Sunday, December 5, 2010

Cowboys Rule

Game: Red Dead Redemption

System: Xbox 360, PS3

Release: May 2010


Red Dead Redemption is one of the best games I have played this year. Rockstar's team in San Diego does an excellent job. Their presentation of the dieing American West is unique and surprisingly accurate. The influences from older Western movies is obvious, but the solid writing, character development, and visuals set this game apart. There is also great multiplayer action, and zombie DLC to add on more hours of fun

Multiplayer is a blast. Players begin in a Free Roam session with a mule and a six shooter. Team up with other players, by making a posse, to take on objective missions. There are also team based games, but if you want to be a dick, you can just shoot anyone who looks at you funny. Collect money to unlock better equipment and other goodies. I didn't play as much MP as I did SP, but what I did experience was very reminiscent to Diablo II. Meet up and kill enemy AI. Just no loot or wizards.

Single player was dominated by strong writing, beautiful landscapes, and the lasso. The writing developed fascinating characters, and the plot was unique to the video game industry. Players take on the role of John Marston. He used to be a Robin Hood of sorts. A member of a gang that supposedly robbed from the rich to give to the poor. Well some of the other members went crazy. John tried to run away and start anew, but that darn pesky no good Federal Government decided to make a reunion of sorts. They kidnapped his family, and blackmailed him into killing his former gang. Now John does what these bastards ask, but in the end...well I don't want to spoil it.

Gameplay is what you would expect from a Rockstar game. The cover system works very similar to that of GTA IV. Horses handle different then cars, and there are fun things like bullet time and lassos. The former is overpowered. There is so much time to line up dozens of shots in bullet time that it almost seems unfair to the poor stupid AI. The lasso is my favorite weapon. Run up to anyone you want. On foot or on horse lasso that mofo and drag them through the streets. Hogtie criminals that rob stores to watch the owners kick the crap out of them. The lasso put more smiles on this face then any other aspect of Red Dead.

The last thing worth mentioning are the eye popping visuals. The character models are not much better then the GTA's, but the landscape is fantastic. Huge vast spaces to explore. Mountains, rivers, plants, animals, the stars, and the moon will keep you wandering around this game world for hours. There were some minor visual issues with level of detail popping and the occasional horse impersonating an ostrich. Unfortunately with a game this large it appears such issues are an industry norm.

Many have dubbed this epic cowboy adventure as a mere GTA clone. They are absolutely positively correct. The brilliant part is the game feels different then any of the GTA games. Horses, lassos, and an bullet time ad just enough gameplay elements to make it few new. The fantastic writing and change in scenery produce an entire different world to explore that seems vastly larger then any city. Red Dead Redemption will keep you entertained for months on end. Multiplyaer, DLC, and a solid 15 hour single player campaign is worth the Full Price of admission. Now go on out there partner and rustle up some fun.

Friday, November 12, 2010

MOH

Game: Medal Of Honor

System: Xbox 360, PS3, PC

Release: October 2010


I have played through the campaign on normal, and attempted two levels of Tier 1 (a hardcore SP mode). I have also played some multiplayer, but not enough to make a valid critique.

Medal of Honor. A series that sparked the World War II craze in the first person shooter genre. A franchise that started with such promise yet fell far behind the giants: Call of Duty and Halo. Now EA is attempting to reboot the series by telling the story of a modern conflict. The developers at EALA are very proud of the campaign story (MP was done by DICE studios), and the realistic depiction of the current war in Afghanistan. Did they succeed? Will this title be the rebirth of Medal of Honor, or will it become the final nail in the coffin?

The single player experience is well done. The graphics are at times breathtaking. The action is intense, and the narrative illustrates the inter-dependencies of different military units in the field. Players will take the role of Army Rangers, Special Ops, and Apache Helicopter pilots through a two day battle. The environment is historical deadly with many invading armies failing to survive the local resistance. There is the classic ignorant and brash General in D.C. barking orders that endanger the lives of soldiers on the ground. Lives are lost on both sides, but in the end the Americans seem to have won the day. The story of these soldiers was believable and executed with respect for the men who serve (there were no women in this story). This was a welcomed alternative to the over the top Cold War wet dream of Russia invading the United States.

Gameplay has it's ups and downs. I enjoyed the ability to slide into cover, but the “peak” button was particularly useless. It is very difficult to hold down the left trigger (Iron Sight) and left bumper (Peak) at the same time. Peak also halted all movement, which makes you a sitting duck during a gun fight. All of the weapons worked well, but none of them stood out. I loved the helicopter level, but driving around on a four wheeler felt like boring filler. I never felt like I wouldn't make it, or that the enemy was truly overwhelming. Many areas felt like a carnival shooting gallery. Just keep killing the ducks and targets then press on to the next area.

I enjoyed the overall experience of Medal of Honor. The story was entertaining, and the gameplay was decent. If you like realistic military shooters--I'm looking at you Tom Clancy fans--then check it out. Under the new Snazzy Snerts System, Medal of Honor falls under the category of Gamefly! Rent it. Play it. Forget about it.

New Rating System

I'm feed up with numbers. Let's be honest. Snerts Snazzy Score does nothing to inform the reader if the game is worth purchasing. The remedy? A new rating system with words and definitions. Behold the new Snazzy Snerts System!

Full Price!--A game is so awesome it is worth the release day price (currently $60 American).

On Sale!--Only purchase this game if it is on sale. Games are usually pretty awesome but lack the same level of polish as the Full Price! tittles. You could rent the game, but it always makes you sad when you have to return it.

Gamefly!--Rent it. Play it. Forget about it.

Gutter Games!--If you happen to find it in the gutter, then clean it up and give it a playthrough. Do not waste too much valuable time playing with garbage. 

There it is folks! Enjoy!

Wednesday, September 22, 2010

A Decade of Bungie

Game: Halo: Reach

System: Xbox 360

Release: September 2009
EPIC!

Halo: Reach is the last game in the franchise developed by Bungie. In 2001, one of the best independent studios released Halo: Combat Evolved. Since then there has been Halo 2, Halo 3, and Halo: ODST. Each successor added new features and a new story, but they all felt very similar. Halo Reach, however, is an entirely new experience unlike any FPS on the market. Bungie utilized the best from games like Unreal Tournament, Tribes, Call of Duty, and of course older Halo's. The end product is a well polished game with hours upon hours of fun content.

Halo Reach is divided up into three game modes: Campaign, Firefight, and Multiplayer. All three can be played on or off line. They also come with a ton of options to customize your experience as you see fit.

