've played. I feel like I could overlook the unnecessary complexity of the plot if the game was more complete. The end of Disc 1 is exciting and filled with story pay-offs, and you can't really tell that anything is wrong at the very beginning of Disc 2. Then the narration starts. Until now there has been zero narration, with all the events occurring in the moment. Suddenly you've got Fei, sitting in a chair, DESCRIBING what your party is doing. "We went to place X and did thing Y." Occasionally you get control back to fight a boss battle, but thats about it. All sense of pacing is lost, and the events feel totally insignificant without proper build-up. It's like someone hit the fastforward button. There's an important scene where the town isn't even rendered; the characters just talk to each other in front of a screenshot of the town. Disc 2 feels MAYBE a third finished. Right before the final dungeon you get real control of your party again and can explore the world, but I think it goes without saying that that doesn't make up for what came previously. I liked all the characters a lot, but you get to spend so little time with them on Disc 2. There may be more text describing events you should be playing through than there is dialogue. The final dungeon and the lead-up to it are rather strong, though, enough so that by the end of the game I felt surprisingly satisfied overall.

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    I feel like I've done a lot more complaining in this write-up than is acceptable in a five star review, but the game has problems I have to talk about, ones that nag at me so much because of how amazing it is otherwise. Five stars doesn't mean perfection; it means I think the game is great, which Xenogears certainly is despite its issues. I just wish its full potential could have been realized.

  • ****½ [PS3] 3/2/11 - Metal Gear Solid 4 is a game that I liked before even playing it, really, based on the premise alone. Solid Snake, the world's greatest soldier, broken down and dying, has to somehow find the strength to prevent one final cataclysm. I'm not sure there could be better set-up for an MGS game. Even though I can't say I like everything about MGS4, it is a very strong send-off for one of the most iconic characters in video games.

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    This game is split into acts, and after Act 1 I was a bit concerned. It takes place in a Middle Eastern war zone. You're tasked with navigating Snake through the chaos, as gunfire and explosions ring out all around. The areas are very large, with far more paths and places to go than any MGS game has ever had on a single screen. As you might expect, these larger maps are accompanied by a significant increase in the number of hostile soldiers you'll need to avoid, something I struggled with. I'm not sure if it was just me sucking after not playing stealth games of any kind for so long or if there were some bad design decisions at work. Probably some combination of both. My main complaint is that some of the paths you can take WILL get you spotted, but it's not really possible to know that until you die a few times. Also finding the safe routes isn't always easy. I remember in one area I killed all the soldiers and crept carefully up to and past where they were, only to have more spawn in behind me, obviously leading to an alert. I realize now that I shouldn't have been in that area to begin with. My objective was in the opposite direction. Still, I think that's partially on the game because it doesn't do a great job of explaining some of its mechanics, like how your radar/mini-map and the Awareness Ring work. Hell, at the very beginning you don't even have a radar or any silenced weapons. So while sneaking through a war zone is cool conceptually, the execution in Act 1 is somewhat lacking. Even so, there's still plenty to appreciate. You can take the side of rebels fighting the PMCs, which makes it a lot easier to traverse some areas. It's also readily apparent how much better the game works as a third-person shooter. You now have the ability to either use an on-screen reticule or iron sights at any given moment, which definitely makes firefights a lot more manageable.

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    Act 2 is when I really started to warm to the game. By that time I had gotten better at sneaking, and the environments themselves make it easier to avoid detection. They're more open, which means you can see can spot and avoid enemies more easily. It's not nearly as likely you'll start down a path and suddenly run into a guard. After, say, the first half of Act 2, the game basically becomes a series of setpieces. A good portion of them still require stealth, but there's usually some interesting twist to what you're doing. For example, there's a section where you need to track a group of soldiers through the jungle while simultaneously avoiding ambushes they've set up to prevent Snake from following. Then there are, of course, sections that don't require any sneaking at all, like a pretty cool turret sequence that doesn't overstay its welcome. I'd like to talk more about some of the things you do in this game, but I'd feel bad about spoiling them. I'll settle for saying it never feels like you're doing the same thing twice. The environments and gameplay were varied enough to keep me interested the whole way through. I must admit, though, I'm not sure the MGS4 bosses live up to the standard set by the previous games. Mainly they don't have as much personality, but the fights themselves are well done and memorable.

