Monday, July 30, 2012

Razer Taipan review being ambidextrous has never been so sexy

The first thing that you will notice about the Taipan is its sleek contours, black matte finish, the two LED areas (one of them being the well-known Razer logo), and simplicity. There's not buttons everywhere. It's just a simple, good design. Then you'll want to touch it. Since it's symmetrical, you'll get the same comfortable hold with either hand. There's a rubber thumb grip on both sides that makes it feel great in your hand, and the two thumb buttons are perfectly placed. Those with bigger hands might find it a little dainty, and you might even find your pinky finger not having a place on the mouse to rest. While these things didn't bother me, it might bother some other gamers that aren't used to it.

razer taipan

The Razer Taipan comes with nine programmable buttons (though two of those probably won't be used depending on which hand you use). One little thing that annoyed me was clicking in the scroll button; it could be a bit finnicky at times. And instead of Razer putting in options for changing the weight of the mouse, they just got feedback from pro-gamers on a weight, shape and balance that would be perfect for multiple users. The Taipan's cord is sleek, with its braided black wire that never snags. The whole package is just so aesthetically pleasing to look at.

Looks are nice and all, but PC gamers want to know how it handles. Let's just say the Taipan is more than capable of handling any game you're going to use it for. The Taipan sports an 8200dpi 4G Dual Sensor System. Sounds fancy, right? What it means is that it uses a laser and an optical sensor to calibrate the mouse to whatever surface you're using. And with Razer Synapse 2.0 (which I'll touch on later), you can even calibrate to specific mouse pads or surfaces you're using. Now you might not notice a big difference with the dual laser/sensor, but just go back to whatever mouse you were using before and you will feel a difference. It might not make you instantly better at whatever game you're playing, but the responsiveness is definitely improved. I definitely noticed a big improvement battling liftoff while playing Battlefield 3.

razer taipan

And this might not seem like a big deal for a lot of people, and it probably isn't, but with the top two buttons, you can instantly switch between pre-set dpi settings. It'll even show on-screen what dpi you're at. That's big for me considering I switch depending on what game I'm playing, and my wife also messes with it when she's using my computer. It's just a nice ease-of-use thing that Razer is known for.

If you're going for a high level of customization, the Razer Taipan makes full use of Razer's new Synapse 2.0. Synapse allows you to save your mouse settings over cloud storage. In Synapse, you can change DPI, liftoff, polling rate, and even calibrate the Taipan to whatever surface you're using it on. It allows for precise settings that each user will like.

The Razer Taipan is an excellent all-around mouse that can really shine no matter what game you're playing. I've played it from Battlefield 3 to League of Legends to Guild Wars 2 beta, and with minor settings adjustments, it continued to be exactly what I needed. It has a simple and sleek design that'll catch the eye. While it's comfortable, the ambidextrous design and what is essentially a seven-button mouse might not be what some gamers are looking for, especially with the ring and pinky finger placement. But one thing's for sure, the Taipan has sunk its teeth in me.

Specs:

You can follow Movies and Culture Editor Lance Liebl on Twitter @Lance_GZ


Via: Razer Taipan review being ambidextrous has never been so sexy

Friday, July 27, 2012

Sins of Solar Empire: Rebellion review

Sins of a Solar Empire: Rebellion Image

The general concept of Rebellion is that each of the three factions also have a ‘rebellion’ faction.  These rebel scum play quite similarly to their loyal or parent faction but with some major differences.  As someone who likes spreading culture in strategy and RTS games, I tend to flock towards the Advent.  The original Advent faction still focuses on culture while the rebels focus on more combat related tech.  While I still prefer the original Advent, with the rebels I can still play the Advent I’m similar to but am able to be far more aggressive.

Rebellion Screen

The more options and variety added to RTS games, the better.  While people may argue that the three new factions in Rebellion aren’t really all that new – they are new enough to make you want draw up some new war strategies, tech order, or even expansion means.  With all the tech and different ships you can build in Rebellion, there are near endless options on how you want to play your faction.

While the focus of Sins of the Solar Empire: Rebellion is on multiplayer aspects, you can play against vastly ranging AI opponents.  I like pairing against AI to try ‘creative’ strategies against.  Sadly there is no campaign setting even though I feel like the lore and story are screaming for it.  This isn’t upsetting if you keep your mindset focused on what does matter – which is head to head competitors. 

Sins Tech                

Besides the new factions, the big changes are new classes of ships.  The ‘Corvettes’ are small fighters that cost near to nothing as far as resources go.  Mix and match combinations of these light ships to give your fleets extra 'oomph' and use in dogfights.  On the other side of the spectrum are the ‘Titan’ class ships.  These are your big daddies with equally as large resource costs.  These ships support your fleets and add some awesome fire power.  For example, the Advent’s titan could permanently mind control enemy ships into joining your faction and could convert entire planets to your side with their ultimate ability; not too shabby.