Snerts in action!
The Campaign tells the story of Noble Team a group of Spartans on Reach. Any fan of the Halo universe knows Reach is a doomed planet. The Covenant destroys Reach and leaves few survivors as they make their way towards Earth. Knowing that the ending wouldn't be happy gave the game an Empire's Strikes Back feeling. The colors are more subtle with less bloom effects. The characters display a sense of desperation as the invading aliens decimate their planet. By the end just about everyone you have met dies. Bungie also does a great job of tying Noble's story to the events in Halo 1-3. Finally they break up the FPS action with a few turret rail gun segments, and a outer space dog fight mission that is reminiscent of the N64 game Rogue Squadron.


Like previous Campaigns, there are dozens of options to keep things fresh. Skulls from Halo 3 make a return, and so does Scoring Mode. These features, however, are nothing compared to what Firefight has to offer. (Firefight is a cooperative game mode where a team fights wave after wave of enemy AI.) You can customize just about everything for this cooperative game type. You can tweak: damage output, shields, health, weapons, infinite ammo, what enemies appear each wave, how the enemies appear, AI damage and shields, etc. etc. etc. I literally spent an hour just thumbing through all the options. I also enjoyed the different Firefight modes like Gruntpocalypse--all Grunts all the time. Firefight as sure come a long way since ODST.

Multiplayer is also full of new features. Most notably Invasion. This game mode pits Elites vs. Spartans. The objective is defense for the later, and offense for the former. There are three sections per round, and completing a section unlocks more load outs, weapons, and vehicles. The game ends when time runs out, or the Elites have completed all three objectives. This game mode is unlike anything I've seen before. It has all the chaos of a Big Team Battle with a hint of Assault and King of the Hill.

As I mentioned in my review of Halo Reach Beta, there are other new game modes like Headhunter and Stockpile. So far the additions have been very enjoyable, and supplement the traditional game modes nicely. The armor abilities, however, are what really distinguish Reach from other Halo's. Being able to sprint, use a jet back, become invisible or invincible, etc. adds a new layer to the tasty gameplay cake. Check out my Beta review for more details about armor abilities.

Rocket Hog FTW!
Do you think I'm done writing about new features? Well guess again buddy. Reach also has a leveling system that unlocks new armor for your Spartan. The system is cumulative, and is very similar to the recent Call of Duty tittles. The unlockables are for functionality and aesthetics. Some pieces will allow you to carry more ammo, health, or grenades.  In addition to armor you can unlock character voices for Firefight, and other surprises that I won't ruin in this review.

Halo: Reach is what fans of Halo: Combat Evolved have been waiting for. A truly new experience that feels more complete then the rehashes of Halo 2, 3, and ODST. Bungie has stepped their game up, and illustrated why they are one of the best FPS developers in the business. Reach has more game modes, features, and options then any other title on the market. Snerts Snazzy Score is a 6 out of 5---yes it's that good! So go ahead and buy yourself a copy. Then say goodbye to all non-gamer friends and family.

Monday, August 30, 2010

Xbox Live Turns 60

Sixty dollars American that is.

Today Microsoft announced the Xbox Live Gold membership will be seeing a price increase November 1st.

Why the hike? According to an email I was sent. "Over the past seven years, Xbox LIVE has evolved from an online gaming platform to an all-in-one gaming and entertainment service."

Old Xbox Live UI
Xbox Live has come a long way since the days of Return to Castle Wolfenstein and MechAssault. The service really didn't get much attention until Halo 2. Since then Netflixs, LasFM, Facebook, Twitter, and Xbox Live Arcade have been added to the Gold Member subscription. This is in addition to exclusive previews, demos, and access to on-line multiplayer. I cannot ding Microsoft for increasing the yearly price by ten dollars. That's not ridiculous from a business perspective. (Besides you can get the subscription at a reduce price via Newegg.com and Amazon.com.)

From a consumer point of view I have one concern. Advertising. Recently I became employed because of an ad firm. The ads on Xbox Live employees someone, and in this economy more jobs can't hurt. On the flip side I don't want to be bothered or bombarded with ads if I'm paying for a yearly subscription. I've seen a significant increase in advertisements, and I can easily imagine a Facebook like ad interface on Xbox Live.
Even Earthworm Jim likes Xbox Live.

The easy pipe dream solution. Allow for a free, or at least cheaper, Gold membership that plays commercials each time the system starts. Hell even throw it before the game boots. The ad revenue will supplement the subscription fee, and maybe even exceeded it.

I know one thing is for sure. I will end up paying for a Gold membership because I enjoy multiplayer. It's kinda of like a tax on each game I purchase, but it's worth it.

Thursday, August 12, 2010

Call of Battlefield: Bad Duty 2

Game: Battlefield Bad Company 2

System: PC, Xbox 360, PS3

Release: March 2010



The Russians are coming! The Russians are coming! Hide for the hills because the Russians are coming!
Here we go again. A rag tag team of misfits take on a special ops mission that can turn the tide of the Russian Invasion. Along the way they are double crossed (bum bum baaaaa), and some friends are lost (nooooooo not the hippie). In the end, however, they save the day by watching each others back and making the player do all the work. The U.S. General comes out of left field (literally), and tells you "The Russians are coming. Through Alaska." Looks like we'll get another Bad Company game (shockingly disappointed).

The single player experience is pretty much the same as the first game. The characters fulfill their stereotypes. Some cool action occurs. A few areas will kill you over and over again. Nothing too exciting here, but a decent FPS experience.

Multiplayer is the bread and butter for the Battlefield series. There is everything you would expect. A limited number of maps, but each one is gigantic. Vehicles with horrible handling. Sniping and explosions. Oh and a melee systems that is unresponsive. Add to this mix destructible environments and you have a very unique package. There is also a leveling system that is used to unlock new weapons and equipment. Halo and CoD do not have destructible environments, and I believe that is one of the reasons this game has an on-line following.

The Battlefield series has been around for along time. It is known for large maps, vehicles, and sniping. The Bad Company series added destructible environments to the mix. There is a decent on-line following, but don't expect to be in full games on the five maps. The single player is action packed, and contains some humor. It is also boring, filled with cheap deaths, and the plot just keeps getting stupider. I'm not thrilled with the gameplay either. Everything feels clunky. This is yet another game I enjoyed only because I rented it from Gamefly. Snerts Snazzy Score grants Bad Company 2 a 4 out of 5.

Friday, August 6, 2010

Don't Be Scared!

