Fanmail.

Oct. 2nd, 2009 04:00 am
demonicgerbil: (Default)
From: Maxime Robinson (m_a_x38@hotmail.com)
Sent: Tue 9/22/09 12:51 PM
To: elizibar@hotmail.com
Wow i just read ur review on farcry 2, i just cant belive it yesterday me and my friend bought the game, and we have 1 thing to say its amazing i had never seen such a great game in my entire life, and then i jump on the review of a fuking moron who admits he never played the fuking game BUT he says its bad. i still can t belive a fuking moron made a review of a game without playing it and saying the game suck ??? what is you're fucking problem ? the game is amazing. really i have 1 thing to say PLZ go kill ur self u don t have a fuking clue what the hell ur talking about so just think twice next time u making a fuking bad review of a game u didint even try out.


Wow thank you for writing me Maxime Robinson! I really appreciate your feedback and I'll get right on those improvements as soon as you learn how to spell.

The review in question can be read here for my other readers.
demonicgerbil: (Default)
Hearts of Iron 3 is the third game in a series of World War 2 strategy games by Paradox Interactive. The game takes place primarily on a map of the world, which can be zoomed in and out from closeups of a small region of the conflict to a grand world map. It's here that you can scheme, plan, and direct your armies around the field of battle.

Other screens contain other functions: diplomacy, industrial production, research, local politics, and espionage. Each of these screens can be automated, along with your military's actions.

I should note that this review is based on an early version of the game, which if you know Paradox means that the game does not actually work as advertised, or in some cases at all.

On the diplomacy screen you can negotiate trades for crucial resources, declare war, or influence other countries. It's all pretty straightforward. Having said that, the diplomacy system is utterly and completely broken. Every country in the game, with a scant few exceptions, will join the allies very quickly after the outbreak of hostilities. This includes Finland, which was a co-belligerent on the side of Germany against Russia, and Switzerland, which hasn't fought a war in a very long time. Even active diplomacy by the Axis can't prevent Finland from running to join the Allies, or the general cascade of nations joining the Allies.

It's not even just that everyone wants to hang out with Great Britain. Much of the diplomatic system is based around 'threat' levels. The more wars you fight, the more threat you gain. Unlike in the real world, when Japan fights China, a minor Warlord state, such as the Guangxi Clique quickly generates 40-something threat and kicks off the mass exodus of independent states into the Allies in 1937. This pattern repeats almost invariably. The only solution for a second World War that makes sense is to skip the diplomatic system and start the game sometime after hostilities have started between historical enemies, and this only means that nations that were neutral will join in at some later point, instead of earlier.

The production screen has a set of sliders to allocate your industry to various tasks, such as building new units or creating supplies. Your unit production queue will produce independent brigades, whole divisions - which can be customized at production time - and new province-level buildings such as industry or anti-aircraft guns. This screen has to be micromanaged if you wish to produce the things you actually want without wasting industry because of bad slider settings. In general you need to check this once a day to micromanage your sliders. If you set the screen to be automated by the AI, you then lose control over your production queue, but it at least micromanages your sliders for you. You can, at least, turn automation on and off and add things to the queue that way, but it's an inelegant solution.

The research screen consists of a set of sliders to manage a resource called "Leadership" and a panel that contains dozens of technologies to be researched. Leadership is spent on diplomacy, research, spies, and officers for the army. Thus if you want to be active diplomatic as the Axis, as futile as that is, you'll cut into your ability to be effective on the battlefield. Research at least is simple: click on a technology, click the research button, and as long as you have enough research allocated on the leadership sliders it takes care of itself. This screen too can be automated, but the AI makes terrible choices when allocating leadership.

The politics screen shows the people in your nation's government, lets you change them, gives various pointless details such as the popularity of political parties, has a panel to change the laws which govern the state, and another panel to deal with occupied countries. There's not a whole lot to look at here, really. It doesn't need to be micromanaged at all.

And finally the spy screen lets you distribute spies created by the allocation of leadership. There's a wide variety of missions that spies can undertake, some of which can be very useful. The AI does a fair job of handling the boring details on this screen for those who don't want to babysit their spies.

And finally we come back to the map screen and the armies. It's a mess. Hearts of Iron 3 is less a game about fighting World War 2 than it is a game about micromanaging your Theatre, Army Group, Army, and Corps headquarters units. Here you have two choices, you can either let the AI fight, and it does a fair job of it, though it makes some hilariously baffling choices like randomly disbanding HQ units at the corps level and kicking divisions out of its control, or you can try to manage the chaos, in which case you'll quickly grow exasperated by moving dozens of HQ units around and fiddling with officers in charge of them. You can go down a third path and put most units under AI control, and keep some for yourself, which seems to work well.

The AI loves splitting navies and air units up into dozens and dozens of single- or two-unit forces, squandering them in ways so that the other AI can pick off stragglers. Granted the opposition does the same thing, so at least fair is fair.

There's a huge bug with managing all of these units yourself. At least some of the panels that control the army and its leaders have some bug which means that the game slows massively down when you reassign officers to various units. Do it enough times and the game turns in Snails of Iron 3 and then eventually crashes and dies.

Speed is a major issue. There are reports of people with blazing systems running several times slower than people with older single-core Pentium 4 systems. This is bad programming, bad optimization. Turning the political view of the map on, so you can see who controls what territory by the colors on the map slows the game down. Going into the production window and adding 10 things to the queue slows the game down. Everything slows the game down. In a five hour session, I made it from 1936 to 1937. The game later crashed in the middle of 1937, with a corrupted savegame so I couldn't pick it back up.

You'll notice I haven't really talked about what it's like to fight World War 2 yet, how combat works, and so on. The reason is simple, I haven't actually gotten to fight World War 2 for more than a couple of in-game weeks before the game either crashes or starts to take an unreasonable amount of time for each in-game hour to tick by.

What good is a game set in World War 2 if you can't actually fight in World War 2?

Now for a quick scoring summary for those of you keeping track of the numbers:

Gameplay: 2

I like a lot of the ideas. Being able to automate whatever is boring is great. Slowdown, really bad automation, and well, slowdown again, just kill it. This game is not actually playable by anyone who isn't a blind fanboy.