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    Mechanically, MGS4 is the best a game in this series has ever been. As mentioned previously, it plays much better as a shooter, but there are other significant improvements. For one, Snake can move while crouched. Before you could only crawl along the ground or run/walk upright. Sneaking through areas while crouching is more or less essential to avoid being discovered, because guards have better vision this time around. Drebin's shop may be the most important new feature in this game. It allows you to buy new weapons and ammo at practically any time, but the customization options it provides are a much bigger deal. Guns can be outfitted with a grenade launcher, silencer, dot sight/scope, flashlight, the list goes on. Of course, some guns have fewer options than others and some can't be modified at all, but being able to personalize your tools of the trade is still a great addition. The OctoCamo that automatically adapts to Snake's surroundings also works very well. I do find it kind of odd that the OctoCamo doesn't seem to blend in as well as the handful of camo patterns that were available to you in MGS3, but I think they just wanted to make this game a little tougher. As long as you aren't letting guys roll right up on top of you it's not really an issue.

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    MGS4 has all the little touches you'd expect from a Kojima game. Snake has developed back problems so if you run around crouched for too long his back will stiffin up and hurt his recovery time after a roll. There's a even a compress item you can use to ease his pain immediately. Rations can be traded to rebel groups for other items. There are numerous FaceCamos Snake can wear to alter his appearance, one of which looks basically like his MGS2 model. There's also one that is literally his MGS1 model, jaggy polygons and all. The number of easter eggs in this game is basically obscene.

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    While this is definitely a good game, I'm honestly not sure if it's worth playing unless you have some sort of familiarity with the characters and fiction. There are so many great moments, but for them to be as powerful and amazing as they ought to be the player needs to know the history. The game does do a little bit of recap, but that's mainly to refresh the memories of people that already played the old games. There's no real depth to the explanations. Now, I am far from an expert on the Metal Gear fiction, but knowing the characters and the old grudges definitely enriches the experience. This game has SO many connections to its predecessors it's ridiculous. Specifically, there are a lot of references to MGS1, but the others are far from neglected. I don't think it's much of a spoiler to say that Snake and Liquid face off again, and it is without a doubt one of the best moments of 2008. There are plenty of other moments like that, too, that I'm not going to go into here. Honestly, though, I wish Kojima could be a little more serious. At one point a man shits himself in the middle of a battle, and that's probably not the silliest thing in the game. Obviously the plot of these games is convoluted and absurd, so it's not like I expect or want a purely solemn tale, but sometimes the wackiness goes a little too far for my tastes. Late in the game a character is in the middle of explaining something and he burps for no reason, and all I could think is, "Why? Why would you do this?" But these games are purestrain Kojima, and you have to take the bad with the good, apparently. Story-wise, MGS4 is what it is. If you could tolerate the insanity that was the end of MGS2, you shouldn't have a problem here. I just really enjoy the world and characters of the Metal Gear Solid series, even if much of what goes on is incomprehensible.

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    More than anything else this game is about saying goodbye to Solid Snake, something I didn't really want to do, but I understand it was necessary. His storyline had been hanging in the air since 2001 and it was time to wrap it up. Snake's physical condition not only makes for a more compelling story, but it also assures he can't be brought back. If Snake were in fighting shape at the end of this game, Konami would find some way to churn out an unnecessary sequel, with or without Kojima at the helm. Ultimately, although it could have been done differently, I'm satisfied with how Snake's story ends, which is probably the most important thing I can say about this game.

  • ***** [PS2] 2/25/11 - Despite the trappings being completely different, I feel like Persona 4 is some sort of kin to Mass Effect 2. Both have strong core gameplay, but what puts them over the top, what makes them extraordinary and memorable are the characters. The key difference, however, is that Mass Effect 2's characters are compelling because of how unusual they are. Not even the human characters are anything approaching normal because they're products of that universe. Persona 4's characters draw their strength from how ordinary they are. Their fears and the things they struggle with, the constant clash of who they actually are versus the mask they where when out in the world, couldn't be more relatable. Watching their personal stories unfold is legitimately touching, a video game rarity.