For $40, this is an incredible pick up for any RTS, Sci-Fi, or fan of the previous Sins game.  I’d say in every way, Rebellion is an improvement on its predecessor.  If you start up a match vs. a human player make sure you have the timetime, as games can become lengthy.   Due to all the variations in the game, Sins can be quite overwhelming for new players.  My suggestion would be to load up an easy AI opponent and learn the basics before taking someone on.  If you are willing to take the time to learn the game, the payoff is extremely worth it.


Via: Sins of Solar Empire: Rebellion review

Wednesday, July 25, 2012

The Walking Dead Episode 2: Starved For Help review

The Walking Dead Image

Following up on the events of A New Day, the first chapter that was released at the beginning of the summer gaming season, Starved For Help once again puts you in the shoes of Lee Everett, a felon who escapes police custody and finds himself as the leader of a group of survivors in a ramshackled fortress that used to be a motel.  Several of these folks are dependent on your decisions, such as how you’ll ration out food or who you’ll play “favorites” with.  Among these are Clementine, a young child who you stuck with throughout the first chapter of the series, as well as others, including the militant Lilly.

Walking

Episode 1 really paved the way when it came to decision-making, forcing you to make harsh choices and side with certain characters, while turning a cold shoulder to others in your hopes of surviving the onslaught of the undead.   But in Episode 2, you really see how these decisions shape the course of your adventure, as some of your fellow survivors opt to take matters into their own hands.  It’s here where you really learn what it takes to survive such an event.

Leave it to Telltale Games’ team to once again shape a truly nerve-racking zombie experience, right up there with Robert Kirkman’s comic book novel.  You’ll have your fair share of undead encounters, but the real twist of the knife here comes in the drama that unfolds between survivors, and the consequences behind some of your actions.  Someone who you put your trust into could easily be the worst person possible, while someone you were counting on can easily turn their back to save their own hide.  It’s mesmerizing watching how your choices go down.

Walking Dead episode 2

That said, there is a slight bit less gameplay and puzzle solving in this chapter, as Telltale wanted to focus more on the decision-making this time around.  So if you’re expecting plenty of zombie-shredding moments, you might have to go back to Episode 1 to get your fill.  That doesn’t mean this isn’t a compelling game experience, because it is, but this isn’t one of those games where you’ll want to mash buttons just to see where it goes.  You’ll miss the point of it that way.

Though the general gameplay time is roughly just over a couple of hours, you can go through the experience again and see where your decisions take you.  You might even be tempted to go back to Episode 1 just to see how things shape up.  Very rarely do you run into a game that gives you a reason to revisit its roots.

Walking

As far as presentation goes, Episode 2 has some slight blemishes with character design and lip-synching, but the surroundings are still quite stirring, and the zombies look more haunting than ever before.  Some of the human reactions are a bit startling as well, especially if you catch some poor sap off guard with food rations.  Likewise, the audio is top quality, with a strong voice cast and ideal musical cues working in the right instances.

We won’t have to wait long to see where the third chapter of this series, Long Road Ahead, takes us, as it’s due for an August release.  That’ll give you enough time to explore Episode 2, though.  Starved For Help is the best episode to date, one filled with multiple options and choices that show you just how harrowing a zombie apocalypse can be – and all without continuously wielding a shotgun, at that.  We can’t wait to see how the rest of this series shapes up...even if we're not entirely prepared for it emotionally.  (Hey, that's a good thing.)

[Reviewed on Xbox 360]


Via: The Walking Dead Episode 2: Starved For Help review

Monday, July 23, 2012

Anna review

Anna Image

The story of Anna portrays a recurring nightmare, in which you always see a house in a beautiful forest, bathed in sunlight. It's not until you step inside of the house when you realize it's the polar opposite. Dark rooms with only a few lit candles, creaky floorboards, eerie paintings and a generally gloomy atmosphere make you feel completely isolated and paranoid. It's in this atmosphere that Anna completely succeeds at immersing you in a state of fear and paranoia.

Anna

Anna actually plays out a lot like the Paranormal Activity movies. As you're exploring the house, two phases occur. In one phase, which I call the "generally safe phase", the music plays in the background, which lowers the volume of the creaking floorboards, and instead gives you a sense of protection. The song is entirely soothing, as it starts with some smooth guitar eventually ending with a relaxing yet still eerie female voice. It's when the music ends and you're left in complete silence, that a sense of dread comes over you.

In the second phase, the game always plays out a sound cue (also identical to the movie) which signifies some sort of paranormal actions happening around you. While this freaked me out in the game initially, in the later half of the game, I've just grown to expect it. And while there were generally freaky moments at times, they never rose to the quality of scares of games like Amnesia for example.