Game: F.E.A.R. 2: Project Origin

System: Xbox 360, PS3, PC

Release: February 2009


On the surface F.E.A.R. appears to be an excellent FPS franchise. There is bullet time, crazy guns, and spooky stuff. The gameplay is solid. The graphics are polished. The AI acts intelligent, and there is some environmental damage for shits and giggles. Yet whenever I play through a F.E.A.R. game I'm overcome with a sense of indifference. I'm knee deep in blood as some mystical bitch tears apart my squad and I just don't care. Some geek I've been tracking down gets his head ripped off, and I barely bat an eye. The ending cinematic for the sequel brought about a sense of joy because I could get the next title from my Gamefly account.

The single player game is fun. I enjoy the overpowered bullet time. The nail gun is back in all it's glory, and there is even an awesome disintegration gun. The armored mech segments are a good idea, and some of the scary moments gave me chills. Especially during the ghost sections where it is unclear who is a threat. The majority of plot points, however, are your typical set up. Teammates do something stupid. They die, and you have to push on despite the "tragic" losses. Some chick keeps barking orders, and in the end you impregnate a telekinetic super being? At least I think that's what the ending is all about.

Multiplayer....well I didn't even bother. Why waste my time on low population games when I still enjoy fantastic franchises like Halo, Call of Duty, and Left 4 Dead? DLC content keeps the big three fresh enough for me.

Should you play F.E.A.R.? Only if your a die hard FPS fan, or your in need of something a bit different during the summer lull. There really isn't anything special. Snerts Snazzy Score is a 3 out of 5.

Monday, July 26, 2010

I'm a Jumper Not a Fighter

Game: Prince of Persia

System: Xbox 360, PS3, PC

Release: December 2008


Prince of Persia is a franchise that dates back to 1989. A successful reboot of the series was accomplished by Ubisoft in 2003 with Sands of Time. That fantastic game is one of the best experiences available on the original Xbox, and Ubisoft has been attempting to capture that magic with a slew of crappy sequels.
Each Prince of Persia has the same set up. The main character is a prince with amazing acrobatic abilities. This triple AAA protagonist always seems to find himself in deadly scenarios that may or may not involve a female side kick, time manipulation, and magical villains. He will generally jump, skip, and stab his way through each adventure. The plot will either be brilliant yet generic or simply ridiculous.

The 2008 Prince of Persia (there has been a more recent release and movie earlier this year) attempts to reboot the series once more. The Prince finds himself lost in a desert. Surprise surprise a damsel in distress appears named Elika. He rescues her from some attackers, and discovers that she has magical powers. Elika pleads her case and seeks aide in restoring her kingdom that has been taken over by “the corruption.” A handful of jumps, skips, and stabs later the game ends.

I could go on about the crappy plot. How you never really care about anything, and just push on to jump and skip (stabbing is boring) to the next piece of beautiful landscape. Or how Elika shows a range of emotion akin to a fourteen year old drama queen. Or how I have never seen anything remotely close to Persian culture in regards to the characters. I could go on about all that, but that would just be silly.

Gameplay is where the fun is for Prince of Persia. Like Sands of Time the Prince performs a variety of acrobatic moves to navigate through deadly traps. Instead of time manipulation Elika provides a magical safety net to ensure the Prince never dies. This allows players to continue playing. A novel concept for video games. The designers knew that people would fail to make a particular jump so they put in a system to instantly warp them to a checkpoint. No load screens is a huge plus for any game, but especially for a tittle that is dependent on a smooth constant tempo.

Level design is what I would expect from the franchise. The Prince goes up. He goes down. He slides, dives, wall runs, and swings his way about. The graphical presentation is eye popping in a gorgeous cell shaded style. Levels are a bit more repetitive then other Prince of Persia games because of the overall path design. Players can go to any area from the start, which results in a bland difficulty curve. Rising action/challenge would have suited this game better.

Combat is not the strongest point for any Prince of Persia game, and the 2008 addition manages to be even more bland then past releases. You cannot die so no enemy is ever threatening. The combos are entertaining at first, but get old fast. Low level enemies have too little health, and boss fights drag on too long. Fighting is the most boring aspect of this game. Hardcore fans of the hack/slash genre are sure to be disappointed.
Prince of Persia is not a bad game, but does fall under that “Thank Goodness for Gamefly” category. Fans of the series and platforming will enjoy another adventure with the prince of jumps, skips, and stabs--even if the stabs are lackluster. Combat is boring, and the story stinks. Yet the presentations is stylistic and beautiful. The pacing is excellent thanks to the absence of load screens, and exploring this fantasy world is it’s own reward. Snerts Snazzy Score grants the 2008 Prince of Persia a 3.5 out of 5.

Friday, July 23, 2010

Late to the Fallout 3 Party

Game: Fallout 3

System: PS3, Xbox 360, PC

Release: October 2008


Fallout 3 is a great video game. Anyone who is a fan of the FPS or RPG genre will enjoy themselves. The game has been out for about two years. It has won many awards, and there are a ton of DLC packs. I'm not going to bother typing out words to praise the game further. Snerts Snazzy Score is a 5 out of 5, but I do have one complaint.

*Spoiler Alert:

Two of the best features Fallout 3 has to offer are story and immersion. You start off in your mothers womb, and finish following in your fathers footsteps (for those goodie goodies out there). The game world is huge, and I spent countless hours just exploring. In the end you have the cliche choice to sacrifice yourself, or convince someone else to do the deathly deed.

To purify post apocalyptic D.C.'s toxic water supply, save the lives of your comrades, and be an all round good dude you must enter a room containing lethal amounts of radiation. No matter what you do this act will kill you. I wouldn't have a problem with this deed if I wasn't traveling with a companion who could have withstood the radiation.
A few missions prior an intelligent Super Mutant named Fawkes aides you in a primary quest. The player is later given the option to have Fawkes accompany you on your journey. Fawkes is immune to radiation. If you do not have the DLC pack Brotherhood Steel, then you will not be able to convince Fawke to enter the radiated room.

This did not make sense, and ruined the ending of an otherwise fantastic story.

Monday, July 19, 2010

Doing What Vikings Do Best...Conquer!

Game: Viking Battle for Asgard

System: Xbox 360, PS3

Release: March 2008



Viking: Battle for Asgard is a game found in bargain bins priced under twenty bucks American. It did not sell well, and probably flew under the radar for many gamers. Now during the summer lull is a perfect time to revisit this open world hack n' slash game. It's cheap, and there is plenty of fun to be had.

Viking embraces Norse mythology for the setting and plot. The gods of Asgard are bickering, and of course mortals have to pay. The goddess Hel is pissed about her banishment. She raises an army of demons, and threatens to unleash the ancient god Fenrir. Why Fenrir? Cause he will bring about the apocalypse, or Ragnarok, that destroys Asgard.

