Wednesday, December 16, 2009

Call of Duty 6: Return of the Cold War

Game: Call of Duty: Modern Warfare 2

System: Xbox 360, PS3, PC

Release: November 2009

The Call of Duty (COD) series is arguably the biggest franchise in FPS history. On the console systems alone, there have been six iterations with a seventh in development. The series is getting so big that they ditched the traditional numbering system. COD: Modern Warfare 2 is technically Call of Duty 6, but the plot is continued from COD 4: Modern Warfare 1. COD: World at War, also known as COD 5, deals with the traditional subject matter of the series (World War II), and thankfully doesn’t attempt some sort of Assassin Creed like time traveling to connect the two eras. So it appears that COD tittles that don’t deal with WWII get their own numbering system and we should all go cover up the “4” on our old copy of Modern Warfare 1. If any of that made any sense, then odds are you’re a gamer who follows the news. For the rest of you, just know that there are a lot of Call of Duty games, and Activision is having a hard time numbering them all.

Despite the numerically challenged publisher the series has out-shined the competition since 2003—with the exception of the bastard middle child COD3. Everything about the game screams quality, and the Metacritc average score is always in the 80s or 90s. Modern Warfare 2 continues this trend with intense action, solid gameplay, and a robust multiplayer. The title has everything from the first Modern Warfare. So re-read my review if you want to get the basic details. I’m moving on to the sexy new features.

One of my biggest complaints regarding Modern Warfare was the lack of coop. This time around Infinity Ward (IW) gives us a coop mode called Special Ops, but it is separate from the main story. The game mode is basically a series of challenges that can be completed with another person. Each mission is unique with a nice blend of objectives ranging from stealth to all out assault. Special Ops is a blast, but it is far from the awesome coop experience seen in other series like Halo. So once again IW, where is my four player coop?

Perhaps the developers thought the fantastic multiplayer experience would make up for the lacking coop. They’re probably right. The leveling system returns in Modern Warfare 2, and it’s better then ever. New kill streak rewards have been added like Predator Missiles, EMP blast, and the game winning Tactical Nuke. Players can even take the gunner seat as their attack helicopter circles around the battlefield. These rewards are unlocked as you level, and only three can be equipped at a time. For those gamers who suck there are also death streak rewards. This is a nice addition for a popular game that will surely have a large handful of unskilled players named Rubber 008 needing a boost. Think we are done with the new multiplayer stuff, well think again. Modern Warfare 2 adds personal customization to more then just weapons. Players can unlock and select a title and emblem. The title has a catch phrase like “Mad Bomber” with a matching background, and the emblem is the equivalent of an avatar picture. This cosmetic addition seems minor, but adds that extra layer of depth that keeps a game interesting.

The final additions worth mentioning are the boat load of new perks, challenges, attachments, weapons, and equipment. I could go on listing them all, but that would be tediously boring. Suffice to say there are enough additions to warrant mentioning them, and IW did more then copy and paste what worked from the first Modern Warfare.

One would assume with the addition of a coop mode, and the enhancement of an already fantastic multiplayer, Modern Warfare 2’s campaign would follow suit and be bigger and better then before. Well not exactly. The first Modern Warfare had many compelling events not seen in the traditional FPS. Modern Warfare 2 does offer plenty of scenarios where you are not shooting, but only the action scenes are fun. The story driven moments are lack luster. During the opening credits of Modern Warfare 1 you take on the POV of the overthrown president as he is being escorted to his execution. This was a fantastic and original scene that created a unique experience. I felt powerless to stop what was happening, and seeing the country in ruins added to the sensation that something horrible was about to happen. The new game offers a controversial level as a CIA spy who infiltrates a terrorist group. You walk amongst the bad guys as they massacre a Russian airport, and at the end you are shot dead by the terrorist leader. Big whoop-de-do. Killing civilians has been around since Grand Theft Auto, and unless they are personalized no one will care outside the ravenous mainstream media. Another great moment from the first game was the nuke scene. I thought it was original and the surprise of the situation made it engaging. In Modern Warfare 2 the nuke scene is recreated from a different perspective. The player takes control of an astronaut who sees a nuke go off and then is destroyed with the space station. The astronaut isn’t even named, and there is nothing to make his/her death meaningful.

The first game also had a story that could easily fit into current events. Modern Warfare 2 attempts to recreate this excellent feature, but sometimes trying is the first step towards failure. I was going along fine with the plot until the war between the USA and Russia kicked off. There is no *beeping* way that Russia would invade the United States without some series back up. I could see a joint invasion with China, Japan, India, and maybe some other countries, but one nation simply doesn’t have enough resources to take the USA down alone.I am also curious as to how Russia got all their equipment over two oceans undetected and how they came up with the military power to fight a two front war. Even if an invasion landed there would be a local resistance from the citizens of the USA. This country has more police, gangs, and guns then any other nation on the planet. Why wasn’t there a scenario where you interact with local resistance to take back Washington D.C.? Then there is the issue of race and gender. How hard would it have been to include women and Asian-Americans? They don’t have to be playable characters, but going around a military base and only seeing male whites, blacks, and Hispanics is pathetic. Finally the rest of the world wouldn’t allow a war between the USA and Russia due to the economic interdependence of the modern world. NATO and other allies were completely ignored in Modern Warfare 2. Infinity Ward should have taken notes from Tom Clancy, and whoever has the hard on for Cold War conflicts should wake up—the 80s are over. If the title of your game has the word “modern,” then it would be nice to have a plot and characters based on events that have taken place within the last five years.

Do not be dismayed from the above rant. Modern Warfare 2 is a fantastic game worth every penny. The fact that I spent most this review nitpicking the plot instead of the game denotes how awesome it really is. This is one of those games that define a genre. As of this article, over six million copies have been sold. Can six million players really be wrong? Snerts Snazzy Score grants Call of Duty: Modern Warfare 2 an outstanding 4.9 out of 5. The campaign needed to be longer with a better plot, and the Special Ops would have been even more awesome with four players. These complaints, however, are overshadowed by the best FPS multiplayer experience of 2009.

Sunday, November 29, 2009

I’m Too Sexy for My Game

Yesterday Kotaku posted the article Their Bodies Our Games. The subject of the piece is Massively’s Seraphina Brennan opinion on gender physique in video games. She mentions how the most common complaint denotes the representation of women but not men. She questions why there are not more complaints about the shallow muscle bound heroes who apparently insult men everywhere. Apparently there are not enough Mario’s in the video game world.