Anna

Anna at its core is a straight up point and click adventure game however. You'll be solving puzzles through its entirety, literally from start to finish. That wouldn't be a terrible thing, if some of the puzzles actually made sense. I'll be the first to admit that I'm generally not great at puzzle games, and they do take me a while to solve. However after solving them in other games, I always have that "Oh yeah!" moment of realization. Anna has some puzzles that even after you figure them out by chance, or with the assistance of the in-game help, you'll just go "What the f*ck?!" Seriously, I don't want to spoil anything here, but just know that the seed bag puzzle, is in no way apparent, nor does the game even indicate what you're supposed to do with it.

Though I've seen Anna compared to games like Amnesia, I actually think it has more in common with Dear Esther. You learn about the story and about yourself as you go through the house and solve various puzzles. It's a grim story for sure, but you won't learn it unless you get the "true" ending. This is where I found a big fault in the game.

Anna

On my first playthrough, whenever something abnormal happened, I would tend to run away from it, fearing it, as a person who believes in, and is fearful of ghosts would. However, during that playthrough, I've never descended into madness enough to get further in the game, and I got the worst ending. During my second playthrough, since I already knew some of the occurrences that would happen, I actually approached them, which in my opinion is something that someone who doesn't believe in, and is not fearful of ghosts would do. The game however perceives it as the opposite and therefore drives you more mad, eventually leading up to a much more satisfying ending.

anna

The problem here is how Anna sells itself. During my three playthroughs, every scare was the same, even though I tried playing differently. This was a letdown since I figured the selling point of the game was that it would know how to use your tells against you. The only thing indicative of this actually working was that I stared at a bunch of cans on the floor. These cans eventually started to fly across the room to hit me when I would least expect it. Sure it scared me at times, but I'm not sure how focusing on a can laying on the floor meant I was afraid of it. So when I said that the game is pretty much a test of patience, it just means you have to wait out for the paranormal to happen, and not solve the puzzles as quickly as you can.

With that said, Anna is still a good game. Regardless of some of the insanely difficult puzzles, I still recommend it to anyone who enjoys psychological horror games. The true ending does explain the plot, even though you can still draw some of your own conclusions from it. At only $9.99, it's a fair price for about a three hour experience, which can be extended if you want to see all the endings.


Via: Anna review

Thursday, July 19, 2012

Max Payne 3 review

Our story begins with Max accepting a body guard gig from forgotten academy colleague Raul Passos. Max’s meeting with Raul sets off a series of events that leave Max little choice but to flee New Jersey and head to Brazil. MP3 starts off with Max and Passos working to protect industrialist Rodrigo Branco and his family.

Brazilian gang, the Commando Sombra, kidnap the mogul’s young bombshell wife setting off a chain reaction of gunfire with Max caught in the middle. Every gunshot uncovers a deeper and darker secret that goes beyond just kidnapping.

Blurs, color distortions, and scan lines fill the screen this time around as part of the new and bold direction Rockstar has taken with the franchise. At first these distorting effects are a bit disorienting and unwanted, but as Max interacts with the environment and goes through the story these effects do an excellent job of bringing the player into the confusion Max is feeling.

MP3 has been criticized by its strong new artistic direction by fans and critics alike, but it’s clear Rockstar’s goal for this game is to stay true to the strong base that makes Max Payne great while still updating the franchise to be stylish and sophisticated but meet the requirements of a proper shooter today.

This drastic change in style can also be seen in the story. The traditional elements of a great noir story are still in place, and even though Rockstar has changed the setting dramatically to much outrage, this is the best place to tell Max’s story. It creates a mirror to Max’s personal issues and complex character.

The locale is all about contrast. The series swaps out darkness and snow for sunshine and heat in sunny Sao Paulo, Brazil. The tall shiny buildings of the rich tower over the labyrinth of dirty favelas below. Similarly, Max is a white knight who poisons himself daily while rescuing others. As you go through the story, you aren’t sure if Max is out to save the girl, or sacrifice himself as penance for his own guilt.  

Everything we loved about the previous installments is here. Bullet Time and Bullet Dodge are still the norm but the RAGE Engine makes diving from cover to cover more realistic than ever. Last Stand is a new feature where if Max is dealt a killing shot, he can use one of his painkillers and live...if he manages to shoot the enemy that dealt the blow.

It’s clear a lot of time was spent on rethinking the game mechanics so Max Payne could stand against modern day shooters.

The weapon system has been redone to be more realistic as well. Gone are the days when Max could carry a shotgun, two uzis, two pistols, and a larger shotgun. Max is limited to two handguns and one rifle or shotgun. While he can dual wield his hand guns, it will cause him to drop his power weapon. This realistic approach feels different, but dropping my rifle to pull out my dual desert eagles and bullet dodge through a window felt like badass incarnate.

Advancements aside, there is less variety in weapons and the ones you get don’t show off anything amazing. The laser sight weapons later in the game feel worse than the weapons without it.

