Category: Reviews (Page 6 of 24)

EA Shuts Down PopCap’s Dublin Studio

I love PopCap Games, and I’m not ashamed to admit it.

While some deeply entrenched veteran gamers consider them a mainstream harbinger of doom, the fact is they have produced some of the most purely addictive games of this, or any, generation with titles like the hall of fame “Bejeweled,”Plants vs Zombies,” “Bookworm,” and the glorious “Peggle.” They toe a fine line between “mainstream” (in the dirty word sense) and merely accessible, and their constant goal of gameplay over graphics and fun over flash is inspiring.

Which is why it’s sad to see that they have become the victim of some massive layoffs, as EA (who bought them out for around $750 million last year) announced the shuttering of the team’s Dublin studio. While the move has been long rumored, that’s certainly no condolence for the 96 employees who were laid off due to this move as they join the initial fired employees who lost their jobs when EA took over last year.

EA has been clear on their reason for this move, saying that they are trying to trim down aspects of PopCap that are similar to services they already offer, and the Dublin studio’s efforts apparently did not fit the need of EA in accordance to their plans moving forward. Both EA and PopCap have announced that many of the employees from the shuttered branch will have employment opportunities available at other PopCap locations and at EA operations, which include call center positions.

There’s far too many EA is the evil empire articles out there to still have any effect, and I don’t wish to contribute to them here. I will say this though. You may recall that PopCap gained a reputation early on for offering their games for free trial before purchase to help promote them. Even when they featured their games on Steam, they insisted the free demo still remain an option, as they were that confident in their products, and couldn’t wait to share them with the masses.

It’s just a shame then that such a company that held that philosophy had to fall to something like budget cuts and corporate strategy. Good luck to all of the employees of the former Dublin studio, and to PopCap itself who I hope can recover from this round of bad news and continue to produce at a high level.

Obsidian Announces Project Eternity

It hard not to think of Obsidian as the “little brother” of the video game world.

While made up of competent and experienced developers, the company itself often piggybacks off of the successes of big brother development companies like Bethesda and Bioware, with titles such as “KOTOR:II” (someone remind me to do something about how much I hate that game…), “Fallout: New Vegas,” “Dungeon Siege III,” and “Neverwinter Nights 2.” While they’ve proven they have the ability to take the ball and run with it, they’ve yet to come up with something impressive of their own doing.

Of course if there’s one advantage to riding on the shoulders of RPG giants, it’s that you gain a real great lay of the land.

Which is why it’s so exciting that the company has announced a new independent Kickstarter project under the name “Project Eternity.”  From what is known about the game, it looks to bring back the classic, western, isometric perspective RPG genre, complete with the traditional party based, paused combat system seen in some of the Bioware classics of yore. If you really want an idea of how much inspiration Obsidian is drawing for this title, you only have to look at their own description, which lays some serious hype on the game:

“‘Project Eternity’ will take the central hero, memorable companions and the epic exploration of ‘Baldur’s Gate,’ add in the fun, intense combat and dungeon diving of ‘Icewind Dale,’ and tie it all together with the emotional writing and mature thematic exploration of ‘Planescape: Torment.'”

If you’ve never played those games (shame on you) then let me assure you that is a tall task even for a group of aforementioned giant riders. It’s certainly an intriguing concept however, especially considering that the concepts presented in those games mentioned have influenced the RPG genre as much as any others, and this style of title hasn’t been done well in a long, long time. Throw in the fact that much of the Obsidian development team worked on some of those titles mentioned, and maybe you can understand why it’s time for classic RPG fans to start getting excited.

Obviously, when you’re trying to get people to throw money at something that you’d really like to do (which, by the way, quite a few people are already doing) there is an understandable tendency to exaggerate. That being said, though, I’m such a big fan of those style of games that I still want to see how close they can get to fulfilling their promise, and I’m willing to put aside my seething, blinding hatred of “KOTOR: II” to give Obsidian the chance to also prove themselves worthy as developers of independent properties.

Besides, this is the same company that’s managing to make a “South Park” video game look unbelievably incredible. So I wouldn’t dare tell them there isn’t anything they can’t do.

Level 10: “Grand Theft Auto: San Andreas”

I feel like the most consistently underrated element of video game design is level design. Whether you call them levels, segments, missions, or whatever, the parts of our favorite video games that make up our favorite video games deserve the proper recognition, and it’s the purpose of this column to make sure they get that.