“While our interactive media may have started with a slightly overweight plumber as the titular hero, we've certainly turned to making sure all of our character models feature strong, burly, and oversexed men who's muscles can give a woman's breasts a run for their money. I mean, look at World of Warcraft, for example — a game that we normally don't consider sexually charged. How realistic is their depiction of men compared to the average guy?”
So I guess most guys don’t have buns of steel and more abdominal definition then Superman. Is this something to be upset about? Should men start lobbying developers to include more variety? Maybe, but I have my doubts. The stereotypical hero has been around since dawn of written history. Giligamesh is not depicted as a skinny boy or fat guy. That is not to say protagonists aren’t as thin as Jesus, or lack the jolly gut of Santa Clause. It simply indicates that the popular depiction of men as muscle bound handsome heroes has withstood the powerful test of time. Do not expect such a force to lose its appeal with the creation of new entertainment medians.

To be clear, I am not stating that all males should fit a stereotypical physique in video games. Variety is the spice of life, and there have been a handful of very successful characters that break the mold. The easiest examples are fighting games like Street Fighter—E. Honda and Dalsiem. The same can not be said for women. I am hard press to come up with any video game women who are not sexy in some way. Even female monsters have a strange appeal. If anyone knows a game with a less sexualized women, besides Fat Princess, then please let me know.

Sex, however, is not the only trait female protagonist represents. According to Brennan, “While VG women certainly may have overblown proportions and tight clothing, many of them aren’t exactly weak or stupid.” This I agree with completely and I would like to dub this idea the Wonder Women Scenario. Women in video games have taken up a cornucopia of roles that depict power. In Dragon Age: Origins, for example, they are depicted as high priests, queens who rule without kings, powerful mages, and skilled combatants. That doesn’t mean the disgust some women feel is nullified. All the women in Dragon Age have an hourglass figure—even the dwarves—and all female demons are topless with nipple jewelry. Until video games start producing a broader representation of the female form there will continue to be valid criticisms from various parties.

The big question going forward is will games illustrating non-traditional gender physique sell? Unfortunately I don’t think many studios will give the idea a decent college try. The industry is notorious for sticking to what makes money. The likely hood of a dramatic change diminishes with the majority of gamers—both consumer and developer—being males between the ages of 17-35. There is also the recession factor. A more likely scenario is gradual change as more women start playing and developing video games. Things will move even more slowly for the representation of men. I can’t think of any “masculinists” out there willing to fight the good fight. Regardless it will be interesting to observe the continual evolution of fictional entertainment in western society.

Friday, November 27, 2009

Bioware Has Done It Again

Game: Dragon Age Origins

System: PS3, Xbox 360, PC

Release: November 2009


Dragon Age: Origins is another fantastic rpg from Bioware. This time the development team has set aside the far reaches of space and returned to the land of Tolkein like fantasy. So if you’re looking for another KOTOR forget, and if you want another adventure with Commander Shepard then you best wait to next year. If, however, you want an epic fantasy that will suck you in for hundreds of hours, then look no further.

One of the first things players will notice about Dragon Age is the vast selection of origin stories. There are a total of six starting zones that differ significantly and affect certain scenarios throughout the game. Players can choose their gender, race, background, and class. The races are as basic as it gets with the human, dwarf, and elf trio. In this fantasy land called Ferelden humans rule all, and they are their usual greedy arrogant selves. They are also very religious following their Christian like belief via the Chantry. There is only one background story for the human race involving nobility, but I have yet to play through that opening. Dwarves have their own kingdom, but are constantly warring with themselves and the Darkspawn—evil orc like creatures. There are two starting areas for dwarfs that resemble the classic tale The Prince and the Pauper. The elves are the least prosperous of the races. They are either ex-slaves trying to get by in the city slums, or nomadic Dalish elves who attempt to bring back the glory days. Each of these lifestyles represents the starting areas for elves. The final background story is not dictated by race, but by class. All mages begin at the Circle of the Magi; a school/penitentiary for all law abiding mages.

The other two classes in Dragon Age are Warrior and Rogue. Some may criticize Bioware for being so generic, but I personally found the common terminology a relief. I’ve memorized enough useless information in my life, and the last thing I need is another term for armored badass who swings giant weapons to kill things. Anyone familiar with Dungeons and Dragons or World of Warcraft will quickly realize the proper roles for each class. Mages and Rogues are support and damage classes while the Warrior is an agro hogging meat shield. There is no all powerful class, and each has its own unique advantages/experiences. The combat is set around a squad of four so pick your favorite class for the main character. By the time you finish up the first segment of the game you will have a rogue, warrior, and mage to party up with.
Customization is the name of the game in Dragon Age. After selecting their gender, race, background, and class players get to shape their hero to their liking. The same facial customization features used from Mass Effect are found in Dragon Age. Now players can create ugly dwarfs and elves in addition to humans. There are also voice options that dictate basic battle chatter for your main character. This is a great feature, but sadly pales in comparison to Mass Effect which has voice acting for the main character—something rarely seen in rpgs of this nature. In addition to basic looks and class talents players are allowed to customize characters with specializations. There are four for each class, and they have to be unlocked through quests and in-game books. Once a specialization is discovered it becomes available across all playthroughs. Each build plays differently and unlocks unique abilities. Rogues, for example, can become Duelists/Assassins who focus on melee combat, or Bards/Rangers that better compliment an archery build. This extra layer of customization improves replay value, and overall enjoyment of the game.

Sticking to the fundamentals is the middle name of the game for Dragon Age. Like other Bioware titles the writing and gameplay are familiar and solid. Every bit of dialogue or text is entertaining to absorb. The plot is generic but it works. There are also dozens of hard choices and adult scenarios throughout the game. Sometimes you’ll be stuck with a bad or worse decision. SPOILER START—During one quest you get to pick between the life of the mother or child.—END SPOILER These aren’t your cookie cutter good or bad scenario. You’ll be forced to make tough decisions that may not sit well with your high morals—if that’s the type of role playing you enjoy. Your companions will also judge your actions harshly, and if they disapprove significantly they’ll leave. When I went through the game as a big jerk I ended up with only six out of nine teammates.

Gameplay is very similar to Mass Effect and KOTOR. Combat is in real time, but can be paused at any moment to dictate a characters next move. It is essential to figure out proper tactics for each class. The default AI is pretty dumb, but can be molded into a brilliant fighter. As mentioned early each class has their own role or style of play. Melee Rogues should always attempt to backstab opponents. Mages work best from a distance, and warriors charge into battle. There isn’t anything new to combat in Dragon Age, but everything is done well.

Bioware manages to uphold their awesome reputation for great writing and solid gameplay. They also, unfortunately, continue to release games full of bugs. So I guess you can say, shipping a game with numerous bugs is the last name of the game. Throughout your adventures in Ferelden an observant player will notice numerous art issues. Clothing textures disappear frequently around the neck and shoulder. Fingers lack collision and magically phase through forearms. The level of detail, or LOD, is also sporadic with backgrounds suddenly popping in and out. In addition, cut scenes will repeat themselves if a player interacts with a NPC before the proper script is triggered. The quest helping the templar in the Alienage orphanage being the worst offender. Audio bugs are also an issue. There is more then one occasion where the dialogue cuts out, and with no subtitles on you tend to miss important information. Finally each playthrough has resulted in at least one progression stopper. These issues are not enough to discourage purchasing this game, but they are an unwelcome distraction.

