Category: Reviews (Page 7 of 24)

GAME REVIEW: Resonance

Once banished to the “back in the day” wing of the video game hall of fame, adventure games have seen an increase in popularity in the last couple of years due to titles ranging from the evolutionary equivalent (“Heavy Rain“) to the pure point and click (the Telltale collection).

Resonance,” from Wadjeteye Games, is part of the latter. Rather than try to update and gentrify the genre for a new audience, though, the developers have gone the route of nostalgia and created an experience that is artistically and fundamentally similar to the original crop of adventure titles that helped popularize the genre in the early 90s.

“Resonance” is the story of four people (that you control, anyway) who find their lives intertwined by the search for a brilliant scientist’s prototype for a new electrical device that looks to have caused mass destruction in several major cities across the globe. Their reasons for the pursuit are all different, but it becomes clear very quickly that all of them will need each other, not just for their own benefits, but for the greater good as well.

More than any technical aspects like graphics (though the art style is quite good for what it is), the biggest draw of any good adventure title has always been a great story, and that’s why I’m happy to report that “Resonance’s” plot is indeed a great one. It contains all of the twists, turns, and old fashioned intrigue you would expect from such a conspiracy setup, and it constantly manages to move the player and its characters from interesting scenario to interesting scenario with very few lulls. The real driving force of the game’s story is its characters. You control each of them independently and in groups throughout the game, and along the way you really do get a great feel for their unique circumstances and individual motivations behind their journeys. I hate to use the old cop out, but to go into any further detail would ruin the number one reason to play this game.

Unfortunately, the quality writing of the overall plot does not extend to the game’s dialogue. While there are clever lines and quips sprinkled here and there, the actual script seems weak and relies mostly on predictable and heavy-handed lines and poorly-timed jokes. A good part of the title is voice acted, but the performances do little to cover for the weak script. It’s not like any of them are horrific, but you will rarely meet a character that doesn’t come across like they’re reading straight from a script. Considering the great narrative the game is working with, the actual conversations that build it should have been stronger. Maybe I’m spoiled by classic adventure tiles like “Grim Fandango” and “Curse of Monkey Island” having some of the best dialogue bits in gaming, but there is still little here that makes itself memorable.

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GAME REVIEW: Mad Riders

You probably best know developer Techland for the zombie survival game “Dead Island,” which featured perhaps the greatest trailer for a video game ever made. “Dead Island” was a technically flawed game that still managed to garner interest past its incredible preview due to a few unique game ideas (and a well-designed game world) that gave the hint that somewhere below all the bugs and somewhat stiff gameplay, there was a truly great game waiting to bust out.

People were anxious to see what Techland’s next project would be, and what they had learned from “Dead Island,” and that game is a downloadable, online ATV racer called “Mad Riders.” It’s actually a bit of a homecoming for developer Techland, because well before “Dead Island,” their main business was banging out a series of unremarkable racing titles, and that’s exactly what “Mad Riders” is.

I don’t mean to sound harsh towards the game. Truthfully, I loved “Mad Riders” when I first booted it up, because the speed of the races was just insane, and the controls were nice and loose in that proper, ATV racing game kind of way. However, things slowly started to unravel as my playtime went on. For one thing, while the game has over 40 tracks to its name, many of them range from okay to very dull, with only a few standouts. The game promises you stunts, but the tracks rarely allow more than a backflip or sharp “sidewinder” turn, and the contradictions continue in the unlock department. The game has the usual array of unlockable and customizable vehicles, riders, modes and tournaments, but none of it is particularly inspiring or worth going out of your way for.

Even the game’s best attribute — the blisteringly insane speed — becomes a problem after a while. That’s because your biggest opponent isn’t the other riders, who don’t present a challenge until later in the tournament, but the tracks themselves. There are all manners of cliffs, crevices and obstacles that will cause you to lose the race, and you’ll become intimately familiar with all of them. Of course, the game contradicts itself once more by always managing to reset you in a friendly position after you make a mistake, and I don’t remember ever once losing any ground because of this feature. Even more annoying is the shortcuts on the tracks. Any divergent path in the road will either lead to a) a road without a ramp; b) a road with a ramp that puts you at about the same place as the one without the ramp; or c) shortcuts where you have to pass through an appropriate gate and hit the Y button at the right time to access. It’s more than a little apathetic.

“Mad Riders” ends up being the polar opposite of “Dead Island.” It’s technically proficient in most ways, but completely lacking in the X-factor department. It’s only 800 Microsoft Points, so there’s an argument to be made for it if you’re jonesing for a semi-competent multiplayer ATV title on a budget, but it isn’t a strong one. Because in the end, “Mad Riders” isn’t dressed up and has nowhere to go, but for some reason is in a ridiculous hurry to get there. And that’s just sad.

GAME REVIEW: Game of Thrones

It’s truly a rare occasion for a beloved movie or TV property to be adapted into a successful video game, and though George R.R. Martin’s A Song of Ice and Fire series had all the makings of a really great action RPG, “Game of Thrones” falls well short of the mark. Though developer Cyanide has done a good job of creating a separate story that could conceivably exist within the rich history of Martin’s novels (namely, the events of the first book), the rest of the game fails to match that same level of quality. Following in the narrative style of the fantasy series, you’ll split your time between two characters – Mors Westford, a veteran ranger of the Night’s Watch with ties to the Hand of the King, Jon Arryn, and Alester Sarwyck, a red priest of R’hllor (better known to fans of the HBO show as the Lord of Light) who’s returned home from self-exile to reclaim his lands and titles from House Lannister.