Also, in one mission Max is given a silenced pistol that you never see again. It would have been great to have more control over weapon choices and more access to all the varieties of weapons. What good are bullets if they aren’t destroying the furniture? Max Payne 3 brings with it destructible environments. Sticking with the realism, cover breaks and chips as it takes enemy fire urging Max to dive from cover to cover and stay moving.


Via: Max Payne 3 review

Friday, July 13, 2012

The Binding of Isaac: Wrath of the Lamb DLC review

The Binding of Isaac: Wrath of the Lamb Image

Wrath of the Lamb - PC - 1

After I got through Isaac the first time (which took several plays), I didn't actually jump back into it very seriously for a few months. I definitely loaded the game up when I had some free time, but I never tried getting to the end again. Wrath of the Lamb changed that, and it made me want to immerse myself in the dreadful, dark, and disturbing world that McMillen created, so that's exactly what I did. I ponied up the small $3 price of admission and downloaded the expansion. Now I find myself returning to Isaac over and over again once more, just like I did when I first downloaded the game back in September.

The moment you see all of the changes and additions that Wrath of the Lamb implements into this already wonderful roguelike, you can't help but feel that it's like Christmas. Well, a totally messed up Christmas with a naked boy who kills disgusting enemies with his tears, but Christmas nonetheless. Every new item, enemy, and boss feels like a gift from Santa McMillen, and all of that content goes an incredibly long way to provide a perma-death experience that's even more fulfilling than it was when Isaac first launched. And the best part of it all is that the game already felt complete before, so all of this new content only maximizes what was already a full game and injects it with even more awesomeness.

Wrath of the Lamb - PC - 2

As someone who played Isaac at launch and now several months later with the Wrath of the Lamb content incorporated into it, I can attest to the fact that the game actually feels much bigger. There's so much there, and every play-through (or every attempt at survival) plays out differently from the last. For example, when I first played Isaac after downloading the DLC, I got some kick-ass power-up that turned the titular protagonist's tears into powerful explosive projectiles. I was mowing down enemies and leaving a trail of blood and guts behind with no remorse. Since that play-through (or attempt, because I didn't actually get to the end that time) I haven't seen that power-up again. I have, however, come across a lengthy list of new abilities that are equally enjoyable such as an eyeball that randomly moves around dungeon rooms damaging any enemies it touches.

Wrath of the Lamb - PC - 3

The new power-ups certainly add a great deal of variety to Isaac, and the brand new challenge mode does a great job of changing things up even more. This bonus consists of a series of preset abilities that enhance Isaac in specific ways. For example, one option gives you nine lives, so you can actually retry after Isaac dies, but you've only got two health points. Another challenge grants Isaac heavenly wings so he can fly over gaps and rocks, avoiding enemies with more ease. There's even a challenge where a meaty buddy (he's either made of meat or just missing skin) will follow you around, taking out enemies along with you.

Isaac was already a great experience, but Wrath of the Lamb enhances it and makes it an excellent experience. The game won't be for everyone due to its high level of challenge and lack of gamepad support (though there is always Joy2Key), but for gamers who want a remarkable roguelike/twin-stick shooter/dungeon crawler hybrid, the latest from one-half of Team Meat more than delivers the goods. And with Wrath of the Lamb adding so much to the stellar package, this is one gem that shouldn't be passed up. For just $3 (or $8 for the price of the main game and DLC combined), you're getting a lot of pleasantly sadistic goodness.

For a bunch of nonsensical gibberish, follow @thesanchezdavid on Twitter.


Via: The Binding of Isaac: Wrath of the Lamb DLC review

Friday, July 6, 2012

Battlefield 3: Close Quarters review

Battlefield 3: Close Quarters Image Battlefield 3: Close Quarters Image Battlefield 3: Close Quarters Image Battlefield 3: Close Quarters Image Battlefield 3: Close Quarters Image

If you’re a regular player of Battlefield 3, your first thoughts of Close Quarters were probably along the lines of: “They are totally just tailoring this for COD fans, hoping to sway them over to Battlefield 3.” In reality, there may be some truth behind that, but after a few matches in the Close Quarters maps, we noticed how true the add-on was to the core multiplayer experience. First off, team play is still crucial to success (if not more) and actually becomes more of a necessity when the action is sped up in tight areas. If you run lone wolf, expect to get shot repeatedly from behind – run with your squad, though, and you’ll be taking out suckers in troves, keeping your deaths minimal thanks to medic support. Those worried about another gameplay feature, HD destruction, within these confined maps should not fear, as the Close Quarters maps cater especially to wreckage.