And since the recently released “GTA V” screens have got me reminiscing about the last time the “GTA” series paid a visit to the west coast, I’ve decided to start with my favorite entry in the “Grand Theft Auto” series for this column, by looking back at the best missions from “Grand Theft Auto: San Andreas.”

10. Drive-By

One of the great thrills of the GTA series is how it allows you to live out all of those great crime fantasies that film and possibly literature has instilled in you. In “GTA: III” is was planting a bomb on a car mob style. In “GTA: Vice City” it was intercepting a coke deal with a speed boat like Crocket and Tubbs on “Miami Vice.”

Since “San Andreas” was inspired by the west coast gangta films, like “Boys in the Hood,” one of the great thrills is living out inner-ghetto turf wars, and any good inner-ghetto turf war needs a drive-by. Drive-by’s are so common in “GTA” that there is a feature on the control for it, but here is the only place where you get to roll up on enemy gangs with your friends and rain ammunition on them while listening to N.W.A. just like most of us modern suburbanites figured happened all the time in the early 90’s. It’s as simple as a mission in “GTA gets,” but it’s so satisfying.

9. Fender Ketchup

So you’re working for the Triads and the Italian mafia has been messing with their operations in the “San Andreas” equivalent of Las Vegas, Las Venturas. One of the thugs have been caught, and to make him talk your friends decide to strap him onto a car which you are to drive at top speed until he gets scared enough to figuratively spill his guts ( or not and literally do so).

Driving around in a convertible at night on the Venturas strip is always a fun experience, but doing so in the most reckless way at your disposal so that a mob thug will rat his gang out makes it all the sweeter. Much like Drive-By this is one of those missions that takes a simple gangland pleasure and lets you run wild with it.

8. Amphibious Assault

When most non-stealth games try to have stealth sections, they tend to suck almost without exception. Of course, this being “GTA,” it’s not like other games and therefore enjoys the distinct advantage of defying normal conventions.

Of course to be fair, this isn’t a strict stealth mission as you are tasked with infiltrating a boat, planting a bug, and making your way off, but are free to kill at will as long as you do it quietly. However, the atmosphere the mission sets is just perfect, and the approach to the boat itself is very dramatic. The “GTA” series has always had an incredible sense of scale, and the ship makes for this perfectly ominous opposing figure in the distance, that makes this mission feel like a true accomplishment for having finished.
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GAME REVIEW: Tony Hawk’s Pro Skater HD

“Distance not only gives nostalgia, but perspective, and maybe objectivity.”Robert Morgan

I recently did a list of video games you just had to be there for and featured “Tony Hawk’s Pro Skater” on it. My reason was simple: For a brief moment, “THPS” took over the world, and if you weren’t there to experience it, you could never truly understand the effect. Well, developer Robomodo is on a mission to prove me wrong by suggesting that you can in fact go home again with their upcoming release of “Tony Hawk’s Pro Skater HD.” It’s a remake of the original title, with some of the superior “Tony Hawk’s Pro Skater 2” thrown in to provide a little more bang for your buck. Of course, as Robert Morgan said, my distance away from the original title has indeed provided nostalgia, perspective, and plenty of objectivity.

First off, the game’s controls and basic objectives remain unchanged from the original, so there isn’t much to go into there. I’ll just say that control and concept-wise, “THPS” is one of the most well-rounded series ever made, and that mostly holds true here. Instead, most of the changes in this remake revolve around the graphics, which are actually quite good. Rather than just slap a fresh coat of paint on the original game, Robomodo has instead carefully tweaked each level to accommodate the new look in many subtle (and not so subtle) ways. The effort is as noticeable as it is appreciated. The visual upgrade actually made me remember how well designed the original game’s levels were, and lent a whole new level of nostalgia I’d previously taken for granted. For old school fans, the tweaks make the levels feel appropriately fresh, and for any first timers should help assure that this doesn’t feel like a remake of a game over a decade old. I’m also happy to report that the majority of the game’s soundtrack, one of its best features, is thankfully intact. While a few tracks didn’t make the cut, what did sneak into the game is certainly admirable and lends the desired effect.