Graphics: 5

Adequate. What good is a 3D engine that renders the world in so ugly a fashion? Plus it's counter-based, it's not like counters are that good looking, though they convey lots of information in a tiny space.

Sound: 7

Solid, inoffensive, and completely non-annoying. Not a single complaint.

Replay: 7

If it works, there's lots of cool things you can do. Navigate Germany peacefully through expansion, go on a warmongering spree as England, and so on. Plenty of what ifs to try out.

Other: N/A

Do not buy this game now. Maybe in a year or two after this review, buy the game. Paradox will undoubtedly bundle crucial bug fixes into an expansion, so it will be cheaper to buy the fixed game and expansion later, than it will be to buy the broken and unplayable trainwreck that exists currently.

Overall: 2

As it stand, Hearts of Iron 3 gets a major thumbsdown. I can't recommend it in this state to anyone. Paradox is banking on their reputation as fixing their games to generate sales, and I hope they do fix it. But they should feel ashamed at releasing Hearts of Iron 3 when it so obviously was not ready even for beta testing.
demonicgerbil: (Default)
Perseus Mandate is the second expansion for FEAR, and it blows the first expansion out of the water. It maybe falls short of the original FEAR, because of a weak story, but the action in Perseus Mandate is pretty awesome, and as a first person shooter should probably be judged by the action in it as opposed to its story, awesome action is a good thing.

The graphics are done in the same engine as FEAR, though they look a little improved over the original game's. Given that Perseus Mandate came out in 2007, that means they're not so great, but they're good enough. The new guns and enemies are well-rendered and fun to use, or kill.

The story is the weakest part of the game. I played it only a week before writing this review, and frankly I can't remember much about what I did or why. I remember we started by infiltrating a data center and running into crazy super mercenaries, but what the game had me do after that is lost in a haze of ultraviolent action, explosions, and charred mercenaries flying through the air. And frankly, I enjoyed the heck out of all the action.

The expansion is pretty short. It took me maybe five hours to work through the main plot. If I'd paid full price for the game, I'd probably feel pretty ripped off, but the bargain bin was my ally and I got the expansion on the cheap. For what I paid, I got my money's worth.

Now for a quick scoring summary for those of you keeping track of the numbers:

Gameplay: 8

There's nothing more to say really. The controls are good, the enemies and environments are pretty good. Lots of guns to shoot.

Graphics: 5

Merely adequate for the game's age.

Sound: 9

The FEAR games all seem to have good music, and that's true here. Everything else is well done.

Replay: 4

The game has 'bonus missions' you can play, which are just pure kill fests through different environments. They're harder than the main game, and for me are the part I've played more than once. Still, they got old after a couple plays and I haven't touched them or the rest of the game since.

Other: N/A

I treated this review as an expansion to my review of FEAR. If you're interested in the expansion, I figure you've seen the original game and have an idea of what you're getting into.

Overall: 8

Perseus Mandate is more of the FEAR-style gameplay, with lots of violent action interspersed with horror. The horror stuff is much less prominent here, with Alma making about as many appearances in the game as I can count on one hand. The action is great, and I think overall I had a better time playing this expansion than I did the original game.
demonicgerbil: (Default)
F.E.A.R. 2 is the long awaited sequel to F.E.A.R. It is a first person shooter (FPS) with a horror-twist. The horror comes courtesy of Japan and its "little evil girl" genre of films (think Ring). It's a pretty good time in general.

The controls are what you would expect of a modern shooter, and the on-screen tutorial as you play through the first portion of the game is enough to teach what you need to know. I'm not going to go into detail here, suffice it to say that if you've played any other FPS of relatively modern vintage you've got a pretty idea of what to expect here. About the only thing I can knock the game for in this regard is the use of button mashing quick-time events, which is something I've never cared for in any game. Those are pretty rare, and don't detract from the flow of the game.

There's a nice variety of weaponry available in FEAR 2, from standard machine guns and shotguns to laser and other energy weapons. There are also four kinds of grenades, useful for fighting the different kinds of enemies that are around. Add in a sniper rifle for duels with enemy snipers, and rocket launchers to handle the heaviest of enemy units and you've got all the basics covered. A personal favorite weapon is the laser, which can sever limbs from the enemy - though it burns through ammunition very quickly. The automatic shotgun is another fun weapon, combining the punch of the shotgun with a faster firing and reloading rate, essential in close quarters. Once in a while the game gives you the option of piloting a powerful suit of power armor, or manning a gun turret, both of which are welcome changes of pace in the action.

There's a variety of enemies which attempt to use tactics such as flanking the player or using grenades to flush the player out of cover. More than once I found myself with an enemy that had worked his way around behind me using cover. The enemies come in various types: Amarcham security, replica soldiers, mercenaries, the big heavy robotic power suits, and the crazy dead people who can animate all the corpses around them as weapons. The power suits are dangerous when encountered outside of the security of a suit of your own, and require the use of electric grenades, terrain, and every rocket you can find to down. The last kind of enemy, the ones that are dead but don't seem to know it, make for frantic encounters as the ghostly enemy runs around and uses other corpses like puppets to fight the player. The fights are both fast paced and graphically cool, with the ghost literally pulling the corpse-puppets' strings. If each kind of the regular 'soldier' type enemies with guns had a few more body models, the variety of the encounters would help keep things from ever getting stale, but as it is after a while you've seen all the enemies and it starts to feel like you're killing the same three or four people over and over.

The plot of FEAR 2 parallels and takes place in the aftermath of the original game. Your team is sent in to deal with the Amarcham corporation and grab one of the antagonists. Things quickly go south and before you know it, you're surrounded by clone soldiers, mercenaries, and hallucinations with series antagonist Alma messing with your mind. The plot feels somewhat stronger in this game, than in the first FEAR (or its expansions) with less of what I like to call "people doing stupid things to advance the plot." The main character's team seems well developed in FEAR 2, less like cardboard cut-outs like the supporting cast in the original. The scare factor tends to fall flat, with me, though, just like in the first game. Having said that, there were still some moments of the game that gave me a terrible feeling of dread. Scattered through the game are items that can be picked up to advance the back-story, shedding light on what's happening through the game.