Freya, the goddess of war, selects the main character Skarin as her mortal champion. Skarin's only desire is to be allowed entrance into Valhalla. (SPOILER) He defeats the Hel and her armies saving both mortal and god. Freya still denies his wish so Skarin unleashes Fenrir. Don't fuck with Skarin.

Ya I know. The story sounds as exciting as a moose pissing against the wind. The pacing and gameplay are what keeps this game going. Skarin must free three islands from the clutches of Hel. Each island follows a similar pattern. Build an army by freeing viking warriors at key locations. Along the way you collect gold, learn new abilities, and summon a dragon. In addition to raising an army each island has a stealth section, a tower to capture, and a large patrol to ambush.

When the army is ready you invade a fortified location. During this segment players charge into battle to take out key enemies and capture objective points. The dragons act as artillery fire, and can be used after collecting dragon ruins. Ruins are rewarded when the player kills giants or completes objectives. Once all the forts are conquered Skarin moves onto the next island.

Skarin controls like a bulky buff viking. He makes strong blows that hack off limbs. He has combos, counters, and magic. Special melee moves take a certain amount of stars to activate. Stars are unlocked by successfully hitting any enemy. The magic consists of fire, lightening, and ice. Just like every other game fire burns, lightening shocks, and ice freezes. Skarin can also share his magic with near by soldiers, which can be devastating during the large army campaigns.
Viking is nothing like the top hack/slash tittles (God of War, Ninja Gaiden, Bayonetta). The quick time events lack polish animation and suffers from camera jitters. I saw too often axes slamming into thin air instead of the flesh of my enemies. The sound quality is terrible. The frame rate suffers during large battles. Skarin is slow to block, and the dodge/counter move may suffer depending on the topography. The timing for combos is wonky at best, and the auto lock jumps from target to target way to easily. These annoyances, are just that, annoying. You'll find yourself displeased, but the fun factor is not diminished significantly.

Viking: Battle for Asgard is a great rental or cheap buy. It's everything that Yahtzee wanted Brutal Legend to be. An open world hack n' slash game with large armies and great visuals with no RTS features. The gameplay isn't perfect, but it's fun enough to tolerate. Same could be said for the story. There are crazy vikings, huge battles, magic, and dragons. That spells fun to Snerts, and my Snazzy Score is 3.8 out of 5.

Tuesday, June 15, 2010

Aliens, Predators, and Marines = Trifecta of Lame

Game: Aliens vs. Predator

System: PC, PS3, Xbox 360

Release: February 2010

Two movies captured the hearts and minds of sci-fi lovers everywhere in the 1980s without using light sabers, time travel, or Klingons. Yes I'm talking about Aliens (the second one of course) and Predator. Both these movies were very entertaining and successful, which lead to a host of crappy sequels. Eventually both series were so desperate for more films they combined the franchises into Predator vs. Aliens. This would then lead to crappy video games.

AvP has three main groups. Marines, Predators, and Aliens. Each have intertwining stories, and each have their own unique gameplay. The Marines are your typical soldier from any FPS. You are the rookie. Everyone tells you what to do, and for some reason your the only one capable of getting it done. Inserts evil corporation, guns from the Alien movies, and the usual dialogue “Oh Shit their everywhere!” to complete the package.

The Predator campaign presents the most options aka tools of destruction. All the famous weapons are present along with stealth abilities. I defiantly felt like a Predator throughout the campaign. Fighting both Aliens and Marines is remarkably different compared to the repetitive nature of the Marine and Alien sections. You also get the cool finishing moves as a Predator that reminded me of Mortal Kombat fatalities.

Story wise nothing really made sense. The Predator character is a rookie—sigh—who plays archaeologists on earth. Like all Predators they enter an area kill all life. Then to be sure everything is dead they detonate a WMD. Who needs a motive? Not Mr. Predator.

The Alien campaign is the shortest. The plot is pretty straight forward and boring. You are an Alien branded with the #6—oooooohhhhhhh. You escape. Gasp! And are contacted by your queen so she can give you objectives! Shocker! Eventually the queen dies and you replace her. The cycle of life continues!

The Alien gameplay experience is disorienting yet fun. You can cling to any surface. Swing the Aliens deadly tale, and you climb through vents like a pro. Like the Predator you get cool fatalities and plenty of Marines to disembowel. Unfortunately there are no upgrades to your abilities and objectives are simplistic. This campaign gets boring and repetitive fast.

Whenever I hear the term Predator I think of two things. Corny Arnold impersonations by drunken friends, and bad ass aliens who's only purpose in life is to “hunt” things. Apparently “hunt” is Predator slang for disembowel, dismember, or decapitate. When I hear “Alien” a host of thoughts occur because everything is a fucking alien. Just ask the folks in Arizona. Aliens vs. Predator brings about memories of crappy plot and not enough space sentient action.

The most recent video game continues that trend flawlessly. Fans of the series will enjoy the game. The rest of us will experience a mediocre FPS that fails to improve upon a ten year old system. AvP is a renter at best, and it's popularity is apparent by its lack of any significant MP community. Snerts Snazzy Score grants Aliens vs. Predator a 3.8 out of 5.

Wednesday, June 9, 2010

Reaching for a New Halo

Game: Halo Reach (MP Beta)

System: Xbox 360

Release: Finished Game is due Nov. 2010.


Halo has stuck to the same formula over four games. Minor adjustments and additions have occurred with each release, but the thirty seconds of fun remains the same. All Halo games consist of the following.

Grenades and melee supplement standard gunfire.
Shields regenerate.
Vehicles a plenty.
Aliens aka Covenant.
Space zombies aka Flood.
Space marines.
Campaign supports co-op, but story is meh.
Multiplayer is fun with a variety of game types.

Recently Bungie and Microsoft launched a beta multiplayer test for Halo: Reach. I have never experienced a Halo like Reach. The controls have been changed for the better. No longer will you have to remove your thumb from the right analog stick to melee. Right bumper is melee. “X” is finally reload/use. Left bumper activates armor abilities—more on that later. “B” changes grenade type, and everything else is unchanged. This minor tweak does wonders for the gameplay, and is a welcomed change to the traditional, and outdated, control scheme. Armor abilities are the most exciting addition to gameplay. Players can select between various load outs before spawning in. This dictates your weapon selection and armor ability. Four different armor abilities exist for Spartans, and two options are given to Elites. The later can utilize invisibility and a handy dodge move. The former is given sprint, armor lock, jet pack, and invisibility. Armor lock temporary makes the Spartan invincible and releases a EMP shock wave. The others are self explanatory. These new moves really spice up the battlefield, and create an extra layer of strategy to an already fantastic franchise. New moves are not the only add on for Halo Reach. Players will get to experience a variety of fresh game modes. Headhunter, for example, puts a new spin on King of the Hill and Deathmatch. Kill an opponent so they drop a skull. Turn the collected skull(s) into the nearest objective point before someone kills you. Stockpile is a capture the flag (CTF) game. Three or more flags spawn across the map. Gather up the flags and return them to your base. Keep the flags in your base until the count down is over. Rinse and repeat.