Hundreds upon hundreds of hours can be spent playing this game. There are numerous possibilities for each scenario, and character customization is gynormous. The combat is solid and the writing fantastic. Bioware has released the quintessential fantasy rpg for this generation of consoles. Take away the bugs and this game receives a perfect score. Unfortunately I can’t simply ignore so many small issues, and as a result Snerts Snazzy Score grants Dragon Age Origins a respectable 4.6 out of 5.

Saturday, October 31, 2009

Tell Me A Story...

Throughout the history of this blog I have been diligent with my video game reviews. There has been, however, a severe shortage of previews and opinion pieces. Sure there have been a couple posts—see “Tope Five Most Wanted 2008” and “The Overly Biased Top Five Favorite Multiplayer Oldschool Brawlers”—but nothing substantial. It’s time to stop this trend and get on with some opinions. Maybe I’ll even go that extra mile and scrounge up some previews. Maybe.

Stories and games go hand in hand. Duh what about Tetris? Yes. There are exceptions smart ass, but the majority of games attempt to tell a story. How the plot is presented has been a popular discussion amongst the gaming community for both developers and consumers. Reading various articles from Gamasutra.com, and to a lesser extent sites like Kotaku, IGN, and 1UP, I’ve seen two popular sides emerge. On one end of the table is the traditional cut-scene. These usually occur before or after a major event in the story or level. The player looses control of their character(s), and the game swings into a presentation that mimics film. These scenes are often enhanced with improved graphics, and scenarios that can not be experienced through normal gameplay. Examples of games with cut scenes are numerous: Ninja Gaiden, God of War, Halo, Red Alert, Final Fantasy, Star Wars: The Force Unleashed, Mario, Zelda—the list goes on and on.

Sitting on the opposite end of the table are those in favor of in-game-story-telling. This method delivers all dialogue and major events in game. The player usually has some control of their character(s) the entire time. A popular example of this mechanic is Half-Life 2. Other games that employ this technique are Bioshock, Prince of Persia: Sands of Time, L4D, COD: Modern Warfare, and Splinter Cell. In-game dialogue has gained popularity for a good reason. The presentation style rarely impedes the players’ interaction with the game world. This often improves the immersion factor, and strengthens character development. For some studios this technique can also be a money saver by eliminating the need to hire an outside business to create a cut scene.

So what’s better in-game-story-telling or cut scenes? Like many issues people fall on all sides. I personally land somewhere in the middle. Both of these techniques have valid pros and cons. Cut scenes can provide beautiful animated moments that get me pumped and ready to play. I still get goose bumps when I watch the Blizzard cinematic for World of Warcraft or Diablo II. Even a game with a horrible plot like Ninja Gaiden can employ cut scenes as a nice visual pleasing break form the intense action. If, however, cut scenes are executed poorly gamers will find themselves frantically pressing buttons to pass by the garbage and get back to having fun. The same theory of poor execution can be tied to in-game-story-telling. When done right this technique improves player immersion and character development. I don’t believe any of the games that I mentioned early would have had the same impact without in-game-story-telling.

When done properly both presentation methods can deliver fantastic stories and experiences. Combine the two and get the best of both worlds. Most recently, but not exclusively, I experienced this with Batman Arkham Asylum. Right from the start the game blends cut scenes with in-game-story-telling brilliantly. The game begins with a visual rich short video consisting of Batman driving the Joker to Arkham. Once they arrive the interaction kicks in. Players must escort Joker to his cell. While moving the Batman about players are treated with tons of visual and audio moments. This blended style of cut scene and in-game-story-telling continues throughout the game. So can’t we gamers have our cake and eat it too?

Even with my preference of a blended presentation I understand the need to evaluate these methods on a game by game basis. There is also the other side of the puzzle—good writing and cinematic direction. If these factors are lacking in quality, then overall presentation will be monotonous despite the technique employed. That correlation, however, is another topic for another time.

This post is a Featured Blog on Gamasutra.

Saturday, October 24, 2009

Batman Arkham Asylum

Game: Batman Arkham Asylum

System: PS3, Xbox 360, PC

Release: August 2009


Batman Arkham Asylum is the best Batman game in existence. Much like the Wolverine title I reviewed, this game succeeds in making the player feel like one of the worlds most famous superheroes. Batman has gadgets, he kicks ass in a fist fight, and he can lurk in the shadows to surprise enemies. What more could a fan ask for? How about having the voiceovers performed by the same cast who did the 1990’s animated series? That’s right my friends Mark Hamill is back as the Joker! This time the fight is not on the streets of Gotham. Arkham Asylum has been taken over by the Clown Prince of Crime and only Batman can stop him. Joker, however, is not alone. He has recruited some of the top super villains at Arkham. The Cape Crusader will have to deal with the likes of Killer Croc, Poison Ivy, Bane, and of course Harley Quinn. Does Batman have what it takes to save the day? Sure he does…he’s Batman! The journey, however, is the real adventure. I’m not going to spoil this plot, but trust me it fits like a glove.

To complement the fantastic story, and beautiful graphical presentation, Batman Arkham Asylum offers four major gameplay features. First up is brawling. When facing unarmed thugs Batman can throw together counters and punches for brutal combos. Land enough sequential hits and he does critical damage/special moves. The combat is very smooth and satisfying. It also gets better with more enemies. Taking on twenty guys at once is enthralling—not to mention badass!

The second major gameplay feature is stealth. Batman can’t take a bullet to the dome so when the thugs are armed he goes silent. Swinging from gargoyle to gargoyle Batman can isolate his enemies and take them out one by one. A great move is the vertical take down. Batman hangs from a gargoyle until a thug is underneath him. With the press of a button he zips down grabbing the thug. He then wraps a rope around his leg and lets him hang. There are a host of other toys/moves that help Batman isolate enemies and navigate through Arkham.

The final two features are exploration and detective work. The Riddler has hidden numerous secrets across the island. Batman will have to use all his gadgets—Batclaw, Grappling Hook, Explosive gel, etc.—to solve these riddles. To help himself out he can also turn on detective mode which highlights objects he can interact with. It also illustrates all enemies in the area, and points out vital clues to main objectives. If it wasn’t for the top notch graphical presentation I would have left detective mode on for the entire game.