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    Even though I had watched the Endurance Run and knew all the plot beats, I couldn't put Persona 4 down. I blew through it in eight days, which is pretty fast if you know just how long a game it is. When a game is primarily praised for its story, many times it comes with the caveat that it's not very much fun to play, but that is definitely not the case with Persona 4 (although that really depends on if you like JRPGs or not). The mechanic of both you and your enemies getting an extra turn for hitting a weakness kept me consistently engaged in the combat. Being rewarded for exploiting weaknesses with something more substantial than just a few extra points of damage was really nice. They reflect the secret feelings of the characters in some pretty creative ways.

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    I can say without any qualification that this is a challenging game. Even if you're overleveled for an area, if you let the wrong group of enemies get the advantage you may find yourself staring at a Game Over screen and wondering what the hell just happened. Some people might find that annoying, but many modern JRPGs have been a cakewalk for me so dealing with some adversity was refreshing. And I was only playing on Normal, not Expert, the hardest difficulty.

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    The fusing system was one of the more fun parts of the game for me. In a lot of ways it reminds of Pokemon, a series I've always enjoyed, but there's a level of complexity here that those games have never had, which is largely why I've grown less interested in them over the years. A Persona you fuse can inherit several moves from its components, which means you can customize most of your fusions to fit your style of play. I always rolled with dudes that had plenty of buffs and de-buffs, but it definitely doesn't have to be that way.

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    I don't want to imply that Persona 4 is a perfect game. I feel like if I hadn't watched the Endurance Run a lot of the mechanics would have been confusing to me, since this was my first foray into the Shin Megami Tensei series. Despite all the knowledge I had about the systems coming in, I still managed to forget for most of the game that having a Persona that matches the Arcana of the person you're S-Linking with on you will speed up relationship progression. There's also some minor UI stuff, like your sidequests being buried in the System section of the menu, where you'd normally only expect to find sound settings and the like. I'm also not sure how you're supposed to get the true ending without using a FAQ. Even if you feel like the good ending didn't answer all your questions, the actual steps you need to take to trigger the true ending aren't very obvious. But you know what? None of that shit is important. None if it has any real impact on how I feel about this game.

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    Even after sinking 85 hours into Persona 4, I still wasn't ready to say goodbye to its characters. It's similar to the sense of loss I get when I finish a book series and realize that I won't be going on any more adventures with these people I've grown so fond of. Games hardly ever make me feel that way, but this one did. That's how I know it's great.

  • ****½ [PC] 2/12/11 - Unfortunately, I waited too long to review this so I've forgotten some of my thoughts on it, but I'm going to attempt a coherent write-up anyway. For some reason I remembered not being a big fan of the aesthetic of this game, but when I actually got into it I found the art style and bright colors pretty charming. But, of course, what Braid is primarily known for is its puzzles, and they are excellent. The game rarely uses the same trick twice, which is generally a good thing but it can lead to frustration. There was one puzzle I wasn't able to figure out on my own. After looking online for a solution, I discovered you needed to use a mechanic that I didn't even know existed, which is why it never occurred to me to try it. Since you never need to utilize it any other time, it seems like an easy thing to be unaware of. In fact, from what I've read that puzzle seems to be the one people have the most trouble with overall. Still, that's a minor quibble. Variety is something to strive for. Each world has a unique implementation of the time-rewinding mechanic, so the game always feels fresh. I'm not sure I understand how all the story stuff ties together, if indeed it does, but I enjoyed reading all the little vignettes, and the moral of the story is a good one. It's a beautiful and incredibly clever game.

  • **** [DS] 2/1/11 - A really interesting and unique game. From what I understand, the same team that developed Ghost Trick was also behind the Phoenix Wright games, and it shows in the charming but bizarre character designs and mannerisms. The animation in this game is just beautiful. I'm pretty sure it's cel-shaded 3D, or at least the characters are, but I can't say for sure. All I know is it's one of the better looking DS games out there.

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    The puzzles get increasingly complex as the game goes on, eventually requiring you to control multiple ghosts. There's definitely a lot of trial and error because most of the objects you "trick" can't be reset to their original position or triggered again, meaning if you do something wrong the only way to rectify it is to start over. You can do this at any time, however, and about half-way through the puzzle the game checkpoints you, so it's never all that frustrating. Ghost Trick does somewhat annoyingly let you continue playing even if you've done something that renders you incapable of preventing that particular murder. Say in your attempts to cause a distraction, you open a trapdoor. It doesn't do anything to change the situation, so you move on. You trick some other items and do create a diversion, leading the attacker to change positions. He sees the open trapdoor, jumps over it, and goes on to murder whoever you were trying to save. That's when you realize you were supposed to lead the murderer onto the trapdoor THEN trigger it, but by then it's too late. The instant you sprung the trap prematurely, you failed the puzzle, but the game doesn't inform you of that. Ultimately, though, this isn't really bad thing since those situations tend to help you see what you should have done in the first place.