BF3 Close Quarters

As we just teased, the Close Quarters maps are incredibly unique, not only to Battlefield 3 but to the entire series. Whereas all Battlefield maps have been mostly horizontal in design, the four Close Quarters maps are predominantly vertical. Whether you’re fighting in a scrap metal plant or a business tower, you’ll quickly notice that these new maps play with one focus in mind: constant movement. The verticalness of the four maps also compliments the game’s destruction mechanism as well. One instance we were covering a point in the new conquest domination matches and noticed debris falling from the ceiling above, which was shaking from constant RPG hits. As you’re a part of the action, you’ll quickly notice how you’re always in the action, which isn’t always something seen in the game’s regular multiplayer due to several factors.

close quarters

Along with the intense gameplay, weapons, and new maps, Close Quarters also introduces new modes for players to try out. One of these, which we alluded to earlier, is conquest domination. Though it’s nearly a clone to conquest (hence the name), the domination aspect keeps it entirely fresh. For instance, points are capped much quicker and will be overtaken constantly, so you’ll always be on the move to take back your flags. Though you’ll still see some lopsided outcomes in conquest domination, for the most part you’ll be playing down to the wire, unsure on who may pull out a victory. Yes you’ll most likely die a lot in the new confined spaces, but the fun is present and in full force.

close quarters

Map packs are interesting to judge on a “to buy” “don’t buy” basis, because it usually depends how often someone plays the game. Nevertheless, Close Quarters is for everyone and should be played by everyone. The add-on reveals another side to Battlefield 3 and it impresses on every level. Whether Close Quarters helps you fall in love with BF3 or recharges your love for it, you can bet your investment in the new maps will outweigh the cost that it comes with.

[Reviewed on Xbox 360]


Via: Battlefield 3: Close Quarters review

Thursday, July 5, 2012

DiRT Showdown review

 

 

As you race through Showdown’s campaign, you’ll discover multiple events that you can take part in.  The stunt-filled Gymkhana returns, with Ken Block once again issuing challenges from behind the wheel.  You’ll also take part in Smash Block races (where you run over blocks in succession to keep a race going), 8-Ball events (with enclosed figure-8 style tracks) and Trick Rush (performing jumps and other feats to boost your score), along with not-so-traditional Hooligan events.

Two stand-outs join the team this time around.  The first is Joyride, consisting of a number of wide-open racing roads where you can stop and choose whatever challenges you’re up to.  But perhaps the more entertaining offering of the two is Demolition, where you can take part in old fashioned demolition derbies and the new Knock-Off events to prove your worth.  This includes trashing opponents’ cars like crazy with bashes galore while keeping your own vehicle from falling apart.

Paired up with DiRT’s gameplay set-up, Showdown becomes a fun experience in its own right.  Sure, you’re not really taking part in a serious campaign, but that’s kind of the point, as Codemasters felt like loosening up a bit.  As a result, you may take a little bit to get used to the destructiveness, but once it sinks in, there’s really nothing like it.

What’s more, the experience multiplies even further once you invite friends.  Log in to Xbox Live or the PlayStation Network and you can challenge others in any event you like, smashing them to pieces or racing for the finish line.  The online play works exquisitely and with hardly any lag.  If you prefer the non-direct competition, you can also post your best scores and times to leaderboards and pit them against others.

For a not-so-direct sequel, DiRT Showdown looks just as good as previous entries.  The car models impress, especially when they’re falling to pieces after a crazy wreck.  The tracks themselves stand out as well, with a variety of locations and designs that will keep you spinning your wheels.  And the weather effects and other pieces of lighting detail really stand out, showing you how much Codemasters has progressed with this engine.

If any area needs improvement, however, it’s the sound.  While the car noises and crashes are authentic, we’re not too fond of the announcer who repeats himself way too often for his own good, nor the soundtrack, which consists of mostly high-end rock that isn’t quite as well-chosen as it could have been.  It’s best to supply your own soundtrack for this one if you can.

Even with its audio setbacks, DiRT Showdown is a quality addition to the series, and a nice little offshoot that’ll keep you busy until DiRT 4 eventually rolls around next year.  Now get online and do some damage.


Via: DiRT Showdown review

Brave: The Video Game review

brave brave brave brave brave

The best way I can describe Brave is that it feels like Dungeon Siege III but for a younger audience. Obviously, kids are going to be the target audience with this game. Even though the ESRB rating is E10+, there's no reason a five-year-old wouldn't enjoy it. I have a three-year-old and he kept asking me to play the "bear game." He'd even play a few parts too.

As with any third-person action-adventure, combat is the central aspect of Brave. You battle ice golems, spear-chucking trees, wolves, and other enemies of different elemental types. As Merida, you fight them off with a sword and bow, with your melee attacks assigned to the 'square' button and ranged attacks being handled by the right analog stick. There's no combos, so combat never gets too fancy, but you toggle through four different elements that you equip for your attacks. The elements are earth, fire, wind and ice; certain elements do more damage to certain enemies — like fire attacks do more damage to ice wolves. The elements also activate certain parts of the map required to move on.

brave the video game

While there's not a lot of diversity to the attacks, using the coins you collect from enemies and breaking stuff in the environment, you can unlock a jump attack, dodge, and charge-up aoe ranged attacks with each element. As you progress through each stage, you come across chests that contain parts of tapestries that can increase your health or damage, and weapons — like new bows or swords. The weapons say they increase your damage with all swords or bows, so if you like the cosmetic look of another weapon, you can use that one and still keep the upgrade.