The most original Halo game type is Invasion. Spartans defend key objectives as Elites attempt to capture said objectives. Three separate zones provides different armor abilities and weapon load outs. Vehicles come into play, and up to twelve players can participate. Fans of Big Team Battles will love this new mode. ODST had me worried that Bungie's day in the sun were over. The Reach Beta has decimated those concerns. New game modes. New abilities. New maps. New weapons and more that I didn't even mention in this post. I am officially excited about Halo Reach, and if your a fan of MP FPS action so should you.

Tuesday, June 1, 2010

Ubisoft Puts the "Ass" in Assassin

Game: Assassins Creed II

Systems: Xbox 360, PC, PS3

Release: March 2010


Assassins Creed was one of the most boring games I have ever played. The controls were awkward. The setting was bland. The plot was down right silly. After a few hours of play I set down the controls and returned the game. More recently I got a hold of the sequel. The controls got a bit better, and the setting of 15th century Italy is more interesting. The plot, however, is still silly, and I doubt I'll ever have a desire to play the game again.

The entire premise for this series is down right dumb. In the not so distant future an evil group called the Templars are attempting to find a secret weapon that can do all sorts of stuff. The problem is no one knows where this weapon is, and the only way to find it is to look into the past. Books and ancient records, however, are not enough. To truly find the information people are hooked up to a machine called the Animus. This device allows people to scan the memories of their ancestors, and the main character Desmond just so happens to have a butt load of ancestors with knowledge of this secret weapon.

The first game had Desmond going through the memories of Altair during the crusades. Desmond also found out the corporation that runs the Animus is connected to the Templars. The sequel begins with Desmond being freed by the female "hero" Lucy. She takes him to a rag tag rebellious group that is also searching for the secret weapon.The key is to follow the memories of Ezio an assassin from Renaissance Italy. By the end of the game SPOILER Desmond discovers the truth. Aliens created the world and gave a dire warning of some future catastrophe. This is all explained in a pathetic ending monologue that struggles to cover up all the crappy plot holes.

So the story is dog poop on a stick, but that isn't anything new to video games. Gameplay and graphics will give some form of entertainment. The environment engine is truly fantastic. I really felt like I was running through 15th century Italy. Giant church steeples punch through the sky line. Venice is truly a labyrinth of water ways. Art is everywhere, and the carnival brought some color into the otherwise brown/red motif. As a student of history I had a blast roaming old school Italy. Unfortunately with all the graphical power going to environments character models suffer. Everyone runs around with giant fish mouths, their hair physics are rigid, and their eyes bulge outward.

Gameplay denotes improvement from the previous game, but still feels awkward. Combat is all about countering and dodging. This creates situations where you simply hold down block and wait for someone to attack. Running away is still more fun then fighting in Ass Creed II--unless you get the drop on someone.

Leonardo da Vinci is your gadget man, and he does make some cool toys. The famous hidden blade is now doubled so players can assassinate two people at once. A poisoned hidden blade is ridiculously fun. Pick a victim. Prick with poison, and watch as they throw their arms/weapons around while they slowly die. Ezio even gets a gun, which is extremely over powered in a land of arrows and swords. What about the flying machine you ask? Meh. Ubisoft over hyped the famous da Vinci glider, and the game is fun despite its pathetic weak-sauce.

Assassins Creed II is not a bad game, but it is far from anything spectacular. Fans of the first will enjoy the second. The rest of us will probably rent the game, play it once, and move on. Exploring Italian cities and poisoning people are the most entertaining parts of the game. The plot, character models, and combat still need improvement. Snerts Snazzy Score is a 4 out of 5.

Wednesday, May 5, 2010

God of Epic Action

Franchise: God of War I, II, & III

Systems: PS2 & PS3

Releases: 2005, 2007, 2010


God of War is synonymous with action, sex, gore, and epic gameplay experiences. The folks at Sony's Santa Monica Studios have defined a genre. Numerous games have attempted to mimic their success. Some are carbon copies like Dante's Inferno. The rest attempt to capture the magic of quick time events and other game mechanics first seen in God of War. No game in this genre can hold a candle to Kratos (the main character). His badassery knows no bounds. Every God of War game will have fantastic combat, plot, and a larger then life presentation.

Fighting is what Kratos does best. The controls are typical for the genre, but the execution is what counts. Combat is fluid and I never felt like the game screwed me. If I died it was because I made a mistake. All encounters follow a basic pattern. Wear down the enemy with basic combos and magic, then finish them off with a quick time event. QTEs add an extra layer to the basic combo button smashing. Whenever a QTE is initiated Kratos performs an epic kill. This may include ripping the head off a Medusa like creature, beating to death Poseidon, or gutting a centaur. Each QTE is epic and successful execution makes you feel like a bad ass.

Some platforming is also performed with QTE's. Once again these are moments where the basic control scheme will not work. This allows developers to create numerous situations, which helps the game stay fresh.
Kratos is fun to control, but what about his story. Is this another series where I frantically skip cut scenes to get back to the fun? HADES NO! *Spoiler Alerts* By the end of the third game Kratos has seen and destroyed all of mythological Greece. He starts with Ares the God of War, and ends with Zeus. In between he kills heroes like Hercules and Theseus, titans like Kronos and Gaia, and thousands of gorgons, harpies, and minotors. Top notch graphics bring to life classic environments like Pandora's temple, mount Olympus, and the Steeds of Time. The icing on the cake is an epic sound track fitting for such an EPIC adventure.
The God of War franchise does everything right. The developers utilize a setting ripe for action and adventure to create their own story. Each game sets the bar for action, graphics, and epicness. The fact that other developers continue to copy Santa Monica Studios speaks volumes. Snerts Snazzy Score grants God of War I, II, & III, a 5 out of 5.

Thursday, April 22, 2010

Fisher is Back!