What’s that? Not convinced that this is the best Batman game ever. Well Mr. you have some nerve. Ok fine. What if I tell you about challenge mode? That’s right. If you are bored with the main campaign you can take on stealth or brawler challenges. Complete them with the highest score (brawler) or fastest time (stealth) and post your victory on the leaderboards for all to see. I am hooked on the brawler challenge that sends infinite waves of thugs to take Batman down.

Batman Arkham Asylum is everything I could ask for in a Batman game. The story is just about perfect, the gameplay is smooth, and most importantly fun. The presentation is top of the line, and the challenge modes will keep on coming thanks to DLC packs. Snerts Snazzy Score grants this game a perfect score: 5 out of 5.

Brutal Legend

Game: Brutal Legend

System: Xbox 360, PS3

Release: ROCKtober 2009


Brutal Legend is a tough game to categorize. On the one hand it is an open world action/adventure game. Players drive around a huge expansive landscape while fending off attacks from enemy factions or wild panthers with laser beam eyes. (That’s right. There are panthers that shoot lasers from their eyeballs!) On the other hand Brutal Legend is an RTS. During “Stage Battles” players summon and command a small army to victory. So I guess the game can be categorized as an Action/Adventure/Open World/RTS. Wow that’s a few more slashes then usual.

Originally all the categories made me nervous. So many games attempt to be a jack of all trades, but end up being a master of none. Thankfully this is not the case with Brutal Legend. The Scrum production process employed by Double Fine—and should be used by all developers—ensured that each section of the game got the attention it needed. The action moves are solid, driving around the open world is fantastic, and the stage battles are fun and easy to manage. There is even an excellent story to tie all theses features together.

Players take on the role of Eddie Riggs. He is the ultimate roadie who is disgusted with what has happened to Heavy Metal. He dislikes the Linkin Park like state of rock, but he still does his job—to ensure the fans get a good show from the group on stage. During a show the stage collapses on him spilling blood into his belt buckle. This so happens to be a magical belt buckle that awakens an ancient god who teleports Eddie to a Land of Metal.

As soon as Eddie wakes up there are dudes out to kill him. So in self defense he picks up a giant axe and magical guitar. This also introduces players to the basic action segments of the game. Wielding the axe allows Eddie to hack, slash, and block his way to victory. When playing the guitar Eddie can attack using lightening and fire. He can also perform bitchin solos that produce a variety of results. Solos can summon a burning zeppelin that crashes to the ground, or melt the faces off your enemies. They also interact with environments and help Eddie command his army during stage battles.

The first solo in the game summons the Deuce. This is the car Eddie uses to travel about this fantasy land of Heavy Metal. He uses the car to escape the army of bad guys who have been trying to kill him since he arrived. With the help of the female protagonist—Ophelia—Eddie is filled in on all the latest gossip. Apparently humans are slaves, and demons control everything. There is, however, some hope. Eddie’s love of Heavy Metal has given him the knowledge and ability to unlock this lands secret magical power. Combine this with an army, and humans have a fighting chance.

The first handful of missions involves recruiting an army. Eddie finds head banging dudes, gun touting chicks, and a gang of healing bassist. Each mission is heavy on the action adventure, and also opens up the world for exploration and side quests. The unlockables discovered throughout the world will either power up Eddie, or tell an interesting tale detailing the history of this fantasy land. The handful of side quests are fun, but can get a bit tedious by the end of the game. Eddie either shoots, ambushes, races, hunts, or marks targets for mortar fire. My personal favorites were the races and hunting missions. I found the rewards very useful and fun.

Once players have completed some side quests and recruited some soldiers the RTS side of the game kicks in. Stage Battles pit band against band. The goal is to recruit enough fans to build an army, capture key points, and destroy the enemy’s stage. To capture a point players must destroy all near by enemies, and Eddie performs a solo to build a merchandise booth—fans like T-shirts! Each merch booth increases the accumulation of fans. The more fans you have the faster you can build an army to capture more merch booths and destroy the other bands stage.

During these battles players control Eddie. He still has all his usual moves, which can be utilized to help his summoned army. Melting the faces off of the enemy infantry can really turn the tide. Solo’s are also used to buff and dictate orders to units. To facilitate controlling your army Eddie is given the power of flight. This allows him to zip across the battle field and command numerous squads. Eddie is defiantly the most powerful during Stage Battles.

After completing the first Stage Battle against a boss the game settles into a rinse and repeat pattern. This isn’t bad because each repeat is in a different area with new recruits and enemies. Oh how I loved the Kiss Army recruits. Sexy Amazon Kiss girls that ride large fire breathing beasts are always welcomed. The new areas also introduce more of the same side quests and unlockables. Eventually Eddie and his crew fight there way to the doorstep of the evil emperor Doviculus for a final show down.

The story for Brutal Legend works well with the universe and has an all star cast. Jack Black voices Eddie, and he is joined by Ozzy Osbourne, Tim Curry, Kyle Gass, David Cross, Steve Agee, Brian Posehn, and more. The plot is cliché and predictable, but it is done well. The characters are well developed, the writing is good, and there are plenty of twists and funny moments. The world is also engrossing with outstanding visuals and a nice variety of environments. Finally Brutal Legend delivers numerous games into one package. It is rare to find one game where you can race, shoot, hack/slash, explore, and control an army. There is even an RTS multiplayer mode. Take on human opponents in a Stage Battle to find out who has the best Rock crew. All in all Brutal Legend is a fantastic game with few faults and tons of content. Snerts Snazzy Score grants this video game an impressive 4.8 out of 5.

Wednesday, October 7, 2009

Halo: ODST

Game: Halo 3 ODST

System: Xbox 360

Release: September 2009


Halo: ODST is the latest FPS game from Bungie and Microsoft. This game package includes a new campaign, new co-op multiplayer mode called Firefight, and a separate disc containing all the maps and modes from the traditional Halo 3 multiplayer. The Halo 3 MP disc also contains three new levels with my personal favorite Heretic—a remake of the Halo 2 map Midship.

Unlike other Halo games, and as the title implies, users do not play as the Master Chief. Instead of the juiced up cyborg fans can take on the role of the hardcore Orbital Drop Shock Trooper. The plot takes place during Halo 2, and literally begins during the slip space jump the Prophet Regret and Master Chief take to Delta Halo. During the orbital drop the shockwave from the space cruisers knocks the Rookie off course separating the new protagonist from his squad. After the intense opening cinematic the game falls into a routine of open city and flashbacks.

The main objective for the Rookie is to link up with his squad. Roaming the dark streets of New Mombassa players can engage or sneak past Covenant patrols searching for clues. Each clue triggers a flashback event that illustrates a teammate’s predicament. These events are more akin to the traditional run and gun of pervious Halo titles where as the Rookie segments can incorporate some stealth—if you want. Along the way audio logs can be collected that denote a separate B story that is intriguing, and really helps set the tone of the city. Eventually the flashbacks and open city routine lead to a climax more satisfying then Halo 2.