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    The story in Ghost Trick is always entertaining, with plenty of twists and turns along the way, but it just gets crazier and crazier. The premise of ghosts not only existing but having an impact on the physical word is definitely the least ridiculous thing about the plot. By the end of the game I felt as if someone had shortcircuited my brain. There's a moment at the very end where they do something so unexpected, so extreme with the time rewinding mechanic that I actually said "No way are they doing this" out loud. It felt like they started out with this mindfuck of an ending, then worked backward to create the rest of the plot. The result is a story that's compelling but arbitrary. The way the ghost powers and the other supernatural stuff in the game works doesn't feel intuitive. But, you know, maybe I'm doing much analysis on a story about fucking ghosts.

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    Play this charming, unique game. Do it.

  • * [360] 1/31/11 - So buggy even playing through the tutorial section was impossible.

  • **** [360] 1/29/11 - Alan wake is an unfortunate case of self-sabotage. A good game for certain, but one that could have better if Remedy had just known when to stop when it comes to length-padding collectibles. There are few games I can think of that match the foreboding atmosphere of the Bright Falls forests at night. The wind blows and a dark fog swirls around you, and the dread begins to creep in. Enemies will be spawning soon, but when and where and what kind are a mystery. Taken can appear at any time you're not standing in light, making your trips into the woods a time of constant tension and alertness. Taken can spawn behind you, and even when they don't they are very good at flanking you while you're focused on their brethren. This makes running a very good idea most of the time. In one particularly memorable instance, I was running through the woods, dodging Taken, dropping flares to buy me some time as a stumbled toward a streetlight in the distance. I had no health. One more hit would kill me. As I finally reached the edge of the circle of light, a Taken caught up with me and took one final swing with his pickax. He missed and suddenly everything was fine. My health had regenerated, all the Taken had despawned, and the game saved my progress. There is a legitimate feeling of relief when you reach a lit area or when you survive the night and get to have a gameplay section during the day. The stuff they do with light and shadow in this game is beautiful, and the final chapter, when the game really starts throwing everything it has at you, has a sequence in it on a bridge that is one of my favorite parts of any game this year.

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    It's just disappointing having all that atmosphere and tension undermined by the collectibles. I am playing as Alan Wake, a man that is supposed to be trying to find his wife and survive this nightmare, but instead of sticking to the path and moving towards my objective, I'm out there deep in the woods looking for fucking thermoses under every rock. It's immersion-breaking, not to mention annoying. I suppose in GTA4 Nico has better shit to do than shooting pigeons, but in open world games like that there's always downtime between missions, a period where running around the city doing optional stuff doesn't feel so out of place. Having "THIS IS A VIDEO GAME! GOTTA FIND COLLECTIBLES AND GET ACHIEVEMENTS" blasting through your head definitely does not make the game scarier. The best moments of the game were when I was so overwhelmed by enemies I just had to put collectibles out of my head and run towards the light. A lot of times only 2-3 Taken spawn so you can quickly kill them and get back to looking for can pyramids to shoot. Some people would say that since Achievements are optional, you can't hold them against the game. I would disagree, obviously. Incentivizing the collectibles the way they have changes how you play the game, and not for the better. They also don't provide you with a way to check which collectibles you missed and where. For example, I finished the game with 15/25 of the local signs read. (They talk about the history of the town, etc. Local flavor stuff.) There is no place I can look that will tell me in which chapters I missed signs. Same thing for the secret stashes of weapons and items. I've got 25/30 and have no idea where to start looking for the last five. You CAN look through your manuscript and see which chapters are still missing pages which is nice, but that just brings me to another complaint: some of the pages are only accessible on Nightmare difficulty, which is a step above Hard. The pages are one of the most interesting things about the game. They give insight into past events or foretell futures ones. To have some of that story content locked away is really irritating. One day if I'm feeling masochistic I may give Nightmare a shot, but I doubt it. Also, the driving in the game is pretty bad. Having cars is kind of essential since you're supposed to be traveling over large distances, but they really should have worked on the controls more.