Each level, and I think I counted eight of them, follows the same structure. There's fighting and jumping to different platforms, a puzzle section where you use three bear cubs, and a section where you fight as a big bear. Every level follows this format. Once again, this is fine since it's geared towards younger gamers. As an adult playing this though, you'll still have fun — you'll just get a little bored with them. The puzzles are logic puzzles where you swap between three bear cubs to move them into positions where they pull levers and jump to get to an activation switch, allowing Merida to continue her quest.

brave the video game

The part where you fight as a bear was the most disappointing part of the combat to me. I felt like it was a missed opportunity to really switch up the gameplay, but all you do is run around hitting enemies. As the bear, you get three attacks — a charge, a ground pound, and a swipe. The enemies are the same ones you've been facing all game, and even though you have three attacks, you could just use the ground pound or swipe the entire time. It should take you about 30 seconds to complete, and then it's over. I will say this: this was my son's favorite part of the game. All he wanted to do was run around as the bear.

When it comes to the puzzles and jumping/platforming parts, kids 10 and up will be able to do it with a few hiccups here and there. Kids younger will have some problems, as some of the jumps can prove a little difficult. The biggest problem that comes with the combat and platforming is the camera. It's often pulled out too far, making it difficult to judge the distance of jumps. It kind of feels like the camera is so far out that you get lost in the fray. It doesn't ruin the game by any means, but it creates a disconnect from the action.

brave merida bear

There is multiplayer — two players can play through the game in co-op on one console, and I personally feel that there's no need to have an online co-op. In the co-op, the first player will play as Merida and the second will play as a Will O' The Wisp (a blue glowing orb mystical thingy). You get the same attacks and elemental effects as Merida, and if you still are able to upgrade the Will O' The Wisps abilities (which exactly mirror Merida's). One problem with co-op, again, is the camera. It follows the first player, so if you take the Wisp off screen, there's the potential to get lost.

As far as replayability and extras, that's where I have the biggest problem with the game. Extras come as concept art and stuff like that. Once you beat the game, the only real option you have is to start a new game. I wasn't able to go back and replay a level from the level gateway hub like I was able to during the game. I started a new game and everything I had collected through my first playthrough was gone. I couldn't go back and visit a stage if I missed part of a tapestry; I would have to play through the entire game again. All my collectibles were gone. This is problematic for kids, as well. My son wanted to play a part with the bear (of course) and I couldn't just jump to a part I've already beaten. What's the point in taking away the concept art that you've already unlocked? It doesn't make any sense to me, and I don't understand the choice the developers made when it came to replay value.

brave the video game

Moving past that, the game looks pretty good. It's not at the level of Cars 2 or Toy Story 3 for me, but it has some nice appeal. At E3 during my hands-on, one of the Disney Interactive reps told me that they really tried to capture the flow and look of Merida's bundle of curly hair. I see what they tried to do, but it isn't quite there. The environments and effects are fine for this type of game, but at times it can get a bit bland. It was pleasant to look at but not awe-inspiring. The soundtrack, however, is awesome. Right from the title screen, you really get blown away by the music. The voice actor for Merida is the same one from the movie, Kelly Macdonald, and she does an awesome job.

The only other thing to this game is the archery mini-game for Kinect and PlayStation Move. And I can't comment on it because I don't have a Move, hence me not being able to try it out. We will update the review at a later time once we are able to try it out.

Brave: The Video Game does a great job as a third-person action-adventure for kids. It holds value for adults as well, but there's not enough there for adult staying power. It goes along great with the movie, and the puzzles and platforming is great to get kids acclimated with these types of games. The thing that irks me, though, is that you lose everything once you beat the game. If someone wants to go back and replay a certain part, they can't. The game is short and should take you four to five hours to beat, but it's just an annoying design choice. And for people that hunt achievements or trophies, if you miss one part of a tapestry and beat the game, you HAVE to play through the game again. While the game could use some more variety, if your kid loves Brave, you want a simple action-adventure that plays well, or want a game you can enjoy with your kids, Brave is a good choice.

[Reviewed on PlayStation 3]

You can follow Lance Liebl on Twitter @Lance_GZ. He also like t-shirts... send him t-shirts. KCCO.


Via: Brave: The Video Game review

Elsword review

Elsword - Rena

Put simply, yes. There are quite a few 2D successful action MMOs on the market. From Maple Story to Grand Chase, they all offer a similar 2D experience, but they branch off as far as actual gameplay goes. For example, I view Maple Story as a game that's much slower paced. Elsword, on the other, hand is a fairly fast paced game. Not long after the initial tutorial, are you venturing off to different maps to take on hoards of brightly colored beasts and some towering bosses.