The gameplay for ODST is different then Halo 3. The Shock Troopers are not Spartans. They do not have overshields, special equipment, or an AI construct in their brain. They also cannot duel wield, and lack the moon bounce jump. This alters the gameplay and encourages less Rambo and more Tom Clancy—well aggressive Tom Clancy tactics. To further support this concept the SMG and Magnum have been equipped with a scope and silencer. Players are also equipped with a special visor that highlights enemies, pick ups, objectives, and teammates. The new toys, open world campaign, and more human less Spartan like gameplay separates ODST from other Halo games. Despite these changes players familiar with the series will still recognize and fell comfortable with ODST.

The new multiplayer comes in the co-op mode Firefight. Here up to four players can face off against wave after wave of Brute led Covenant. There are ten different maps that provide unique terrain, weapons, and challenges. My personal favorite is the Lost Platoon level with the Warthog. There are old and new medals to earn with the traditional post game carnage report detailing every kill. The classic announcer voice also echoes your victory. It is a blast hearing Untouchable as you blow through fifty enemies.

Unfortunately time is your greatest foe with Firefight. After playing for two hours straight I needed a break. I’m not going to play this game on a toilet next to a cooler full of sandwiches and beer. It would have been nice to have a pause mechanic, or a save feature, to pick up where your team left off. There is also a disappointing lack of four player split screen. Finally there is no custom game mechanic or matchmaking. This makes it difficult to find pick up games, and shortens the replay value of the game mode. Don’t be mistaken. Firefight is a fantastically fun experience. There just could have been more features for a full priced game.

Bungie has defiantly done some research and borrowed heavily from other games to ensure ODST is not just a Halo clone. The audio logs are a nice touch, and are reminiscent of games like Bioshock. The gameplay changes without the Master Chief’s special abilities and can easily be dubbed Call of Halo. Even the new co-op multiplayer mode, Firefight, is part of a new trend started by Gears of War 2 and L4D. Another feature employed from Gears and L4D is the achievement trackers that pop up during gameplay. All of these ideas are altered to fit Halo, and add some nice changes to the old formula. Some critics will condemn these new features as blatant rip off’s, but if you take away the entertainment industries ability to copy old ideas where are all the new ones going to come from?

If you have not purchased Halo 3, and enjoy great FPS multiplayer, then Halo: ODST is a great purchase. The separate disc for Halo 3 MP with all 24 maps is an excellent bonus for anyone who hasn’t bought the maps already. The new campaign, co-op mode, and gameplay are a nice change of pace for a series I thought ended two years ago. Snerts Snazzy Score grants Halo: ODST a 4.7 out of 5. With a few more features on Firefight, and a longer campaign this game would have received a perfect score.

Not convinced by my review? Well then take a look at some good old fashion marketing.

Sunday, September 13, 2009

BlazBlue

Game: BlazBlue

System: PS3, Xbox 360, Arcade

Release: Arcade November 2008, Console June 2009

Blazblue is a 2D fighting game by Arc System Works. Their previous work on the Guilty Gear series gave me high expectations for this new game and I was not disappointed. Blazblue takes the core gameplay of Guilty Gear, and adds new mechanics, new characters, new…well new everything. Players familiar with Guilty Gear will find welcomed similarities between them, but each title is its own beast.

Blazblue offers numerous game modes for both on and offline play. Arcade, Versus, Training, Score Attack, and Online Play are all pretty standard game types that can be found in any fighter. The new Story mode, however, attempts to give players a little more background into each character. The cut scenes have limited animation, and offer the occasional choice that dictates your next destination. The style is reminiscent of old JRPGS. In between all the dialogue is the occasional one round fight. The result of the fight also affects the plot. To complete the entire story for one character players have to win and lose against the entire roster. This doesn’t sound so bad until you’ve watched the same opening for the umpteenth time. Fortunately the traditional game modes are less tedious and more awesome.

Arc has once again produced a well balanced and polished 2D fighting experience. Each round is presented with a solid frame rate and little to no lag for online play. No one fighter dominates the roster, and each character has a unique attack that defines their play style. Carl, for example, has an android that players can control with a press of a button. Rachel can summon powerful gusts of wind that will push or pull her enemies, and Jin can freeze his opponents. These “drive” abilities help distinguish Blazblue from other fighters—including Guilty Gear—and produce intense combat encounters. Adding to the overall presentation are the beautiful 3D levels. I would, however, have liked to seen more player interaction in each stage. One thing I like about Street Fighter IV was the various reactions from the crowd watching the brawl.

Like most fighting games Blazblue is at its best when two humans pick up the sticks. The single player Arcade and Score Attack can be fun, but after so many fights against AI things get predictable. I’ve spent most of my time playing Versus with friends, and Online Play with those creepy talented internet strangers. Even when I’m getting my ass kicked this game is fun. I don’t have the knowledge to give the in-depth nerdy details, but trust me…Blazblue is better then Street Fighter IV. There I said it.

If you haven’t figured it out by now, fighting games is not my forte. I enjoy the action, competition, and even the occasional adrenalin rush. I rarely win against anyone with a smidgen of talent, but I always have fun. Those with “mad skills” can produce an amazing spectacle, and really show the full potential of a game. An example of this is the video below. The grand finals at the Arcade Infinity Blazblue Tournament put Mike Z (Iron Tager) against Goryus (V13). I’ve talked with and played against Mike Z a couple of times. His lightening reflexes, and in depth knowledge of fighting games makes him a dangerous opponent. Can he pull off another victory?

A part of me was sad when Mike Z lost. He is a really nice guy, and was a pleasure to work with on LOTR:Conquest. Another part of me was happy to see him loose. This was the angry bitter side that couldn’t get his health below half when playing against him. Annnnyyyyy whhhooooo Snerts Snazy Score for BlazBlue is a solid 4.8 out of 5. It would have been a perfect if it wasn’t for that dam story mode.

Thursday, September 3, 2009

Xbox 360 = Fail

Well it’s finally happened. My Xbox 360 flashed the dreaded red ring of death earlier this week. Was it the copious amounts of gaming that drove my system to error? Unlikely. Did my morning movie, Indian Jones: Temple of Doom…DOOM…my console to the grave? I doubt it. In the end it was probably just a matter of time. After all the first generation 360’s have a 47% fail rate.

What this means for my ever popular blog is a delay. I still haven’t finished Prototype, which means I won’t be able to write up a review. BlazBlue is also a work in progress, but it will get more attention now that I’m unemployed. Finally, my lack of work will inevitably inhibit my purchasing power. Donations will gladly be accepted to fuel the production of future posts. Money is not a necessity, but video games are. So if you are sick of Batman: Arkham Asylum send it my way. In the meantime I’ll be playing Diablo 2, and waiting for my new 360.