The environments for the most part are better built and more interesting than the places in the first FEAR. My favorite level was at an elementary school. Not only was it somewhat surreal to fight my way through classrooms, the cafeteria, and so on, but the area was structured in a way that didn't require any backtracking. Picking up the intel items and reading about the back-story at the school only made things stranger, and really started to creep me out by the time I had finished the area. Pretty much all of the game's areas are linear and don't require backtracking. To me in a shooter this is mostly a plus, though I understand that a lot of people don't like such linearity. Avoiding the specter of backtracking, getting lost, and wasting time going places I've been before is pretty nice, though.

The graphics are great. Enemies look good, the guns look good, special effects are good, the terrain is good; I really have no complaints. The sound is great; mostly because the music is pretty awesomely chosen. The voice acting is solid enough. The Amarcham black ops mercenary leader is a great antagonist, and his voice acting had me cursing him out as the game went on.

Now for a quick scoring summary for those of you keeping track of the numbers:

Gameplay: 8

Good controls. Toggling in and out of slow motion is kind of cliche in shooters anymore, but it serves to give the player a good edge over the enemies in the game; it's rarely required to defeat enemies. With its variety of weaponry and enemies with different weaknesses, the actual shooting action rarely gets boring or stale. The button mashing events that intersperse the game are somewhat lame, but for some reason the game industry seems to like them these days.

Graphics: 9

I love the graphics. I really love the static noise effect in the player's vision which steadily gets worse the closer to the end of the game the player gets. It helps set a tone of how much everything is spiraling out of control, but in a subtle sort of way.

Sound: 9

Love the music, everything else sits on the border between great and good.

Replay: 3

I'm not sure I'll replay the game. If I do it'll be so I can collect all the intel items scattered around and get every little scrap of back-story. I don't know anyone else who has FEAR 2, so I haven't been able to give multiplayer a try with people I'd actually like to gank, so this rating is based on the single-player experience.

Other: N/A

A lot of people have had trouble with the game as distributed via Steam. I haven't had any trouble like that, but it's something to keep in mind when you purchase the game.

Overall: 8

FEAR 2 is a great shooter with few flaws in its gameplay. Good controls, fun enemies with a lot of different weapons to shoot them with. The scare factor is probably too low for most of its intended audience. It looks and sounds great with lots of atmosphere. It's a must play for shooter fans. Horror fans might want to give it a try as well, because the game does pretty well at establishing the right kind of feel.
demonicgerbil: (Default)
F.E.A.R. Extraction Point is an expansion pack to the game F.E.A.R. It serves as a direct sequel to FEAR, picking up where the main game left and covering the protagonist's fight through a desolated city swarming with clone soldiers and horrible psychic monsters. Extraction Point is much more shooter-oriented than the original FEAR, filled with more difficult encounters and battles.

As this is an expansion, I'm going to refer the reader to any number of reviews of the original to learn about the graphics, sound, and controls and only provide a brief summary of my feelings about them. The graphics are good, but compared to other games from the same time period they're nothing special. The sound is very good, except the voice acting which fails to convey any real emotion or sense of urgency. The controls are intuitive and easy to handle except for my habit of hitting G and throwing a grenade when I wanted to interact with an object (the F key).

The plot continues from the end of FEAR, picking up after the helicopter the protagonist was in has crashed. Fortunately the protagonist survives. Within a few minutes of escaping from the crash site and moving down to the city streets, the play discovers that the psychic villain who was killed near the end of the first game is back. Cue all the dormant clone soldiers waking up and beginning a hunt for the player that lasts the rest of the game. Alma is back, of course, and alternately trying to save or kill the player depending on her mood.

It's a tense ride through several environments including the subway, the sewer, a church, warehouses and eventually a hospital. Along the way various characters die horrible screaming deaths as the player, helpless, watches. The game uses the same techniques as the original FEAR to try and scare the player, with Alma of course figuring prominently in the creepiness. You can expect to see pools of blood, bizarre hallucinations involving fire, and lots of semi-invisible enemies attacking in poorly lit areas.

There's a couple new enemies in the expansion, including a new invisible psychic manifestation that fights in melee similar to the stealth clones. Also new, or if it's not I at least don't remember it from the first FEAR, is another kind of robot enemy, which is just as annoying as the original ones. New enemies also bring with them new guns, including a laser that can sever limbs off of enemies and leaves cool markings in the terrain, and a Gatling gun that spits out tons of bullets at the enemy.

Now for a quick scoring summary for those of you keeping track of the numbers:

Gameplay: 8

Good, tight controls. Mostly intuitive layout on the keyboard. Enemies are well balanced, and there's a great selection of firearms. Some frustration with the robotic enemies exists, though. The slow motion toggle is really essential in this game, whereas in the first game it could be ignored. The new enemies hit too hard, and in the case of the invisible ones move too fast to be easily dispatched without using slo-mo.

Graphics: 8

Solid, could be a lot better for the time it was released in.

Sound: 8

Sound effects are crisp and appropriate. The ambient music fits the game perfectly. The voice acting is merely adequate.

Replay: 2

I don't think there's anything to be gained from a replay. The plot's shallower than the original FEAR, and there's not enough new and interesting gimmicks around to make going through the game's areas worth doing more than once.

Other: N/A

Some of the crazy sights seen at the end of the game don't make a whole lot of sense. I'm also pretty tired of helicopters being shot down in this series. The dead psychic cannibal harassing you says you'll have to make a choice, but you as the player never get to make one.

Overall: 8

It's good for what it is: five or so more hours of FEAR. If you go into it expecting something more, you're going to be sorely disappointed.
demonicgerbil: (Default)
F.E.A.R. (and I'm not going to type all those periods again) is getting to be a bit of an old game at the time of this writing, nearly four years after its release. I remember thinking when it first came out that it didn't sound all that interesting to me. The sequel, which recently was released, did catch my eye, so I thought it would be appropriate to play the original and hope that it would give me an idea of what was going on when I loaded up the sequel. And that leads us to this review.

FEAR feels a lot like playing Shogo, which shouldn't be a surprise considering they share developers. FEAR is a first person shooter that imports the tropes of recent Japanese horror movies, producing a sort of FPS-Survival Horror hybrid. It succeeds as a shooter, but generally falls flat as a horror experience.