That's what makes Elsword a great experience right from the beginning — there is so little downtime that you'll find yourself pulling off combos in no time. Each class, of which there are five, are pretty varied. From the bow wielding elf Rena and sword slashing Elsword, to the noble, pet throwing Eve — each of them have a unique attack style that translates into their combat.

The combat is where the game truly shines, thanks to its combo-based system with quick attacks. You have two buttons relegated to your weak and strong attacks, and then four buttons for your specials. Your weak attack powers up your magic bar, which then lets you unleash your more powerful attacks or special attacks.

Elsword gameplay PC MMO

The special attacks are worth mentioning because not only do they do a great amount of damage, they are extremely cool to look at. Upon activation, a border will surround your screen and make the game look like an actual still from a manga, all while your flashy attack animations fly by. Sweetness!

While the default control style is mouse/keyboard, you can plug in a PC-compatible gamepad and map your buttons to it as well, which given the game's beat 'em up nature, actually make it a much more enjoyable experience with a gamepad. Be aware though that you'll still need to use your keyboard and mouse for chatting, navigating through menus, accepting quests, etc., so if you don't fancy hopping back and forth between those two, you might as well just stick to the default control scheme.

Elsword combat gameplay

Each of the classes/characters have their own skill tree which progressively makes you a force to be reckoned with. At later levels, you're able to expand your class even further, depending on how you want to specialize it. It's important to map out your skill points however as resetting them can be a pain, but more on that later.

While Elsword can easily be played as a solo experience, it's a much better time to be had when you have others to take along with you. Not only are you able to tackle given quests at a higher difficulty level, the rewards are usually better, and let's face it, it's just plain more fun to slash up monsters with others tagging along.

You do have the option to raise and bring pets along with you as well. The raising and taking care of these pets is actually quite sophisticated, since they involve getting stronger and eventually evolving. Taking care of it doesn't really require much aside from battling enemies in dungeons which keeps it happy, and feeding it when its hungry. Your pet is able to buff and attack as well, which makes it a worthy companion.


Via: Elsword review

The Adventures of Shuggy review

The Adventures of Shuggy Image

The Adventures of Shuggy - PC - 1

Shuggy starts off simple enough, introducing you to some basic mechanics and a few of the easier abilities. It doesn't take long for the challenge to increase, though. Shuggy is all about observing your environments and figuring out the best way to use the powers you're equipped with. One thing remains constant in every level: You need to collect all of the green gems in order to obtain a key. Doing so unlocks new levels for you to play through so you can progress further into Shuggy's mansion.

What makes Shuggy so enthralling is its constantly changing mechanics. The game boasts a lot of different abilities such as time travel and teleportation, but none of them ever feel forced. Almost all of the stages will rely on a single ability, and it is up to you to traverse the many perils in Shuggy's levels by using these abilities, as well as your wits and some patience. This is a tough game, and though it never gets too brutal, you can most certainly expect to die more than a handful of times. Interestingly enough, the game's difficulty never had me begging for mercy. Yes, it challenged me, and it even got me a little frustrated at times, but overall, the level design is so smart that it makes the game really inviting.

As previously mentioned, time travel is the main gameplay feature in a few of Shuggy's levels. You'll be tasked with stepping on a switch to open a locked area with some gems while a clock counts down in the upper right corner of the screen. Once the time expires, a washed out version of Shuggy's past self will appear and repeat your previous actions. As the current Shuggy, it is up to you to run to that locked area so that the past Shuggy can step on the switch and open it up for you. You must repeat this process in levels with multiple switches and doors, but the tricky part is figuring out a route that will help you avoid touching the other Shuggys, because doing so will kill your character and force you to restart. These are some of the most challenging sequences in the game, but clearing them is incredibly rewarding.

The Adventures of Shuggy - PC - 2

In certain stages, Shuggy can flip the actual level. Doing so can be a bit disorienting, and if there are enemies around, you'll have to be alert so that you don't accidentally touch them as you traverse the map you're flipping around. Before you know it, you'll find yourself flipping all over the place and running up walls. Things can get a bit hectic when there are a lot of baddies onscreen, and it is up to you to stay collected, because Shuggy isn't afraid to punish gamers who just rush in.

Because I really don't want to spoil everything that this delightful puzzle platformer has to offer, I'll share one last ability. In certain stages, you'll take turns controlling multiple Shuggys. Because the different versions of the character are placed near different enemies and obstacles, you need to switch between them rapidly using the action button and moving them around to reach different areas, hit switches, and collect gems. This definitely takes some getting used to, and a little trial and error really goes a long way.

Despite the fact that Shuggy features over 100 stages, you don't need to get through all of them to beat the game. That said, the compelling design of every level just begs for you to play them all. To add to the mix, Shuggy features 36 local co-op levels, all of which require two players to band together to clear stages. Co-op mode is a nice addition, and it gives you a little something extra to do after you've beaten the main game.