Sunday, August 2, 2009

Gears of War Series

Series: Gears of War

System: Xbox 360

Release Date: 2006 & 2008

The Gears of War series is the most recent original third person shooter on the console market. I am no expert on video games, and I sure has hell haven’t played every game in existence. I do know, however, that I haven’t had this much fun with a cover based shooter since Winback on the N64.

The fist Gears of War game felt like a demo to me, but I did have the opportunity to play both games back to back. There is a two year gap between titles, and a lot of kinks can be worked out during that time.

The original introduces the basic gameplay mechanics. As an all star member of the Coalition of Ordered Governments or COG you can duck behind cover, blind fire, and of course reload. The A button does all the dashes and special movement. This gets a bit awkward when you want to maneuver through an area. I found myself dashing when I wanted to get under cover and vice versa. Players have to keep a sharp eye on the HUD to ensure they are about to perform the desired move. While under cover players can blind fire with the RT, or perform a more accurate shot by aiming with the LT. The blind fire is effective against close or charging enemies, and generally keeps you safe behind cover. Reloading is given a sexy twist in Gears of War. With a properly timed “active” reload players can reload faster and/or receive a temporary damage boost. These gameplay mechanics are rounded out by more basic shooter elements that generate intense fire fights throughout the game.

COG soldiers carry four weapons at a time—primary, secondary, pistol, and grenades. Many of the weapons are very unique and fun. The Hammer of Dawn is mankind’s most powerful weapon. The device feeds a single to a satellite that produces a powerful beam incinerating anything in its path. Another great weapon is the Torque Bow. The bow fires arrows with timed explosives. When the string is pulled far enough back it can stick into enemies for a one shot kill. Last but not least is the Lancer. This is your basic assault rifle with a chainsaw bayonet that can pull off a devastating and enthralling instant kill. There are also plenty of other solid weapons that take on the traditional roles—sniper, shotgun, magnum, frag grenade, etc—and in Gears of War 2 there is a mini gun, flamethrower, and mortar launcher.

For the majority of the game players will be moving between cover and killing enemies. There are, however, a few segments when you have to man a turret or operate a vehicle. In the first game these segments are annoying at best. The most blatant offender forces players to alternate between moving and attacking. I felt like I was playing Resident Evil with an APC. Also most turret events are predictably unoriginal. This isn’t a bad thing, but it doesn’t significantly add to the overall experience. Luckily the sequel makes up for the originals lackluster performance.

One of the first events in Gears of War 2 involves escorting an Assault Derrick to a strategic position. You are riding on one of many as part of a large invasion force. Throughout the event you will have to avoid incoming mortars, fend off enemy borders, and destroy hostile vehicles. None of the vehicle/turret events in Gears 1 had this epic scale. By the end of Gears 2 you are literally using the enemy’s weapon against them. Players will get to control the giant Brumak for a very satisfying conclusion to an awesome game.

So, is there a plot to complement this fantastic gameplay? Surprisingly yes! The human race is locked in a devastating war with a species called the Locus. This sci-fi enemy isn’t your typical space invader. They actually come from the depth of the earth. Apparently they have existed beneath the earth’s crust for centuries, and they have a passionate hatred for humans. The first game takes place fourteen years after Emergence Day when the Locus first appeared. Mankind is getting desperate for troops so they release the protagonist Marcus Fenix from prison. He joins up with Delta Squad, and his old friend Dominic Santiago. Together they fight for the survival of mankind while attempting to bring about an end to the war—usually by blowing up a lot of bad guys.
The Gears franchise is what I consider a mindless action adventure with just enough plot to keep things going. There isn’t anything new in regards to story telling, but everything is done well. Key dramatic events are peppered between the action producing an excellent pace for the game. I was pretty shocked by Tai’s suicide, and the love story with Dominic seemed real thanks to great voice acting. It is nice to see this level of detail in the plot of an action shooter.

Speaking of details, have I mentioned the fantastic multiplayer? Gears 2 (I didn’t bother with Gears 1 MP) features ten player combat in seven different modes. My experience with each mode is limited, but I have a blast every time I play. Each game type puts a unique twist on the traditional rules. Submission, for example, is a capture the flag game that uses a bot as the flag. Players have to down the AI, and drag him back to their base for points. If competitive multiplayer isn’t your cup of tea, then try out the two co-op modes. Players can team up together to face the various challenges of the main game or take their chances at Horde mode. The later is a round event that sends wave after wave of Locus at up to five players. There is an outstanding fifty rounds in Horde mode that gradually become more and more ridiculous—even on easy.

Gears of War is one of those franchises that will be sticking around for a while. Epic once again has created an impressive blockbuster experience, but should we expect any less from the creators of Unreal? Satisfying gameplay, solid plot, and additive multiplayer scores the Gears of War series an impressive 5 out of 5. If, however, you had to pick between Gears 1 and 2, then go with the later. Gears 2 has everything that Gears 1 has and more.

Saturday, July 18, 2009

Transformers: Revenge of the Fallen

Game: Transformers Revenge of the Fallen

System: PS3, Xbox 360

Release: June 2009


Transformers: Revenge of the Fallen is the only Transformer game I have ever played. When I was hired onto the project I wasn’t sure what to expect. Luxoflux created a game where you can play over a dozen characters from the movie in a variety of environments from across the globe. By the time the game shipped I was pleasantly surprised at the robust multiplayer and explosive single player.
The single player campaign loosely follows the movie. Players can pick between Autobots and Decepticons. Each faction has a similar yet different experience. The Autobots tend to have more escort and protection missions where as the Decepticons have more destructive objectives. Unfortunately the only faction that experiences a Devastator boss fight is the Autobots. A medal is rewarded based on the speed at which a level is completed, and Energon points are earned to upgrade abilities. There are also a number of unlockables that range from alternative character skins to original episodes of the Transformers cartoon.

Combat in single player ultimately feels like the multiplayer only with bots. Everyone has a unique primary and secondary weapon in addition to the special and melee moves. Each weapon has an overheat meter that increases with each shot fired. If the player overheats there guns they will have to wait for extended amount of
time before firing again. In this scenario your best bet is melee combat. There are a number of unique melee moves that add another layer of depth to the fighting system. The specials are unique to each character and have various cool downs. Some of the more impressive specials are given to the main stars of the series. Optimus Prime has a shield that will make him immune to death as long as it’s activated. It also increases melee damage significantly. Megatron has a “doom” cannon that will instantly kill anyone it hits. Bumblebee has an aoe stun effect, and Starscream’s special increases his dps and slows enemies. As you can see this game does have plenty of variety between characters.