Like most modern shooters, the controls handle well and are generally intuitive. They're also highly configurable, an option I noticed only after my fingers had gotten used to the default layout. My only gripe with the controls is that too often I found myself hitting G (which throws a grenade) instead of F (to interact with an object), or hitting Z (using a med kit) instead of X (toggle my flashlight on and off). Maybe that's not a problem for anyone else, but I wish I'd changed the controls to make that a non-issue before I had gotten used to the default controls. Only being able to carry three weapons at a time is also a bit of a downer, though I can understand from balance reasons why the limit exists. I would have preferred a system more in-line with Crysis where you can carry two main weapons, your pistol sidearm, and then a heavy weapon. Ultimately this is just a minor nitpick because guns come and go so often in FEAR that what you drop in one fight is likely going to be found just one or two firefights down the line.

The enemies are smart, very smart, or at least seem to be. They use smart tactics, rushing at the player when they have numerical superiority or using grenades to flush the player out of cover. They try actively to get behind the player and generally make a nuisance of themselves. The foot soldiers are great fun to fight against. Later in the game, robots and flying robots appear. These are much more dangerous than the normal enemies, and also are generally less fun to fight against, appearing in groups too small to use any interesting tactics the fights devolve into contests of who has more really big guns. Later on ghost-like enemies appear and attack as well, though they're more of an annoyance than a threat except in very large numbers.

The situation that pits you against these foes is somewhat cliché. A top secret military research project goes crazy and starts killing everyone. Unfortunately for the rest of the world, the research project was a crazy psychic with an army of clone soldiers that mentally controls. This is bad. So the government sends in FEAR, a small strike team dedicated to dealing with paranormal threats. You, the player, are the newest FEAR member. What a way to start your career.

As you go in to start investigating, the player character starts tripping out and hallucinating. Visions of hospital rooms, a man with a moustache, a little girl, and the crazy cannibal psychic you're supposed to be shooting flit across the screen in brutal succession. As the game wears on you can discover clues by listening to phone messages and searching laptops. To an extent the game tries to copy the story telling techniques of the venerable System Shock games, fleshing out back story as needed as the game progresses through recordings left by the people involved. This is always a nice change of pace from the more sedate Resident Evil plot advancement technique of stopping everything and forcing the player to read a couple paragraphs of text.

Shooting is a joy in the game, but it's interrupted frequently for the horror part of the game. Sometimes it's just a grotesque image appearing on the screen for a moment, other times the player is transported to an alternate world of fire and ghosts, other times the geometry changes around the player, or drops the player into a pool of blood, and so on. It's shocking the first few times, but the novelty wears off quickly. Far more effective in being creepy are the people that appear for a few moments then fade away, or the (not so) random sightings of the creepy little girl in an area. Maybe I'm jaded and knew too well what to expect from watching the Japanese horror movies that the game steals its tropes from, but except for a few moments the scares were mostly predictable. Still, the game tries pretty hard on the scare factor, and it's mostly well done. I didn't find myself rolling my eyes and wanting the scary scenes to be finished, even at the end of the game, at least.

The various characters you meet throughout the game lack the charm to really make it feel emotional when some of them inevitably die or meet some other bad end. The phone messages and radio chatter don't convey enough character and emotion to make the cast seem like more than cardboard cutouts. This is one of the few points where the developers missed the mark. Either better writing, or better voice actors, would have really helped. The one character that does have enough personality to be interesting is the villain you chase through the game, which helps to keep interest in the game going.

The other place that the developers miss the mark is in the environments. FEAR is full of offices and concrete walled crawlspaces and, it felt like, little else. Environments often have two ways through them, but they lead inevitably to the same place. Paths often curl about and double back on themselves, which actually helps prevent backtracking, since when they do loop around, it's because you've hit a switch and opened a door, and the path then leads you back to that naturally via an alternate route instead of expecting the player to hoof it back over a path that's been traversed already. That's not always the case, and the few times where the game doesn't naturally provide a way back to the unlocked door can be a bit confusing. It's also not always immediately clear where to go, despite the game being very linear in the paths. The level design is therefore kind of mediocre and repetitive.

Now for a quick scoring summary for those of you keeping track of the numbers:

Gameplay: 8

Good, tight controls. Mostly intuitive layout on the keyboard. Enemies are well balanced, and there's a great selection of firearms. Some frustration with the robotic enemies exists, though. And there's also slo-mo that can be toggled on and off, but that's sort of an overdone feature in many shooters these days and barely rates this mention of it.

Graphics: 8

Even compared to its contemporaries, FEAR isn't that good looking of a game. It pulls off the Japanese-inspired horror effects pretty well.

Sound: 8

Sound effects are crisp and appropriate. The ambient music fits the game perfectly. The voice acting is merely adequate.

Replay: 3

I don't think there's much reason to replay FEAR. Not with two expansion packs and a sequel to give similar gameplay without having to go through the same boring levels again. It might be worth playing through again and finding all of the phone messages and such to decipher more of the story, but I have a feeling that won't be enough to get me to replay it.

Other: N/A

Sadly I haven't been able to give multiplayer a try, so this review is based entirely on the single player experience.

Overall: 8

A very good shooter in most respects. It tries for a different ambience than most of its genre does, and pulls the horror effects off with mixed success. It's a pretty unique experience, and considering that the price of the game is down to ten bucks at places like Best Buy there's really not much excuse in not picking it up and giving it a try.
demonicgerbil: (Default)
Released in November of 2007, Crysis is still, at this writing, one of the most graphically demanding first person shooters on the market. The game was also something of a commercial failure on release.

As a shooter, Crysis succeeds. Controls are polished, there's a variety of guns to use, the player's super-powered nanosuit brings a host of tactical options to the table, and there's a fair variety of enemies to fight. The graphics are great, especially when turned most of the way up.

Movement is tight, as you'd expect from a modern shooter. Switching between weapons with the scroll wheel comes naturally. Changing modes of the nanosuit is accomplished by pressing the mouse wheel button down, which is possibly the only place where the game feels unpolished. More than once while changing weaponry mid-fire fight I found myself accidentally bringing up the nanosuit window and dropping out of the mode I wanted to be in.