Game: Splinter Cell Conviction

System: Xbox 360

Release: April 2010


Sam Fisher is back and he is pissed. Some assholes have been fucking with his life and he won't stand for it. His daughter is dead, and he killed his best friend on a bupkus mission that failed to produce a mole in Third Echelon. Now after three years on the run Grimsdottir contacts Sam. She has information about his daughter's killer, and warns him of a hit squad out to get him. This starts a wild roller coaster ride filled with conspiracy, action, and lots of death.

Like most Tom Clancy games, Splinter Cell Conviction's presentation is top notch. Michael Ironside and friends did a great job with the voice acting. The plot is well done with plenty of twists and turns. The graphics are sweet, and the new projection tech used to illustrate objectives is the coolest HUD idea since Dead Space. Environments are detailed, and like previous Splinter Cell games Sam can take full advantage of pipes, ledges, shadows, cover, and whatever else is around. There are some frame rate issues, and a few progression stoppers, but these minor mishaps are few and far between.

The biggest change to the series is the gameplay. The old slow and steady pace has been speed up significantly. Traditional Splinter cell mechanics have bit the dust. There is no dead body management, hacking, or lock picking. Many of the old gadgets are gone, but the famous Sticky Camera remains. Everything has been streamlined and simplified. Melee strikes are a guaranteed kill that trigger the Execute ability. This allows the player to mark up to four enemies for a quick kill. This seems like an “I win” button, but in the midst of chaos marking targets is not easy.

All movement is quick paced and the animations are reminiscent of Assassins Creed. The cover system is the best I've ever seen. Pressing the left trigger will dash your character to the nearest cover. Holding the button will keep you under cover, and pressing A will dart you to the next spot. At any time you release the left trigger and tada you are away from cover. I never felt stuck to a wall, and that is a first. Interrogations have also seen an improvement. Click the video below. Sam makes water boarding look like a bad day at the beach.
Sam's adventure is just one piece of the delicious pie. The single player game takes five to six hours to complete. The co-op story is about the same length, and is a ton fun.The two game modes have interwoven plots that really create a well rounded universe. Other game modes include Hunter, Last Stand, Face Off, and Infiltration. Hunter and Infiltration are simple kill everyone missions. Last Stand is a survivor mode that forces players to protect a EMP from waves of enemies. Face Off pits spy vs. spy. Players have to rack up points to win. Killing NPC's grants one point, but killing the other human player rewards five. Dieing subtracts three. Whoever has the most points at the end of the round wins. With the exception of Face Off, each game mode can be played alone or with a friend. Ubisoft took a big risk rebooting the Splinter Cell series but it payed off. Stealth action has been born. The fast gameplay is fun and rewarding. The story, graphics, and hud are polished and entertaining. The various game modes provides hours of content, and co-op improves the replay value. The non-story based sections are also wide open for future DLC packs. Conviction is a new type of shooter that is a welcomed refreshing experience. Some veterans of the series will be turned off by all the changes, but the rest of us will enjoy a great video game. Snerts Snazzy Score grants Splinter Cell Conviction a 4.9 out of 5.

Monday, April 19, 2010

Who You Gonna Call?

Game: Ghostbusters (Single Player)

System: PS3, Xbox 360, PC

Release: June 2009

Ghostbusters the game could have easily been the third movie. The original cast shows up for another slime filled adventure through New York City. Players take on the role of silent rookie who gets to test all the new experimental equipment. The story is your typical Ghostbusters tale. Ghosts appear. Jokes are made. Gadgets are used. Government agencies get pissy. Ghostbusters are called to save the day. The designers did a great job of capturing the essences of the movie and incorporating it throughout the game. The games presentation matches the writing and voice acting. The graphics are very smooth with plenty of lighting, damage, and ghost effects. The HUD is primarily on the proton backpack, and each level is full of destructible assets. There are a number of diverse enemies that complement the environment. You face Civil War ghosts in the museum, and the infamous librarian at the New York Public library. There is also an early level where you take on the Marshmallow Man. Just about everything from the movies is either experienced or mentioned in the game.

Gameplay is the weakest part of Ghostbusters. The dodging mechanic is slow. Your teammates are consistently incapacitated, and require your assistance to continue fighting. Only two of the four weapons are useful, and the main character takes up most the screen. The vision impairment hinders your ability to fight multiple foes, which is always necessary because your AI teammates suck.

It's not all bad. The designers made a wonderful game that combines lazers, slime, and fishing. Ghost fights come in two flavors. One is the standard, “There coming right for us! SHOOT till there dead!” The other is classic Ghostbuster. You wear down the ghost with your proton beam. Once thier health is low you can capture them with your beam and slam them a round. To slam the ghost you move the analog stick back and forth like in a fishing game. Throw down a trap and guide the ghost to it's new home. Tada you just bagged your first ghost, and it was th--------is big.
Ghostbusters is a solid B movie—err I mean game. The story and voice acting is top notch, but the level design and gameplay are subpar. The friendly AI is terrible. I don't like the main characters mime act. Where is my smart ass comebacks to all the crappy orders I have to follow? Dodging is the only defensive maneuver and it sucks. Still the graphics are pretty, and if you pay attention to the dialogue you might even laugh. I also give the developers credit for making a fishing mechanic exciting. This is an excellent game to rent or borrow from a Ghostbusters fan boy. Snerts Snazzy Score is 3.8 out of 5.

Thursday, April 8, 2010

Blocking Blues

Hack n’ slash and fighters have utilized blocking mechanics since the beginning of time—err video games. Typically the character will put his/her forearm or weapon in a defense posture. Incoming damage will be minimized or avoided all together. Good games add more defensive abilities to keep things interested. This usually involves a counter and/or dodge feature. Enemies will also be given moves that are unblockable. These mechanics are used to avoid one of the worst features in hack n’ slash and fighter. I would like to dub this idea Mortal Kombat Syndrome (MKS).

In the first MK a player could hold down the block button while their enemy rapidly punched.The animation would show the defender in the same animation until they either let go or their opponent ceased their assault. This wasn’t a big deal a couple decades ago, but the same idea is illustrated in countless video games today. Afrosamuari, Ninja Gaiden, God of War, Force Unleashed, Wolverine, BlazBlue, Street Fighter, and Castle Crashers are just a few examples. These are all great games, and they have plenty of other features to overcome their MKS. Yet there are still moments where you put up your defensive animation and watch attacks bounce off.

Recently I have completed Bayonetta. This action packed game has no block button. Dodging is the basic defensive mechanic. This makes combat fluid and for lack of a better term more realistic. Whenever I personally witness a fight blocking will only go so far. Dodging and countering—using your opponent’s momentum against them—seem more effective and is generally more entertaining. Batman: Arkham Asylum is another game that ditches the block button. The Dark Knight can stun, dodge, or counter incoming blows. The lack of MKS blocking is one reason the combat feels fresh and original. I hope developers look at these two successful tittles and adopt their defensive mechanics.