Unfortunately the single player missions are repetitive, simplistic, and at times pointless. If a player completes all the missions in a given area they are rewarded with a free roam mode. This allows the player to experience the map devoid of bots and objectives. Why bother? The one saving grace for single player is the explosive nature of each mission. Unlike multiplayer, there are plenty of cars, trucks, fuel tanks, and other items to destroy. There is no building destruction, but there is plenty of fire.

Multiplayer is a completely different robot. Adding the human beyond the machine really adds to the fun factor of this game. There are five modes and maps. Some of my particular favorites are One Shall Stand, Control Points, and Team Deathmatch. One Shall Stand is a kill the leader objective game. An Optimus Prime and Megatron will each spawn on their respective teams. The goal is to kill the enemy’s leader while keeping yours alive. Control Points and Team Deathmatch are just what you would expect from any fps multiplayer. Each character is well balanced, and can fill numerous roles. Longhaul is a wrecking machine in Control Points with his healing ability, high health, and good close range abilities. Protectobot is a sneaky little guy who can easily get the drop on people with his hellfire missiles. The only downside to such diversity is the learning curve. There are plenty tricks of the trade that many players may not discover without some dedication.

Transformers: Revenge of the Fallen is a fun game, and like the recent Wolverine game, it is better then the movie. Fans of the series will have a blast playing the vast number of Autobots and Decepticons. Multiplayer fans will discover a surprisingly entertaining alternative to traditional fps and third person shooters. At the very least rent this game. It is leaps and bounds beyond the previous Transformers game, and the dlc content will enhance the already impressive multiplayer. Snerts Snazzy Score for Transformers: Revenge of the Fallen is 3 out of 5.

Thursday, July 16, 2009

Summer Lull

Hello true believers. Another lull in the video game blog has occurred but don’t fear. Snerts is on the case. Sooner than later readers will get opinion pieces and reviews about: Gears of War, BlazBlue, Transformers Revenge of the Fallen, and Prototype.




Tuesday, June 16, 2009

Transformers Revenge of the Fallen MP Video

Here is a look at what I have been working on this year. The video was released yesterday at http://www.gametrailers.com.

The multiplayer is surprisingly deep, well balanced, and fun. Fans of Transformers and giant robots in general should defiantly give it a shot. In the video look for the gamertag Jabba the Hoff, playing as the Autobot Ratchet, to see me in action.

Sunday, June 7, 2009

X-Men Origins: Wolverine

Game: X-men Origins: Wolverine

System: Xbox 360, PS3, PC

Release: May 2009

Wolverine is no stranger to the digital world. He has been in just about every X-men game released since the dawn of comic based games. Unfortunately he hasn’t been in a good one since Marvel vs. Capcom 2. This all changes with X-men Origins. Raven has created a fun experience that provides a more robust plot then the movie. They also released a title full of bugs, repetitive gameplay, and poor pacing.

Starting with what they did right, this is the first game that actually treats
Wolverine like a killing machine. Players will immediately notice the generous amount of blood and guts. It’s about dam time Wolverine is sharing traits with Ryu Hyabusa and Kratos. Wolverine will slash off arms, decapitate foes, impale enemies on environmental objects, and throw bad guys off mountain tops. There is even a finishing move that brutally destroys whoever Wolverine is holding. The combat is smooth, effective, and fun. Raven also utilizes Wolverines famous healing ability to the extreme. Logan can be blown up to the bare bones and players will literally see him regenerate lost tissue. Finally, there is a Feral Sense that will guide players through the level and illustrate various assets to interact with. These range from pick ups to level objectives. All of these features vividly illustrate Wolverines abilities while creating an entertaining experience.

The other strong point for X-men Origins is the story itself. The game contains a majority of the movie dialogue, but takes the plot further into the Marvel universe. Wolverine will eventually visit a research facility that is developing the very first Sentinel. For fans of the comics this is a real treat. By the end of the level players are fighting a larger then life Sentinel as they plummet to the Earth. Wolverine will also face off against the Blob, Gambit, and off course Sabertooth. Interestingly enough Wolverine can even fight himself. Finding collectible figurines in the game will unlock alternative costumes. To earn the right to wear the costumes you have to fight your alter ego in the Danger Room. These fights are challenging because the cloned Wolverine has all the same moves as the player, and is a nice bonus along side the solid story.

Now that the praise is over let’s bring on the pain—err criticisms. This game relies on a crutch move. While targeting an enemy Wolverine can lunge across the screen and impale them with his claws head on. This mechanic is fun, but ultimately used way too often. Each boss fight requires you to lunge at the enemy. The only difference is what you do before you lunge. Players will also frequently lunge to distant enemies for various platforming segments. It would have been nice to have more situations where others moves were utilized.

Another issue with this game involves the pacing of the story. The flashback mechanic is employed way too often. After Wolverine gets his admantium skeleton the game will flashback to Africa. Whenever he meets a new character the game will time warp to Africa. The overall length of the game is good, and the story is delivered just fine. Hell even the poor facial mechanics and bad acting are excusable. The flashbacks, however, are just too much.

Finally we come to the bugs. Wolverine suffers from collision problems, a handful of debatable art issues, and a few progression stoppers. When fighting giant enemies Wolverine can be picked up and thrown. The animation usually plays out smooth, but occasionally Wolverine will just magically appear on the floor. He may not match up with the giant’s hand either, and the camera will frequently go through environmental assets to reveal untextured areas. These issues are not game breaking, but they don’t help the overall experience.

Wolverine’s healing ability is the debatable art issue. For some reason it insists on regenerating his clothes as well as his flesh. Now I’m not really interested in seeing a naked Wolverine throughout the game, but the shirt could have stayed off. The healing ability also fails to match Wolverines health bar. You can be at full health and still remain a bloody mess. Again this is nothing game breaking. More polish, however, would have helped create a solid visual presentation.

Last but not least are the progression stoppers. I ran into two during my first play through. One was during the fight with Gambit. I knocked him off a platform to the floor below. This wouldn’t be an issue if I could have joined him on the lower floor. Instead I had to restart from the last check point. The second progression stopper occurred during a load screen—probably during a flashback to Africa.

X-men Origins: Wolverine is a fun yet flawed game. The combat is solid, but the lunge move is abused. The story is better then the movie, but has too many flashbacks that disrupt the pace. Players can use all of Wolverines powers for probably the first time in a video game. Unfortunately the adventure is littered with bugs. Fans of Wolverine will love this game. Fans of hack and slash games will enjoy a solid renter. The rest will play something else. Snerts Snazzy Score grants X-men Origins: Wolverine a 3.5 out of 5.