There is a variety of guns in the game, covering the variety you would expect in any shooter: a pistol, a couple assault rifles, a shotgun, and a sub machine gun. There are a few exotic weapons, such as the American Gauss Rifle which makes short work of certain enemy types. Generally the arms that are usable are unremarkable, but fun to use. One late-game highlight is a nuclear grenade launcher, sadly it never gets used outside of one boss battle.

The nanosuit is the real star of Crysis. In its default mode it acts as a damage absorber, using the suit's replenishing energy supply to soak damage and keep the player alive. Another mode gives the player super strength, making melee attacks into ferocious one-hit kills, steadying the player's aim while sniping, and letting the player traverse difficult terrain with super jumping. There's also super speed mode, which passively improves moment speed, but when used with the run key allows the player to sprint at vehicle-speeds; handy for getting behind a group of enemies and confusing them for a few vital moments. The final mode is a cloaking device, rendering the player mostly invisible. It should go without saying how useful that can be, either for hiding from alerted enemies, or sneaking past them.

The North Korean enemies are pretty intelligent and use squad tactics to harry the player. They try to outflank the player and catch him in a crossfire. They use grenades to flush the player out of hiding. When not alerted to the player's presence, they act mostly naturally, going about their jobs, or just leaning up against things and relaxing during guard duty. The enemy's ability to sense the player is also modeled well, with the AI responding by moving towards noise cautiously, and if nothing happens often enough losing interest and going back to their earlier task. The human enemies behave in a way that just feels right.

In addition to North Korean infantry, often the player is forced to deal with vehicles. Usually this is just a Korean jeep with a machine gun on it, which isn't much trouble. A player can also steal most of the vehicles in the game if they're found unmanned. In one stage the player drives a tank and engages in tank on tank combat against the North Koreans. Another stage has the player flying an American VTOL, fighting against flying alien enemies. The vehicle stages, and generally just being able to cruise around in a vehicle, help break up the on-foot action and give the game a little more variety.

I just mentioned aliens in the paragraph above, but if you've been to the official Crysis webpage you already knew they would be involved somehow. About halfway through the game, its focus changes and aliens overrun the island. The alien units come in a small variety of foes, most of which fly and are generally somewhat annoying to fight. Sadly for me, I had the method of their arrival and such spoiled to an extent from playing Crysis Warhead first, so I had an idea of what to expect. The main cool thing that the aliens bring to the table is a change in environment: the aliens have the ability to flash freeze terrain, turning the tropical jungle into a bizarre iced over replica of itself.

The game environments have a fair variety to them. Most of the game takes place in jungle, whether near the beach or further inland. A few stages take place inside of the alien fortress, where there is no gravity and movement is reduced to floating. There are underground areas, an aircraft carrier, and the already mentioned frozen jungle areas to round the game out. Each environment is rendered in detail and is destructible to some extent. I had fun just sitting behind a machine gun and cutting down trees and foliage in the jungle.

The plot is kind of thin, not to say that it's bad, but there's just not a lot of meat on its bones. The game ends on a cliffhanger, which feels disappointing. More disappointing is the entire second half of the game, which is spent evacuating people from the island and retreating in the face of the enemy. I understand why it's this way, because a vast alien horde appearing out of nowhere with crazy freeze rays is going to surprise most any military planner and cause unacceptable casualties, but it still feels wrong for the super soldier in a super powered suit of super armor to ever run away from enemies. At least at the very end of the game, you start to even the score up with the aliens for all the damage they've inflicted.

Now for a quick scoring summary for those of you keeping track of the numbers:

Gameplay: 10

As shooters go, it's really hard to top Crysis's gameplay. The variety of weapons is just right without being overwhelming, the nanosuit allows for all kinds of crazy tactics, and there's just enough variety and smarts in the enemy to keep the action from getting stale. About the only place that gameplay suffers is in the zero-G stage inside the alien fortress where it's very easy to become lost. This, however, makes up such a small portion of the game that I can't deduct points from it.

Graphics: 10

Stunning. Perhaps the best jaw dropping moment was when I happened to look up from the firefight I was engaged in and saw that a mountain was collapsing in real time. Debris rained down from it and pieces underneath the outer layer gradually became more and more exposed.

Sound: 9

The sound is nearly perfect. The acting is a little hammy, but given that the game feels like an action movie that's okay. Effects are great, and the soundtrack fits the mood perfectly.

Replay: 2

I'll be honest, I don't feel much of an urge to replay Crysis, except maybe the early parts of the game where the nanosuit provides a major edge against the North Korean infantry. On the other hand, I am eagerly awaiting an actual sequel (not an expansion like Crysis Warhead which I've played), so I don't think I'm tired of the gameplay options provided by the nanosuit.

Other: N/A

None of my friends have Crysis, so I haven't been able to test the multiplayer aspects of it, thus this review is based entirely on the single-player mode.

Overall: 9

If your computer can run it, Crysis is a must-play game for any shooter fan. It's good looking, fun to play, and just long enough to be filling without dragging on for too long. Really, with the price of the game having dropped a lot since its release, if your computer can run it, there's not much of an excuse not to pick it up and give it a try. It's essentially a summer blockbuster action movie that you can play, instead of just watch.
demonicgerbil: (Default)
BioShock is the spiritual sequel to the System Shock games, which you may be able to deduce by noting a similarity in their names. There are a lot more similarities than that in the games, but we'll get to it in due time.

BioShock is a first person shooter (FPS) which combines elements of roleplaying games into the FPS structure. With the various in-game currencies (Money and Adam) and the weapon upgrade stations the main character's abilities are highly tailorable and get stronger as the game goes, even beyond just acquiring bigger guns.

Right off the bat, I'm just going to say this: BioShock is beautiful. I can't speak for how it looks with the graphics turned down, but with them cranked up the lighting was gorgeous and the art deco styling of the submerged city of Rapture were rendered lovingly in their full glory. If you have a system which is contemporary to this review and pretty beefy for its time, just stop reading the review and get BioShock. Your eyes are in for a feast that's worthwhile even if the rest of the game was trash. Fortunately the rest of the game is anything but junk.

The controls handle fluidly and intuitively, and the only real trouble I ran into was with ammunition management. Movement is responsive, aiming is as good as it gets in a FPS. Each weapon has a very different feel, and the wide variety of Plasmids bring great versatility to the tactics available.