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    Alan Wake is a game that does a great many things right. They totally nailed the small northeastern town thing, for instance. It feels like something right out of a Stephen King book, not coincidentally. The story, while somewhat nonsensical, is compelling, and the gunplay has a nice feel to it. I just wish they had left out the thermoses.

  • **** [360] 1/12/11 - Enslaved is a game that I appreciate a lot of things about but the journey definitely has its ups and downs. The game starts out strong with an escape sequence. In the aftermath Trip enslaves your character, Monkey, leaving him no choice but to escort her home. Escort has a pretty negative connotation in games but very rarely do you have to protect Trip. Most of the time she's distant from the fighting. There's a co-op element where Trip will project a hologram of herself to distract enemies, mostly turrets, allowing Monkey to get through an area without being blown to bits. In the rare case an enemy does start attacking her, she activates an EMP that stuns all nearby enemies, allowing you time to get over there and turn those mechs into scrap metal. The point I'm belaboring is that escorting her through the world is not a frustrating experience. In fact, my worst experience with the game was in the section where she's not with you.

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    Up until the end of chapter 6, I'd say I was enjoying the game a good bit. The end of chapter 6 consists of a string of very tough fights, all without Trip around to distract any your foes. Super Meat Boy aside, that section of Enslaved was the first time in a while that caused me to approach controller throwing levels of rage. There are many different ways you can upgrade Monkey, and apparently the ones I'd been choosing left me ill-prepared for that fight. I had mostly been going for health regeneration upgrades but I still wasn't recovering fast enough to make enemy combos not totally devastating. Also the camera zooming in as you strike an enemy may allow his buddies to sneak up behind you and start said devastating combo. Of course, I was partly to blame for my struggles. I forgot about the sweep attack that pushes enemies away and keeps you from getting surrounded. I may have disagreed when my frustration levels were peaking during chapter 6, but the combat in the game is genuinely good. Though I wish there was more complexity to the combo system, the takedowns you can perform on certain enemy types combined with Monkey's stun, focus, and sweep attacks keep the combat feeling fresh. Just hammering X and Y repeatedly isn't going to win you many fights. And if you get tired of melee your crazy future staff can also fire off plasma and stun rounds.

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    The chapter in which you meet Pigsy (I think it's 8 but it could be 9) is when I really started pulling me back in. For one, by that point you're a good deal stronger than you were in chapter 6 so the combat becomes fun instead of stressful. Also in addition to the co-op actions you can perform with Trip, you need to work with Pigsy to do things like open up a path using bombs. Even though he's kind of an asshole, the addition of Pigsy changes dynamic of the group for the better. More banter while exploring and fighting can't be a bad thing. Not sure who his VA is but I think he did a really good job. Of course, all the voice work in the game is pretty good.

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    The traversal system in the game is fun and well-animated, but having all the climbable objects glow does kill any satisfaction you might get from figuring out where to go next. The plot is all right but it doesn't really do anything unexpected until the very end, and even that's pretty cliche. The story is carried by the likable characters rather than the events of the plot.

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    While it does make some missteps, Enslaved is definitely a game worth playing.

  • **** [PC] 1/6/11 - As someone who never experienced and therefore has no nostalgia for the early days of computers and internet, I was surprised by how much I enjoyed this game. Gameplay-wise it reminds me a lot of Uplink, the hacker game by the Introversion guys, except Digital is infinitely more playable. Uplink is confusing even after the tutorials. Anyway, the story of this game is really interesting. It goes in a completely different direction than you expect at the outset. At first I disliked the twist because of the absurdity of it but by the end of the game it won me over and had me tearing up a little. There was a section that tried my patience around 80% in, but it was definitely worth persevering through. Even though the days of the Amiga and dialing into BBSes are long past, the quest to find your online friend is still very relatable. I'm sure most people have had a forum they visit suddenly disappear, their only connection to some of their friends unexpectedly severed. Contacting other posters to see if they know Emilia, looking for her on other BBSes, etc. parallel things I personally have done when trying to reconnect with online acquaintances. It makes for an unexpectedly compelling game.