I have yet to find a fighter that utilizes the no blocking mentality. I also rarely play anything besides Blazblue and Street Fighter IV. These two popular titles may have a character that specializes in counters, but there is no universal move. Dead or Alive 3 is the only game I’ve played where each character has a basic counter, but there is also blocking. I think it would be interesting to have a fighter where blocking wasn’t an option. A counter mechanic would be the basic defensive ability. I can imagine skilled players countering each other for minutes at a time before someone finally slips up and gets beaten.

MKS is not a series issue for many games. God of War III has very few moments where you can simply hold down the block button. If you only hold down block in Ninja Gaiden II you will be destroyed. In Blazblue or Street Fighter blocking too much will bring on the throws. The characters in Castle Crashers are holding shields so their defensive prowess makes sense. Yet in all of these a clever eye will notice MKS. The main character will stay put in that same animation to block everything from blades to bullets. I hope more games ditch the stiff blocking pose and follow the examples of Batman: AA and Bayonetta. To end on a cliché…sometimes less is more.

Monday, April 5, 2010

All Action Tits to Toes

Game: Bayonetta

System: Xbox 360 & P-cursed-S3

Release: January 2010 NA

Bayonetta is a sexualized witch who is constantly under attack by the forces of heaven. What do I mean by “sexualized?” The cinematography is straight out of a soft core porn flick with numerous T&A shots. Her finishing moves trigger animation segments where her clothes fly off and morph into some demonic creature to finish off a boss. Sex, action, and gameplay drive this wild ride. The story is dragged behind desperately screaming as it clings to whatever it can. Does a video game need anything besides great graphics and solid gameplay? Bayonetta’s high Metacritic score says “No!”

There is little point in explaining the games story. The experience was reminiscent of Matrix Reloaded. Here is this amazing action that keeps on building with little to no real plot foundation. Then some guy in a white suite fills up the screen and attempts to monologue the stories way into something epically important. The games character and plot development are so shallow I didn’t care what this Sage guy had to say. Bayonetta would just wink and say something stupid like “You’re an ugly one.” An explosion would occur followed by another cut scene. Then there will be another cut scene to show off Bayonetta’s “moves.” Finally after one more cut scene the game moves on to the fun part—combat.

The gameplay is brilliant. The frame rate, camera, and graphical presentation enhance a robust combo/weapon system. Like Batman: AA there is no blocking. Bayonetta dodges to survive, and this has a chance to trigger bullet time. Dodging also refills the magic meter that is crucial in performing finishing or torture moves. Torture moves engage a quick time event that is visual pleasing to say the very least. This extra layer of strategy makes the game stand out in a crowd of copy cats. The majority of weapons can be placed on the feet or hands producing a number of effective combinations. My personal favorite was the samurai sword and ice skates. I would glide around enemies hacking and slashing all the way. The unique claw set was also fun. Players can switch between fire and electric claws with one simple move. The projectile weapons, however, could have been better. The shotguns and rocket launchers are too slow for the amount of damage they produce. Still the weapons felt original and fun, which is rare for game in this genre.

Enemies and level design completes Bayonetta’s combat pie. The art style is fantastic and the graphical presentation is top notch. Each enemy feels and looks different, but are arranged in the typical grunt to boss difficulty. There is a new enemy for each level which is a great way to keep things fresh. The levels themselves range from bland to ridiculous. The very surrounding often adds to the intense action feel this game produces. At one point I was running up the side of a clock tower as the town was engulfed in lava. Another moment had me cruising down a highway on a motorcycle dodging obstacles and killing enemies along the way. By the end you are literally blasted into orbit to fight a god like figure. All of this is delivered in jaw dropping visuals, crappy music, and cheesy dialogue.

Bayonetta is designed for multiple playthroughs. There are tons of hidden treasures and medals to unlock. The levels, however, don’t change. Players still are stuck skipping a thousand cut scenes filled with the same garbage. The music is terrible and repetitive. The lame story and insufferable number of combat interruptions hinder the games overall enjoyment. When you actually get to play the game is fantastic, but even those segments get old fast. Snerts Snazzy Score for Bayonetta is 4.2 out of 5.

Friday, March 26, 2010

@2K Would You Kindly Stop Making Bioshock games?

Game: Bioshock 2

System: Xbox 360, PS3, PC

Release: February 2010

Bioshock was one of the best console FPS experiences of 2007. The perfect blend of atmosphere, gameplay, and story warranted numerous Game of the Year awards. Unfortunately the high critical acclaim and sales comes with a price. 2K is cashing in on the one franchise not under attack from EA sports. This means a number of sequels for a game that didn’t need any. Bioshock 2 is not a bad game. It just doesn’t have the same zesty zing of the first.

Let’s start with what 2K got right—combat and gameplay. The first game required radial menu navigation to switch between plasmids and weapons, and everything was performed with one of the character’s hands. The new streamlined combat has plasmids assigned to the left trigger/bumper and weapons are on the right. This results in faster paced action and strengthens the immersion. Hacking is also less cumbersome. The pipes mini-game is replaced with a quick time event. Players must observe a gage and press a button while the dial is over a green or blue square. Landing on a red square triggers an alarm, and no colors results in an electric shock. I did miss the pipe mini-game, but the new system makes hacking a room full of turrets, cameras, and bots faster. Like the changes to combat, this keeps the immersion factor high. Rapture is such a fascinating setting and the developers did an excellent job of keeping players in the city and out of menus.

Weapons and plasmids have seen only minor adjustments in Bioshock 2. There are very few new powers, and each of the old abilities has a new twist. Lightening, for example, can be charged at level two for chain lightening and a longer shock. At the max level a constant stream of lightening can be deployed from the hand. Because the main character is a Big Daddy, more on that later, weapons like the Rivet gun and Power Drill have been added to the arsenal. These additions make sense, but I didn’t utilize them as much as the shotgun or spear gun. The best new weapon was actually not really a weapon at all. The Hacking gun allows you to…yep you guessed it…remotely hack items.

Just about everything else in Bioshock 2, except multiplayer, is copied from the first. The plot is a different shade of dystopia. The setting is Rapture about ten years later. The villain is a communist version of Fontaine and Ryan. The main character is a Big Daddy, and that does not change the interaction with Little Sisters. These angels of ADAM are back, and just like the end of the first game players must escort them as they collect ADAM from corpses. After harvesting a few bodies you get the same old choice to save or kill the Little Sister. Basically they took the most boring part of the first game, and smeared it all over the second like too much butter over toast. The developers seemed afraid to branch out into the new and this creates a dull experience for Bioshock veterans.