Oh I didn't mention the Plasmids? They're essentially the magic of the game. You can shoot fire, freeze enemies in ice, or if you really want to do something unique you can shoot bees from your hand. New Plasmids can be found in the game world, earned by doing research on enemies, or bought from upgrade stations in exchange for Adam.

Adam is important stuff, much of the game is based around it. The enemies you fight, the so-called Splicers, have access to Plasmids as well. The iconic Little Sisters and Big Daddies harvest Adam. One of your goals is, of course, to accumulate lots of Adam so you can use it to 'splice' new Plasmids into yourself. There's a lot of Adam around in the game, but there's not enough of it to turn the player into an expert at everything. You'll have to make choices, and the game is balanced enough that you can employ a wide-range of different choices and still find success. There are stations around the submerged city of Rapture that allow you to change your Plasmid layout on the fly, so if it turns out that shooting fire out of your hand just isn't your thing, you can swap something else in instead.

There's a variety of guns, each with several different kinds of ammo. Managing the ammo is the only thing I had trouble with while playing, and often the half-second or so of lag (and sometimes swearing) was enough time to let the enemy get in a hit or two on me while changing from regular bullets to armor piercing. For weapons you have a simple revolver, a tommy gun, a shotgun, a crossbow, a chemical sprayer, and of course the wrench to hit people with. The basic guns are pretty self-explanatory, letting you fire munitions tailored for anti-personnel or anti-armored target work. The crossbow has one bolt which strings up electrified tripwires, enabling elaborate traps. The chemical sprayer can spray fiery napalm, freezing liquid nitrogen, or even lightning, letting it mimic the effects of some Plasmids. Ammo is relatively plentiful, even if the enemy doesn't drop much, there are still good supplies laying around and if desperation sets in there is always a vending machine somewhere nearby to purchase from.

Enemies come in a disappointingly small variety, considering that Adam lets splicers change almost anything about themselves. I really had been hoping to see some really strange looking enemies in the game, but most opponents were boringly too-human, even if horribly grotesque human. The general darkness of the game also worked against it here, cloaking the enemy models in detail obscuring shadow all too often. The Big Daddies are a sight to behold, especially the first time one appears; the tenth or so Big Daddy isn't so fresh and wonderful, the luster wearing off quickly. Little Sisters aren't really enemies, but the game early on gives you a choice: kill them for more Adam now, or save them from having to produce Adam for less immediate gains. The animation for all the characters is well done, but the animation used when healing the Little Sisters is particularly nice to watch with great lighting effects coming into play as the effect spreads.

The sorts of tasks given out are pretty standard things for a FPS: go here, kill those guys, get that thing, click that button, and so on. The dialogue and narration linking the tasks together is top-notch and of games like this only the venerable System Shock 2 strings together a more compelling narrative. The story progresses through various means. Obvious is in-person dialogue either spoken to your character, though there's little of that past the intro, or just chatter from enemies setting the mood and tone. Various people, including the game's two big characters, Andrew Ryan, who runs Rapture, and Atlas, who's leading the popular uprising against Ryan, contact the player over his radio. This is generally how the player gets whatever task the current mission is. The back story leading up to the player's involvement in Rapture is laid out through tape recordings that can be found scattered all over the game. These recordings are often insightful, cool, or just generally amusing, and they serve to gradually reveal the madness that's set in on the city.

I'm going to skimp on discussing the story's plot except to note that it seems somewhat weak to me, but having said that, it's well told and compelling. The big plot twist comes somewhat out of left field, I think, but once it's happened it helps make sense of some of the things that the player's been through.

Now for a quick scoring summary for those of you keeping track of the numbers:

Gameplay: 10

Really great gameplay. Polished controls and a wide variety of weapons and powers to pick and choose from, which help keep things fresh. The difficulty curve seems a little steep, because even performing research to get damage bonuses enemies seemed to exist solely to soak up unacceptable amounts of ammunition from my guns.

I also haven't mentioned hacking before now, but it's a handy tool to turn robots, or defenses against your enemies. It also lets you open safes and such. Sadly hacking has a sometimes annoying minigame associated with it. Losing the minigame costs the player health, so there's always a risk to trying to hack things. Fortunately if you're loaded with cash, most things let you spend cash to skip the hacking minigame.

Graphics: 10

It's not that things in BioShock are beautifully rendered, though they are. It's not that the setting is unique, which it is. The retro-styling of Rapture won me over, and would have gotten the game a 10 from me anyway. Fortunately the game is great looking and a real joy to watch.

Sound: 8

The sound is very well done. The music is appropriate, the voice acting is well done, and the sound effects are generally great.

Replay: 2

I think BioShock is a game I'll revisit in a year or so to relive the experience. Being able to swap my Plasmids around during a single game is a blessing in that it doesn't tie me down to a single playstyle, but it's a curse in that I get to fiddle with multiple builds during the course of a single game. The choice of killing or saving the Little Sisters also doesn't provide much incentive to replay the game immediately because ultimately it really only changes the far too short endings.

Other: N/A

I'm not sure what I was expecting from BioShock, but what was delivered was not it. It's still quite an awesome game, but I don't think it lives up to all the promises that were made. For instance, enemies were supposed to have motivations for what they do other than simply shooting the player a lot. This is true for the Big Daddies and Little Sisters, at least until you shoot at them, but the Splicers throughout the game are, except for a few rare incidents, pretty much just out to get the player. The level layouts also don't feel right to me, a little too contrived and a little bit too unlike actually being in buildings maybe. Once I shed myself of these notions and accepted the game for what it was, the experience turned out to pleasantly surprise me.

Overall: 9

BioShock would get a 10 from me, except that I simply don't feel compelled to replay it. It's not long-enough to make a replay daunting, it's just that there doesn't seem to be enough meat there for a second trip through. Having said that, it's an incredible experience that I can recommend to any fan of first person shooters, and virtually every fan of videogames out there.
demonicgerbil: (Default)
First I'll say that I haven't played the original Crysis yet. I picked up this expansion/sequel on the cheap, and gave it a shot. Therefore I'll be looking at Warhead as a self-contained entity, and not as a continuation of something else.