Saturday, June 6, 2009

Afro Samurai

Game: Afro Samurai

System: Xbox 360, PS3

Released: January 2009

Afro Samurai is a hack and slash adventure game based on the popular anime mini-series staring Samuel Jackson. The game features a beautiful cell shaped art style and a simplistic yet satisfying combat system. The focus ability is fun, and the soundtrack is fantastic. Unfortunately the story feels chopped and incomplete, and I am on the fence about the games short length due to its repetitive nature.

Let us begin with the plot. The game takes Afro on a journey of redemption and revenge in his pursuit for the Number One Headband. Apparently there is a number system in this universe that depicts how badass you are. They say that whoever wears the Number One Headband will become a god. The reason for Afro wanting this headband is very personal. At a young age he saw his father die at the hands of Justice (the main antagonist). He was pursuing the Number One who just so happened to be Afro Sr. Of course Justice told the young Afro Jr. that he could challenge him one day when he was ready.

Afro grows up and gets trained in the ways of the badass samurai. He plays killer detective while slaughtering his friends and foes. He acquires the Number Two Headband, and then kills some more friends and foes. Finally he finds a dead Justice on top of a vast mountain. Faced now with only his inner demons Afro must clear his conscious, which will eventually lead to the destruction of the two headbands.

This story isn’t bad, but I can understand why fans of the series were disappointed. The game does not follow key plot points of the anime. I don’t want to go into detail, but a quick look at http://en.wikipedia.org/wiki/Afro_Samurai_(video_game) will satisfy your curiosity. The modified story, however, does work for the video game.

Enough with this story stuff. Let us move on to gameplay. Afro is granted the basic hack and slash moves. There is a light and heavy attack, kick, block, dodge, and jump. All can be thrown together in a variety of combos. Players can also counter an enemies attack and then perform a gloriously satisfying instant kill. The one unique ability in this game is the focus attack. Engaging focus will turn the screen black and white, and slow down everything around Afro. While in this state Afro can perform a precise vertical or horizontal slash as well as a host of acrobatic maneuvers. Landing a successful sword swing will slice of limbs, heads, feet, and can even deflect bullets.

What makes this combat so satisfying is the visual presentation and audio soundtrack. Each focus attack will send limbs and blood everywhere. When an enemy is cut in half you will see their gory insides and slowing down time is a blast. This all blends beautifully with the music. The cell shaped environments and characters also meld well together. Previous games seem to create bold outlines for character models that detach them from their environment but not Afro Samurai. The sheer excellence of this games presentation warrants at least one play through.

Afro Samurai is a good game. There isn’t anything truly great, but it is fun. Some will be turned off by the repetitive gameplay and butchered story. Others will enjoy a solid hack and slash adventure with stunning style. Snerts Snazzy Score grants this title a 3.5 out of 5.

Wednesday, May 13, 2009

Star Wars: The Force Unleashed

Game: Star Wars The Force Unleashed

System: Xbox 360, PS3, PS2, Wii

Released: September 2008

This is just a friendly reminder that all of my reviews have some sort of spoilers. SO BE WARNED!!!

Star Wars games have definitely had their share of hits and misses. Fortunately the hits have lately been pretty frequent. The last generation of consoles saw great games like Knights of the Old Republic and Jedi Outcast. The current generation of consoles continues this trend with The Force Unleashed. The developers at Lucas Arts have created a brilliant game with solid gameplay, fantastic visuals, and an excellent story. The latest Star Wars game takes place during that lovely era of Empirical domination. The Rebel Alliance has yet to be made, and the Emperor is simply wrapping up the loose ends from the Clone Wars. The game begins with players taking the role of the powerful Darth Vadar as he quells the latest Wookie uprising. During this prologue players can unleash the full power of the dark side. With the push of a button a Wookie is choked. Push another button, and the Wookie is thrown into the distance where they smash against a tree. That tree is then splintered and smashed. Right away the game shows off its bloody brilliant gameplay and wonderfully interactive environment. At the end of the level Vadar finds the main character, and another great Star Wars adventure begins.

So who is this nifty new character that is worthy of a video game? Well his Sith name is Starkiller, and apparently he is Darth Vadar's secret apprentice. At the end of his battle on Kashyyk, Darth Vadar discovers the son of a Jedi who--of course--is strong in the force. Sensing a great destiny within the child he takes him on as his secret apprentice. Now here is where I go geek, and why this games story is fantastic.

At first Vadar seems to want to use Starkiller to take down the Emperor, and continue the cycle of betrayal associated with the Sith ways. Vadar convinces Starkiller that they will both kill the Emperor, and then betrays Starkiller before they strike. This obviously pisses off Starkiller, but Vadar convinces him that his betrayal was only an elaborate ruse. With the Emperor believing that he is dead Starkiller is now free to do some real damage. Vadar tells Starkiller to raise an army. With the Emperor distracted by rebels he will be weak and vulnerable. So, like the patsy he is, Starkiller helps create a rebel army by contacting powerful Senators like Bail Organa. During the first genuine meeting of this newly formed Rebel Alliance Vadar strikes. Starkiller is once again betrayed by Vadar. He discovers that he was simply a tool of the Empire all along. Broken and beaten Vadar throws Starkiller off a cliff and escorts the rebellious prisoners to the newly created Death Star for execution. Luckily along the way Starkiller had discovered the ultimate motivator--a woman. She convinces him that it's not too late. Desperate they go to the Death Star where Starkiller can face his enemies, free the prisoners, and complete his destiny.

This awesome story has two fantastic endings, and the solid gameplay makes this ride worth the price of admission. Starkiller wields a single lightsaber and is a master of the dark side. Throughout his adventure his powers will continue to grow. He can slice up a storm trooper with grace and finesse. Lightening will shoot from his finger tips. Force grab can pick up and throw just about anything--including a Star Destroyer! There are also two types of Force Push. One is a 360 push, and the other is more direct. None of the force powers or abilities are original, but the scope and intensity of each ability is refreshingly fantastic.

The solid gameplay and excellent story is further enhanced by the engaging art and music. Players will travel through the junk yards of Raxus Prime and see old Trade Federation ships from the Clone Wars. Felucia is a lush world full of exotic flora and fauna. Even the traditional Death Star is illustrated from a fairly unique angle. The artistic detail of this game continues to add depth to an already vivid Star Wars universe, and is rightfully accompanied by John Williams original score.

Hmmmm. So much praise. Can this be the perfect Star Wars game? Oh heeeeelllll nnnnnoooooo! As fun as this game is, the plethora of bugs and a lack of multiplayer is a real drag. The bugs range from small art issues to progression stoppers. No multiplayer is also a real disappointment after the success of Jedi Outcast and Jedi Academy. These critiques, however, should not prevent any Star Wars fan from enjoying The Force Unleashed. This is a fun game that scores a respectable 4.7 out of 5.