The story allows for a few familiar faces to pop up throughout the course of the campaign (including Lord Commander Jeor Mormont and Lord Varys, both of whom are played by their respective actors from the TV series), but while that may add the connective tissue needed to make “Game of Thrones” feel like a legitimate part of the existing canon, it doesn’t change the fact that it’s still not very fun to play. You know that something’s not right when one of the game’s biggest problems is also one of its strengths. Although the use of long, dialogue-driven scenes may enhance the storytelling in Martin’s novels and the show, it really shouldn’t be the focus of a video game. It’s hard to argue the quality of the writing on display, but every minute spent watching one of these cutscenes is time where the player is left to sit around and do nothing.

And when you finally are given a chance to roam the world and engage in battles, the combat system is so boring that it feels like it’s on auto-drive. Of course, that’s probably because it sort of is, as the only real control you’re given in the fight is deciding the best strategic order of your attacks and special abilities. However, the rate at which you earn new attacks and abilities is pretty slow, and by the time you do have more to choose from, you’re so set in your old ways that it’s not really worth experimenting. Additionally, the game itself is choppy, buggy and even a little ugly at times, and for a property with as large of a fanbase as “Game of Thrones,” that never should have been allowed to happen.

GAME REVIEW: Minecraft: Xbox 360 Edition

I don’t think I need to waste much space explaining the basic premise of “Minecraft.” After all, with the astounding (and I mean just shocking), download numbers the game has posted, my general impression is that most of you fine readers have played, or at least heard of, this game that follows a blocky protagonist, isolated in a blocky world, whose sole mission in life is to harvest the resource blocks around him in order to build sturdier blocks, weapons, items of all kinds and, most importantly, a shelter from the creatures that roam the night.

“Minecraft” is a blank canvas that only the most patient artists will be able to make proper use of. Unlike other world building titles like, say, “SimCity,” the effort required to make that first brush stroke to build off of is much greater, but the works you can create after that are limited by almost nothing. I wish I could say the same for this 360 adaptation, which is unfortunately burdened by several limits. While the simple graphics and atmospheric music transition perfectly to the console, and the controller handles the very basic functions of the game admirably, as the game gets more and more complex (and it can in a hurry), the 360 finds itself ill equipped to smoothly handle the wealth of inventory you soon acquire in a manageable way. The various menus you have to navigate to perform even the most basic functions and creations are annoying enough without having to scroll via joystick and force yourself to try to organically manage everything with the face buttons as your main tool. This game could have greatly benefited from the use of more hotkey features (the D-pad, for instance, is completely unused).

The biggest problem? There’s just no real reason to own this game on the 360. While playing, I actually found myself with my PC nearby just to look up the finer points of the game and look for reasonable tips on how to proceed. I don’t think I’d be alone in this, and if it’s a case of having to have your computer by your side anyway, why not play it in its native format? The controls, community and everything else are greater there, and the system requirements are so absurdly low that they shouldn’t cause a problem for most anyone.

While I respect the effort that developer 4J Studios put forth on this adaptation, I just can’t recommend this port to anyone. I didn’t get to try the 360’s splitscreen multiplayer mode (due to confidentiality reasons, though the idea is a fantastic concept), but I imagine it would do little to alleviate the main problem with the game. Overall, “Minecraft” is still a great idea and a unique experience that the patient and creative will inevitably get the most out of. If that’s you, just make sure to start your adventure on the solid foundation that only the PC can give this game.

GAME REVIEW: UEFA Euro 2012 DLC

Electronic Arts has received a lot of flak over the years about the way they’ve handled the release of their World Cup and European Championship games, and rightfully so, because all they were doing before was redressing the current-gen FIFA titles and charging full price for what was essentially the same product. This year, however, they’ve smartly chosen to release their Euro 2012 content as DLC for “FIFA 12” instead of an individual disc, which will satisfy fans of the franchise despite the fact that it still doesn’t feel like you’re getting very much bang for your buck.

In addition to the basic tournament mode and a Challenge mode similar to the one found on recent installments of the soccer series, there’s also a new mode called Expedition that plays like a mix between FIFA Ultimate Team and “Risk.” To begin, you create a team, select your favorite European player to serve as captain, and receive a random assortment of reserve players to fill out your roster. As you travel across Europe competing against other teams, you’ll unlock roads to new countries, and for every team that you beat, you’re given one of their players, which you can choose to keep or reject. The first time that you beat a team, you’ll get a reserve player; the next time, you’ll get a better player; and the third time, you’ll get one of their stars.

It’s a little more difficult than it sounds, though, as losing a match will destroy the connecting road, resulting in having to play some countries more than three times. But while the risk/reward nature of Expedition adds a bit of unnecessary frustration to the proceedings, it’s still the strongest feature on “UEFA Euro 2012.” That might not be saying much considering just how little there is to choose from, but EA deserves credit for at least trying to do something different. Granted, the DLC is hardly an essential addition to the “FIFA 12” experience (especially at such a high price), but diehard soccer fans should download it anyway.

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