Crysis Warhead is a gorgeous first-person shooter. The engine renders the varied landscapes beautifully, whether we're trudging through the jungle, hoofing it across a beach, or in a bizarre flash-frozen wasteland. The nearest comparison I can make to a game I've played is Far Cry 2. Both games are gorgeous, and though I couldn't turn the settings in Crysis Warhead up quite as high as I could in its contemporary rival Far Cry 2, everything was beautiful. The water had a nice feel to it, the screen blurring effects from being shot at were not only well done but help pull the player into the game. The weapons are well designed, even if somewhat conventional due to their near-real-world styling. The main character's super suit has nice lighting effects, such as turning red when engaging the strength power, and the effect of turning invisible is realistic looking, if I can use a word like that to describe invisibility.

The gameplay in Crysis Warhead is pretty stock for a first person shooter. The main complaint I would bring here is that it's often hard to see enemies in the jungle areas, simply because of so much plant material in the way. I didn't find that the enemy had such problems seeing me when I ducked into a thicket or hid behind a wall of leaves. Otherwise the gameplay is spot on, with tight movement controls, easy to handle command keys for things like throwing or changing grenades.

But the basic gameplay isn't the real attraction. That distinction goes to the main character's super suit. Called a "nano suit" it gives the player access to superhuman abilities: speed, strength, healing, damage absorption, and invisibility. Speed is a wonderful thing, letting the player cross an open area and get to the line of enemies in a flash. Strength steadies the player's aim, gives his melee attacks more damage, and allows for traversing more vertical areas by jumping extra high. Invisibility, the stealth cloak, is a useful power, though it often seemed to use too much energy on its own to justify using it frequently; as a way to duck out of a firefight to rest a moment, throw off pursuers, or get the drop on an unsuspecting enemy it was second to none.

The plotline is sort of standard at first, but there is a required twist somewhere around halfway into the game. Your initial mission is simple: retrieve nuclear warheads that the enemy is smuggling out of a warzone in a freight container. You spend the rest of the game discovering the shocking truth about the freight container, capturing it, and fending off attacks from those who want to recapture it. It's a good hook for a game, and the tension and craziness builds up more and more as you go further into the game. The plot is perhaps thin, yes, but it serves its purpose of getting the player to wade into ever more ridiculous combat encounters.

The enemy is split into two main groups: the Korean army and mysterious machine invaders. The Koreans themselves come in a few varieties, with the bulk of them being simple foot infantry caring a rifle of some kind. The Koreans also have a few soldiers with access to nano suit technology like the player, making these opponents much more powerful than the basic soldier. They also make great use of vehicles, which can be somewhat overpowering and require the player to use a different set of tactics to combat them. The machine invaders, who for simplicity I'm just going to call aliens, come in a few standard varieties, fly, and spew frozen icy death in every direction.

Weapon selection is important, because different enemies and environments beg for different sets of tools to conquer them. The shotgun is vital in close quarters combat, such as the mine level. The precision rifle is a killer when its integral scope lets you pick off enemies from a distance. There are different kinds of land mines and grenades to take out different kinds of targets. Combining the different weapons and the nano suit's powers enables the player to literally become a one-man army and lets the play pull off some truly wicked combat maneuvers.

The game has a variety of areas in. The player gets to rampage down dirt roads running through jungle-covered mountainous terrain, have a firefight in a beach resort, hit a small naval base, run through an aircraft carrier, and more. Perhaps the coolest stage occurs when the aliens first make their presence felt, and the player is forced to chase after an enemy hovercraft across a flash-frozen ocean, with ships and waves stuck in mid moment, trees and buildings turned to brittle glass. The pretty constant change in scenery breaks up what could have become a monotonous affair and is a treat for the eyes.

The game could have used another hour or two of gameplay, but it's well worth running through and experiencing if you have a computer than can do it justice.

Now for a quick scoring summary for those of you keeping track of the numbers:

Gameplay: 9

Great shooter gameplay, highly intuitive and responsive. The nano suit takes the best parts of some older games (Deus Ex or Goldeneye: Rogue Agent for example) and improves on the fundamental effects. Level design is highly linear, but mostly well done. Enemies react realistically with moments of confusion, forgetting where you are when you hide successfully, and decent enough tactics. I've been outflanked a few times, and the use of grenades by the AI will have you running out of cover to survive. It's highly enjoyable.

Graphics: 10

The game is just fantastic looking. I don't think I saw anything that was out of place or that I didn't like.

Sound: 9

Compared to the graphics the sound is playing second fiddle, but it's still excellent. Careful listening will reveal enemy positions, and nearby explosions deafen your hearing temporarily. Very well done. The voice acting gets kind of old, especially from the main character, but it's generally sparse enough that it never gets annoying.

Replay: 4

I've replayed a couple areas to show the graphics off to other people, but I haven't felt like playing the game again just to be playing it.

Other: N/A

The writing is very 'action movie' so if that's not your thing, you may not like the game. Then again, if you don't like action movies why would you be playing a game like this?

Overall: 9

Crysis Warhead is a great, if short, ride through several areas of frenetic and varied combat action. If your computer can run it, and you like first-person shooters, you owe it to yourself to run through it at least once.
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By elizibar at 2009-03-06

I was over there revising a review I'd written (for Pirates of Dark Water, Genesis version) because it was written at like 3 AM and was crappy, and it showed. I happened to notice that I had a shiny star next to one of my other reviews in a list. So I went and looked at what that means. Apparently that particular review with the star (for Far Cry 2) is in the top 2% of rated reviews on gamefaqs.com. Does that make me a celebrity or something?
demonicgerbil: (Default)
So beautiful and yet so bad.

Far Cry 2 is the sequel to 2004's Far Cry. Which I admit I haven't played, but from synopsis of the game they don't seem to be too alike except for the wide open and gorgeous tropical-climate environments you can go through.

Nominally Far Cry 2 is a first-person shooter, and the gameplay in just the shooter aspect is marvelous. However the developers (Ubisoft Montreal) grafted the first person action into a game that can't decide if it wants to be an open-world game (ala Grand Theft Auto), a shooter, or a poorly done vehicle combat game.

The game is absolutely beautiful. My system lets me crank the graphics up pretty high, and the lighting is gorgeous, the character models and vehicles pretty good, and the terrain itself is pure eye candy. One of the best moments I had in the game was piloting my boat across a lake and watching the reflection of the sunset upon the water. It felt very real. Those moments are constant, if not so dramatic, in the game, and they really serve to pull you into the environment and give you a feeling of being there.