  • ****½ [360] 1/5/11 - Obviously I've been pretty terrible about actually putting games on here and reviewing them, so I'm going to do this game immediately while it's still fresh.

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    In most ways this game is just as good or better than Assassin's Creed II, which is saying a lot. The traversal system that made the first game bearable and the second game exceptional returns, and it's as good as ever. Getting around Rome is a fantastic experience, although I did grow weary by the end of the constant trips from the city to the countryside in search of treasure, flags, and feathers. The tunnel entrances scattered throughout the map make travel over long distances faster, but the collectibles are spread fairly evenly over the entire area so you'll be covering most of the ground on foot or steed. Speaking of the collectibles, I must praise the developers for finally them easy to find. I'm not sure when they unlock, but eventually you can just buy maps showing where all the flags and feathers are, which is the only reason I bothered getting them. In my life I have done any of the "collect 100 of item x" quests in a video game, until now. I hate running around the map, checking every nook and cranny for an item and in the end still not being totally sure I just didn't miss it. The game also keeps track of how many flags from a given area you have, so you can find out quickly if that last flag you need is outside in Rome or in one of the Romulus Lairs.

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    The Romulus Lairs are very similar to the Assassin's Tombs in ACII, and once again they are some of my favorite parts of the game. They're like little Prince of Persia vignettes in my Assassin's Creed game and I like them a lot.

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    Oh God I haven't even gotten to the renovation mechanic yet. With Civ people talk about getting into "one more turn" mode, where you keep telling yourself you'll stop after the next turn and soon hours have passed. In this game I got into "one more store" mode. Scouring the map looking for grayed out buildings, tunnels, and landmarks become an obsession.. which brings me to a pretty big problem I have with the game: the damn invisible (well, visible but not solid) walls. You can't renovate shops in an area until you've destroyed the nearby Borgia tower, but the game keeps 3 of these towers blocked off until basically the end of the game. This was agonizing for me because I really wanted to go there and open up new blacksmith shops and shit. And as far as I can tell, there's no real reason for blocking those areas off. There's nothing you can there that would somehow fuck up the plot of the game.

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    Plot is another complaint I have with the game, mainly that there isn't much of it. In ACII Ezio grows from a brash young man to a key member of the Assassin order, and Desmond starts to tap into his own Assassin skills, learning to climb and leap as Ezio does. In Brotherhood nothing really happens with Desmond until the very end, and Ezio is static as well. Near the end he becomes the official head of the Assassins but that's a role he was more or less playing anyway. While the story is pretty weak, there are some good setpieces, like when you have to scale the castle walls to rescue an ally. All of the Leonardo's Warmachines missions are great too.

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    Can't believe I almost forgot to mention running your own Assassins guild. Even though your recruits are personality-less drones, I still grew attached to them as I watched them grow. Attending the ceremony the first time one of your recruits is ready to become a full-fledged Assassin is a really great moment. (Heading to your hideout for the subsequent 8 induction ceremonies is kind of a hassle though.) I didn't use them to kill guards very much because I've always liked the combat in Assassin's Creed, and it's even better now with the kill streak system. Still, whistling and having a hail of arrows kill every Borgia dog in sight is totally badass.

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    Gameplay-wise, this game is Assassin's Creed II plus. It expands on the things that made ACII great and adds some new stuff like managing the Assassins guild and, of course, parachuting. Looking back on it, it really is lacking in story. If you don't get obsessed with renovating and collectibles like I did and instead just hit story mission after story mission, you will have a short game on your hands. Ultimately, at least for some games, I am a completionist, and AC: Brotherhood did a very good job appealing to that part of me.

  • ****½ [PC] 12/29/10 - This is a great ass game. Awesome level design, good music, and some challenging but not ridiculous collectibles (well, only 1/20 is ridiculous).

  • **** [XBLA] - 10/31/10 I guess this game isn't so much fun as satisfying. When you complete a level DESIGNED to dick you over you feel like the god of video games. Also there is a fucking ton in this package. 10 unlockable characters, free DLC levels, well designed achievements. Super Meat Boy gives you plenty of bang for the buck.

  • *** [XBLA] 9/24/10 - Pretty neat little game. Well worth the five dollars it costs. It takes place in a relatively small area and I'm sure there aren't nearly as many weapons in this as there are in the full game, but there's enough here to keep you occupied for a while. Killing zombies is just fun, whether you're talking about blowing their heads off with shotguns or slicing them in two with the broadsword.