The Adventures of Shuggy - PC - 3

Despite all of the awesomeness it encompasses, Shuggy isn't a perfect game. The frustration that some of the levels can cause will probably annoy some players, and those who struggle to find solutions to the game's more elaborate puzzles will probably feel lost at times. Additionally, Shuggy isn't a terribly long game, and you'll be able to get through it after just a handful of hours. To be quite honest, though, these are just minor gripes on my part that can easily be written off as nitpicking. Shuggy is a truly worthwhile experience even despite its few miniscule quirks.

One thing I can't complain about is the game's art design. Levels drip with bold color and charming characters, and cutscenes feature a pleasing cartoon comic book aesthetic that's just a sheer joy to look at. The music in the game is also quite adorable, and every theme is sure to get stuck in your head as you play through the levels.

It's a total shame that Shuggy was ignored on Xbox Live and pushed aside at launch. This is a clever little platformer that will provide you with delightfully fiendish puzzles, co-op, great art, and cheery music. If you haven't already played it, go do so right now. Shuggy is a memorable puzzle platforming experience, and one that can appeal to any gamers looking for a solid title to sink a few hours into. Support this game so we can see even more awesome titles from Smudged Cat Games.

For a bunch of nonsensical gibberish, follow @thesanchezdavid on Twitter.


Via: The Adventures of Shuggy review

LEGO Batman 2: DC Super Heroes review

LEGO Batman 2: DC Super Heroes Image LEGO Batman 2: DC Super Heroes Image

The LEGO games are known for their brilliant use of pantomiming to deliver story. While this is tradition for all of Traveller's Tales' LEGO games, this is one point where the original LEGO Batman suffered. Noticing this setback, TT for the first time has added voice acting in LEGO Batman 2.

I initially feared I'd miss the cuteness of pantomime and LEGO facial expressions, but upon playing, I realized that the humor is still present. If anything, character voice-overs add to humor, as the banter between the various heroes provide some witty dialogue. Not to mention, the gestures of our mini LEGO heroes remains hilarious.

One thing dialogue does allow is a coherent narrative, but while given the ability to deliver now, I can't say it really made that much of a difference. I understand that the plot can't be too complicated due to the relative simplicity of the concept, but I don't honestly feel the voice-overs contributed to the shallow chase of Batman and the Joker. It's a nice addition, but not something the story required.
Gameplay remains the same as previous LEGO titles, for the most part. You play through linear levels filled with LEGO-based puzzles. These typically include smashing constructed LEGOs and rebuilding them into useful objects or unlocking the different character suits that are used to solve future puzzles.

lego batman 2

Some LEGO games focus on action, some on puzzles; LEGO Batman 2 leans more towards the latter. Every level involves some sort of simplistic action, but the puzzles, on the other hand, can be quite challenging. Normally I wouldn't have a problem with this, but I have to say some of the puzzles in the game stumped me for quite a while — and with no help system in place, I admit I was frustrated at some points. I can't imagine a child maintaining the attention span to solve some of them. It doesn't help that at times the practically static camera doesn't provide the necessary view to help you get a better vantage point of where to go or what to do next.

Of course, there is much more to do in this game aside from playing through the levels and solving puzzles. Scattered throughout the levels are your typical hidden Minikits, gold blocks, and tons of LEGO pieces to destroy. This provides a decent amount of fun that can be played separately from the story. And with the introduction of an open-world environment, you are more free to explore than ever before. While LEGO Indiana Jones 2 explored this idea, LEGO Batman 2 fully introduces the concept. The entire city can now be explored with tons of hidden secrets waiting to be uncovered.

You are now able to traverse the world through many of Batman's fun vehicles or through the powers of the DC characters — though many of them aren't available until the later stages. It's nice to have the added freedom to explore and find hidden objects, but it can get kind of repetitive to an extent. As you begin to learn the tricks in LEGO Batman 2, you begin to learn that many of the hidden objects are hidden much the same way.

lego batman 2

The highlight in LEGO Batman 2, for me, was utilizing the many suits of Batman and Robin. Whether for puzzles or uncovering hidden objects scattered throughout the city, the different suits provide a nice change of pace to an otherwise redundant gameplay experience.

To the same degree, The Justice League adds an entirely new element. Whether you're soaring over Gotham as Superman or speeding through the city as Flash, the other DC characters are a great addition to the game that I would've liked to see more of. Unfortunately, as this is primarily a Batman game, the other DC characters are reserved until the final stages and mostly post-story fun.

LEGO Batman 2: DC Super Heroes still has that same LEGO game charm. It's a fun game with new additions that, for the most part, make the experience a better one. It has a decent story length with added replayability thanks to hidden objects and the exploration added through open-world gameplay. As with all LEGO games, LEGO Batman 2 can get a little repetitive, but these added additions make it a fun playthrough that is definitely worthwhile — especially for fans of the LEGO game franchise.


Via: LEGO Batman 2: DC Super Heroes review