A few gamers have argued the new main character is an improvement. The new weapons are awesome—agreed—and the idea of the Bid Daddy searching for his one and only Little Sister is daring or edgy—disagree. The relationship between father and daughter is not developed to the point where I felt anything for the later.For all I know she is just another controlling psycho from Rapture. The brief moments of mental spam didn’t thrill me in games like FEAR or Halo 3, and fails to elicit anything but annoyance in Bioshock 2. Another issue I have concerns plot holes. If you didn’t collect all the audio logs, then the connections between the two games can be lost. Even with all the tapes many questions were only answered with ADAM. How does Rapture, an underwater city, remain inhabitable after a decade of disrepair? ADAM that’s how! Why would anyone attempt to take over Rapture? ADAM is the shit yo! Why didn’t the first Bioshock mention anything about Lamb—someone who seriously threatened Ryan’s power? Dude, the ADAM made me forget to mention her. Sorry about that.

One thing that ADAM did improve was multiplayer. Taking place during the New Years Eve war between Atlas and Ryan players can choose between a number of different characters. Each has their own unique back story denoted through personal audio logs and advertisements from Sinclair Solutions. They also have custom weapons and outfits. The house wife, Betty Johnson, uses a frying pan for melee and fights in a 50’s style dress. The old southern bourbon salesman runs around in a suite wielding a golf club. The shit talking is hilarious, and the amount of detail given to each character is really impressive. Gameplay is also well done. Turrets and vending machines can be hacked to lay traps. Weapons and plasmids are unlocked as player’s level up—that’s also how you unlock more audio logs to complete each characters story. Everyone starts with the basics: fire, electric bolt, shotgun, and pistol. Eventually the entire stock of Sinclair Solutions is at your disposal: grenade launchers, bees, and traps oh my! The multiplayer experience is unlike anything on the market today, and 2K should be proud of what they accomplished. Bioshock 2 is a great game all by itself. The combat is smooth and streamlined. The story is excellent—especially if you ignore the first Bioshock—and the multiplayer is a great addition to the franchise. I can’t help but feel that if Bioshock 1 never existed Bioshock 2 would get a perfect score. The shaky connection between games and unanswered questions, however, are readily apparent and this hinders the experience. I also felt the story, when compared to the first, was lacking that something special. The zing, pow, zap, or whatever word you want to use from ADAM West’s Batman. As a result Bioshock 2 gets a respectable 4.8 out of 5.

Thursday, March 4, 2010

Cowboy Space Opera 2

Game: Mass Effect 2

System: Xbox 360 & PC

Release: January 2010

Commander Shepard is back in action for another epic Bioware RPG adventure. The second in a trilogy, Mass Effect 2 begins a few years after the events of the first. Human colonies are disappearing on the out skirts of Citadel Space, and the Normandy is mysteriously attacked on a routine mission by an unidentified species. More could be said, but this is one of the few games where I won’t spoil the story. Besides it’s Bioware so you know the game will have good writing, voice acting, and forty plus hours of RPG action.My two biggest critiques of Mass Effect 1 were mediocre combat and boring planet exploration. The sequel suffers from the later, but enhanced the gunplay significantly. Let us start with the crap. The galaxy map is back and remains the ships navigational hub. Explore various star clusters filled with space stations, moons, planets, and massive stars. Instead of landing on a planet for resources the Normandy scans the surface from orbit. The scanning mini game makes players hold down the Left Trigger to activate the radar. A graph denotes when minerals are detected. Pressing the Right Trigger will launch a probe to collect the goodness.

Occasionally a mission based on the scan will necessitate a landing party. Piling into a shuttle Shpeard’s party lands and the side quest begins. This means there are no more lego vehicle sections and crappy cut n’ paste planets. Now players get cut n’ paste bases and a few oddball exceptions. The side quests offer nothing worthwhile, which is a mix blessing. For those not interested in exploring every corner of the universe not needing anything from the side quests is a blessing. For the rest of us it feels like a waste of time. Where’s my super bad ass reward for being a completionist?

Combat has seen a significant overall, and many of the RPG elements have been stripped away. The sequel is more akin to an action game like Gears of War.It is easier to get behind cover, return fire, and give squad commands. Powers can be set to a hotkey which minimizes the need to pause the action and access menus. The powers themselves are more effective, and a variety of heavy weaponry—rocket launcher, mini nuke, laser beams—are available to help take out larger enemies. Loot is limited to upgrades of existing weapons, armor, and abilities. Veterans of Mass Effect and new comers will find this new streamlined combat RPG a welcomed change from the usual bloated menu system and unsatisfying action segments.

Speaking of veterans, if you have completed the first Mass Effect your character and deeds will be transferred to the sequel. This is a fantastic feature that PC gamers may be familiar with, but the poor console folk rarely see. Bioware does an excellent job incorporating Shepards past actions. Major events like deaths and romantic involvements are an obvious must, but it’s the smaller touches that really enhance the experience. All of a sudden an NPC will come up to Shepard and praise/scold him for his past deeds. My personal favorite is the return of Conrad Verner. The single greatest achievement of this series is the continual development of this fictional galaxy. I can’t wait to see how my actions will affect the final installment.

As mentioned above the main plot, character growth, and writing reflect the quality you would expect from a Bioware game. I am, however, getting a little tired of the same old formula. The majority of quests involve gathering an elite team to take on a threat and save the galaxy. Each team member has a rich past that can be explored through various dialogue segments and one side mission critical to the teammate’s survival. In Mass Effect 2 the main hub for the beginning the quest is the Normandy. There are four levels each with their own load screen. If these issues are so dam important to the crew then why aren’t they coming up to the Capitan’s quarters? I don’t mind doing these quests, but this was the majority of the game. After gathering a team in the last dozen Bioware games it would be nice to have one ready to go with no side issues/quests. Just an open galaxy with various missions that aren’t necessarily related to anyone aboard the Normandy.

Mass Effect 2 is another great Bioware game with all the usual features. This is also one of their most polished games. Importing your character from the first game is simply awesome and enriches the fictional universe. Fans will be enthralled with the new combat system, but saddened by another round of boring planet exploration. Bioware veterans may also be getting sick of the same old formula, but let’s not kid ourselves. Until some other company comes up with something better Bioware will continue to sell and score well. Snerts Snazzy Score for Mass Effect 2 is a 4.8 out of 5.