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    That said, I do have a few problems with it. For one, the limited inventory is a real pain. One of the big selling points of Dead Rising 2 is the ability to craft weapons by combining two objects, but having so few inventory slots makes it hard to experiment. You can't just pick up a bunch of stuff and see what fits. Rather than get all the way to a workbench and find out whiskey and a traffic cone can't be combined, you'll just stick to making spiked bats since the materials for it are always close by.

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    The penalties for death are pretty harsh. You can either load your last save or restart the game. That's it. Because of the time limit it's not possible to do everything in one playthrough, so if you want to S-rank the game like I did you'll end up restarting at least a couple of times. This more than anything is what makes me not want to play Dead Rising 2. In this bite-size game, restarting is no big deal. You'll get back to where you were in less than an hour. In a full length retail game it would be incredibly annoying, at least for me.

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    Oh, and the game's lone boss fight is terrible. You're facing a dude with a lot of health that can't be stunned for more than second and will punish you for getting close. You can't use cover or anything to avoid his shots either. I ended up cheesing it by running back into the garage and drinking from the unlimited supply of orange juice every time my health got low. Apparently most of the bosses in the full game are the same way.

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    This is a no-brainer purchase for five bucks. In the end the problems it has aren't a very big deal because of the price point and the small scale of the game. It has discouraged me from getting Dead Rising 2 though, at least at retail price.

  • ***½ [360] 9/2/10

  • ***** [360] 8/31/10

  • ****½ [360] 8/12/10 - This game fixes basically every problem of the original. The first Assassin's Creed is a game I enjoyed overall but the repetitive missions you needed to do to unlock the actual assassinations were extremely tedious, especially in my case because I had a bug that kept missions from appearing on my mini-map, forcing me to scour the city for them. In AC2, you're rarely doing the same thing twice, and there are side activities like renovating your villa and exploring the tombs of other assassins to keep you entertained. In the Assassin's Tomb areas you solve Prince of Persia-esque room puzzles to obtain crests that will eventually allow you to unlock the armor of Altair, your ancestor. They are some of my favorite parts of the game.

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    But really it goes without saying that the best part of AC2 is the traversal. No game has done it better. I hadn't played the original in over a year but still felt totally comfortable with the controls in less than 15 minutes. They're very intuitive and getting around is a joy. The combat is still simple and counter-heavy, but I don't mind. Ezio's counter kills look badass every time and there are some larger enemies that you have to wear down before a counter will take them out.

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  • ***½ [Wii] 8/1/10 - Tough but fun. You jump, slide, and kick to avoid running into obstacles.. and that's about it. It's a simple game with some nice music, and I enjoyed the time I spent with it. That being said, it's just too difficult of a game for me to want to play any more of it. Somewhere around level 10 of world 1 I found that the game was just throwing too much shit at me too fast and decided to stop playing. I probably could beat the level if I put some more time into it, but the game is just going to get harder from here, so I don't see the point. It is a neat little game, though.

  • ***½ [XBLA] 7/26/10 - I enjoyed basically everything about this game. The art style drew me in, and platforming and puzzle elements are really well done. While the puzzles are definitely less difficult and mind-bending than those of Braid, they're still challenging enough to feel rewarding. They are pretty trial and error, but there's no real penalty for death (unless you're going for that insane 5 deaths or less achievement) so it's never very frustrating, and seeing the various grisly ways you can die is one of the draws of the game. Not being punished for dying also means you feel free to explore the game world thoroughly, something you'll need to do if you want to get the Achievements.

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    I will say, though, that the game loses some steam during the second half. In the early parts of the game you see and are sometimes chased by other living things, and most of your deaths in that section will be caused by intentionally placed traps. In the second half the hazards become more environmental. It's like you're just exploring a dangerous place, not that someone or something is actively trying to kill you, which takes some of the menace out of the world and makes the game a little less interesting. The puzzles are good enough that this doesn't hurt Limbo too much, however.

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    Price-wise, 15 bucks may be a little too much for a game that takes around 3 hours to complete for the first time. But just looking at the game itself, ignoring price, it is the perfect length. Just when I was starting to feel like Limbo was wearing out its welcome, it ended (maybe a bit too abruptly, although I guess it's hard to build up to a climax when there's no story to speak of). Instead of having this game be longer, simply charging $10 for it would have been more ideal. I'm not going to fret too much about five bucks, though.