From there, though, the rest of the changes to the game are hit and miss. While new multiplayer modes like Hawkman (trick-based coin collection) and Big Head Survival (complete combos before your head explodes…seriously) are welcome additions to go along with classics like HORSE, sadly, the game only offers online multiplayer, joining a disturbing trend of games that are under the impression people no longer play competitively in the same room — a rumor I’d hoped the success of the Wii had squashed. Also, it’s unfortunate that most of the roster wasn’t retained from the original. While it’s great that Rodney Mullen and some other vets made the cut, if you’re a hardcore fan of the original, it’s going to be hard to play as some of the new breed and not feel like you’re missing out.

While those are mostly pardonable flaws, there are a couple of sins in this remake I can’t forgive. The biggest one has to do with some of the game’s available content. As I mentioned earlier, levels, characters and songs from the far superior “THPS 2” made the cut for this edition to go along with the original’s material. Thankfully, so did the essential manual feature from that game that allows you to string together some serious street trick combos. However, if you want “THPS 3″’s revert ability (or any of the other content from that game), then you’re going to have to download the first DLC available for this title that will feature the third game’s content. While that’s cheap enough, what’s inexcusable is that the revert feature is only available for the content from “THPS 3,” even after the download. It’s a skill that’s as essential as the manual to the franchise, and not including it from the outset makes this feel like an incomplete title and rates as a petty move on the developer’s part. Also, there’s just something wrong with the feel of the game. I can’t explain it unless you’ve played a lot of “THPS” on the PlayStation, but this one just feels more grounded and lacks some of that wild arcade style of the original. It’s probably something that won’t bother first timers, but once you notice it, there is no way to forget about it.

I remember that Siskel and Ebert used to comment on their show that studios should remake bad movies, and not good ones. It’s an interesting theory, and I can’t help but feel it’s one that applies here. See, “THPS” and “THPS 2” are two of the greatest games of all time.  Naturally, then, there’s a lot to like about “Tony Hawk’s Pro Skater HD,” as it admirably recreates the better parts of those games. However, there’s no denying that for the most part, the thrill is gone. Robomodo put forth a hell of an effort with this release and, a couple of flaws non-withstanding, they did the best job they could with it. However, you can only polish a gem so much before it just refuses to shine as bright. If you never played the original Tony Hawk games, give this a shot. However, for everyone else, be warned this game’s longevity may be worth nothing more than an afternoon stroll down memory lane.

“Tony Hawk’s Pro Skater HD” is available 7/18 for Xbox 360 and is due later this year for PS3 and PC.

GAME REVIEW: Spec Ops: The Line

War games are a dime a dozen these days, and with the likes of “Gears of War” and “Call of Duty” dominating the genre, it really takes something special to stand out from the pack. Though 2K Games’ “Spec Ops: The Line” doesn’t necessarily have that certain X factor, it’s still one of the better third-person shooters to come out over the last few years. Set in Dubai six months after a massive sandstorm has buried the city under a pile of sand and destruction, the game follows a trio of Delta Force soldiers as they’re sent in to locate and evacuate survivors, only to discover that the city is under the tyrannical command of U.S. Colonel John Konrad.

The name is clearly a reference to Joseph Conrad, the author of “Heart of Darkness,” whose famous novel was in turn adapted into Francis Ford Coppola’s “Apocalypse Now.” And it becomes increasingly obvious as you make your way through the first few chapters of the game that the Vietnam War film had a big influence on its development, from the striking parallels between the stories, to the heavy focus on the psychological dangers of warfare. In fact, the campaign mode gets so dark at times that I wouldn’t recommend it to real-life soldiers on the off-chance that it makes their PTSD even worse.

Though I encountered a few annoying bugs throughout the game (the most prevalent of which was the habit of briefly losing control of my player while changing direction), the gameplay is enjoyable enough that most people shouldn’t have trouble overlooking them. “Spec Ops: The Line” doesn’t offer much innovation in the way of combat mechanics, but it takes the best parts of similar titles (namely the “Gears of War” and “Ghost Recon” series) to create a relatively solid experience. It’s a little disappointing that multiplayer isn’t as much fun (and quite frankly, it feels like a last-minute addition), but while “Spec Ops: The Line” isn’t going to wow anyone, it’s a more than serviceable military shooter with a unique narrative that asks some interesting questions of its audience.

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