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    A really good game. Buy it.

  • **½ [Wii] 7/15/10 - Important note: I played the Wii edition, which I'm pretty sure is at least fairly different than the 360/PS3 releases.

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    Another game that I'm putting on here despite not coming close to finishing it. It's not a terrible game but it's just so completely uninteresting that I'm not going to play it anymore. Being unable to skip the vast majority of the game's cutscenes is a constant source of frustration. The cutscenes aren't all that long but I still don't like sitting through them. I have no idea what going on story-wise in this game, and I don't want to know. For some reason the prince kisses statues of some lady when he comes across them. I think he's being aided by a goddess trapped in the body of Navi from Ocarina of Time? Since I can't skip the cutscenes I've settled for not paying attention to them.

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    More importantly, actually playing this game is not a lot of fun. What you need to climb and where to go next are always extremely obvious. This game isn't about solving the "room puzzle" from what I've seen, which is really what I was after. You can go off the beaten path and find collectibles and the like, but they aren't exactly well-hidden so finding them offers no feeling of accomplishment. I have a strong suspicion that the Wii edition was dumbed down for children, but without playing the other versions I can't say for sure. The combat is simple but kind of fun. I just wish you didn't have to waggle the Wii remote to slash your sword. Waggling the remote constantly until everything is dead is a lot more annoying than just hammering a button.

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    I stopped playing this game because the exploration isn't very fun. Well there's no need to explore at all really. You path you need to take is laid out too clearly, and the platforming and fighting elements aren't good enough to save it.

  • * [PC] 6/30/10 - I gave up on this game very quickly. X-COM's reputation is so great that I felt I had to buy it when it was on sale on Steam. Maybe it's because I'm from the coddled console generation, but I have no idea how to play this game. There is no explanation whatsoever of how the various game mechanics work. I managed to intercept and destroy one UFO, but I still haven't gotten into a ground battle, which is the main attraction of the game from everything I've heard. I'm not sure how you're supposed to make money to build units either. Maybe this stuff was explained in the game manual, which you don't get over Steam? I could probably figure some of the mechanics out if I wanted to spend time exploring all the menus and trying the different options, but I don't.

  • ***½ [XBLA] 6/25/10 - A very solid platformer. It's a fairly difficult game, but I think part of what makes it hard is the controls. The character movement is very floaty and it makes some of the jumps tougher than they should be. Still, it's not too much of a problem and there are a TON of levels. 'Splosion Man is still the king of XBLA platformers for me, but N is definitely worth playing.

  • ***** [PC] 6/20/10 - What a great game. I had never played this type of hardcore RPG before so I was a pretty apprehensive when I started the game, but there isn't much of a learning curve at all.

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    The Tactics system allows you to modify the AI of your allies, telling them what abilities to use and when, and issuing direct commands to your party is simple and intuitive. The only addition I want in a sequel is the ability to command a party member to "patrol" a certain area. By that I mean that you should be able to, for example, set your warrior to only attack enemies that enter a zone I set. You can basically accomplish this using the "Hold position" and "Move freely" party settings, but it would work better if it was an actual feature of the game. There's only a couple of times in the game where that feature would be useful though, so it's not really a problem. There are also some bugs, a few broken abilities and items that don't give the stat bonuses they should. A combination of official patches and mods fix pretty much all of that stuff, and it's not like the bugs were game-breaking to begin with. I personally never had any problems.

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    I suppose it should be expected of Bioware by now, but the world and characters of Dragon Age are really interesting. You pick up the things you need to know about the fiction through osmosis, but there's a huge codex to read if you want to dig a little deeper (I did). Your party members in Dragon Age have much more defined moralities than most RPG companions, even when compared to those of Bioware's Mass Effect series. You have to consider how your party will feel about a choice before you make it, unless you want to suddenly find yourself without your best warrior or mage.

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    I hesitate to use this word since the internet has ruined it, but the only way to describe the story is epic. The only thing I worry about is that it might be hard to create a sequel that tops it. If Uncharted 2 weren't such an amazing experience Dragon Age would be my 2009 Game of the Year.