Gunplay is visceral and brutal, and very lethal for the unaware. Constant awareness of enemy positions, and good use of tactics (flushing them out into the open with a grenade, suppressing fire, moving between shots while sniping) is required for many of the fights to be survivable. Sadly, and this will sound strange but I'll elaborate, there are too many fights in the game.

I know, that sounds crazy, right? It's a first person shooter, there should be a lot of fights. The problem is that 90% of the combat in the game occurs when you don't want it to, like when you're just driving around taking in the scenery, or when you're on one of the many 20 minute treks across the map to go spend 3 minutes on your mission. I understand, it's a civil war, lots of people shoot at lots of other people! But I don't think that every time a lone guy in a beat up truck goes driving by that everyone else on the road tries to kill him.

And that is a big annoyance for me: You spend most of your time in the game not doing missions, but killing random people on your way to the mission. I don't understand why this could have been considered a positive. There's no emotional investment in killing random people that have nothing to do with the task at hand. I could understand if every now and then, a random truck with machine gun would come after you, or if sometimes a checkpoint would be hostile to you right off the bat. But since you're not part of either faction in the civil war, it seems like some kind of peaceful means of transit should be available. I liked the busses and bus stops that you could use to bypass some of the pointless fighting; I would rather have a 'fast travel' system implemented that would take me to a predetermined place to start the mission from, and then progress through the carnage. It would save me time, and keep the intensity of the experience up.

Sadly that's not the case. You'll spend most of the game killing the three guys sitting around in the middle of nowhere, and their friend in the beat up two-seater car who comes barreling in from nowhere during the firefight. That's my single biggest complaint: it's a real mood killer to not meet people who aren't going to shoot you on sight when you're just out looking around.

Vehicles handle pretty horribly. And vehicle combat is a joke: if you want to kill the two or three trucks chasing and shooting at you, you have to stop, get out of your vehicle, and take them out on foot. Alternately, if your vehicle is armed you can use its gun, but of course not drive at the same time, and expose yourself to lots of gunfire and die. Stopping every hundred yards, getting out, and putting a rocket into yet another beat up truck gets very old, very quickly.

Thus the shooter section of the game is a success. There are lots of weapons to choose from, and enemies come equipped with a variety of gear and tactics. The first time I had an enemy calling down mortar fire on me was one of the most intense combats I've ever experienced in any shooter. The other portions of gameplay are somewhat failures, but at least mostly tolerable as a vehicle to transition you into additional fights.

I can't say the same about the plot, however, it is an unconditional failure. First, it is poorly communicated to the player. I honestly didn't know why I was doing things other than I had an icon on my map telling me there was a mission to do at that location. Second, the transition from first act to second act was an emotional betrayal: without spoiling too much, let me just say that you spend each act building up relationships with your 'buddies', the end of the first act sees all of your work swept away by the plot railroad and an infinite army of enemy soldiers that you can't escape. There's a repeat at the end of the second act, though this time with mere plot fiat instead of lots of people shooting you. And then the finale completes the emotional knifing from Ubisoft. I'm sure the finale was meant to be emotionally powerful, but by the time I'd gotten there I was merely playing to get the game over with so I could say "Yeah, I beat that."

As beautiful as Far Cry 2 is, and as good as the shooting action is, I don't think I'll be revisiting it any time soon, if ever, except possibly in multiplayer if anyone I know ever gets the game for me to play against.

Now for a quick scoring summary for those of you keeping track of the numbers:

Gameplay (Shooter): 10

This is wonderful, diverse, chaotic, and so on. Lots of gushing praise here. Whether I was sniping, or rushing in while chucking grenades, the AI was unpredictable and fairly smart. If you don't survey the battlefield before going in, the AI will out-flank you and you will likely die. I love it.

Gameplay (Everything Else): 4

Ugh. Why did they saddle such a wonderful combat engine with all of this other crap? The least they could have done was tie the hostility of enemies to your reputation: When you're at reputation level 4 (something earned by doing missions that doesn't affect anything) the text says you're feared, so why do random guys with no backup pick a fight with you? Sure, it makes for 'fun' gameplay for some people, but it gets old really quick. The vehicles are bad, the traveling is bad.

Graphics: 10

One word: Wow.

Sound: 10

I didn't mention the sound above, but it's great. When tromping through jungle terrain, there are plenty of wild-life noises. The gun reports are distinct and loud. The incidental music fits the action. A+ here.

Replay: 0

The single-player game is not replayable, despite their attempt to make it feel different with random buddy assignments and such. The finale really killed what enthusiasm I had left, and the ending is just... I'm trying to avoid spoilers, suffice it to say, that I generally like games which don't force false dilemmas on me. Far Cry 2's dev team seems to feel that you should never actually 'win' no matter what you do. That sucks. The open world portion of the game takes the fun out of tooling around. The railroading for the sake of... I don't know why the railroading was needed. Not playing single-player again.

Other: N/A

I have yet to meet anyone that plays Far Cry 2 multiplayer. I don't know if that's because I just know the wrong people, or if there's a dearth of multiplayer gameplay out there, ergo this review doesn't consider the multiplayer aspect of the game.

Overall: 6

Yes. A 6. You see all those 10's up there, but the game needs to go back on the burner and get streamlined before it's worth anything more. Graphics are impressive, but not everything.
demonicgerbil: (Default)
Just not very fun.

The Pirates of Dark Water is an awesome cartoon, and it spawned a Super NES and a Genesis game. The games loosely follow the plot of the cartoon: Ren, prince of a kingdom, travels the world collecting treasures to destroy the evil and eponymous Dark Water which is slowly destroying the world. Ren and his friends have to battle through the forces of the evil pirate Bloth who is trying to stop them.

Pirates of Dark Water is a side-scrolling brawler-type game, which was a pretty popular genre at the time the game was made. It is, sadly, not a notable entrant into the genre. This isn't Final Fight or Streets of Rage. It's a very workman-like game, and its production values reveal its nature as a tie-in game. The animation is not very good, the sound isn't very good, and controls are only adequate, with the standard range of abilities for the player characters. Really, the main redeeming feature is that the character designs are very slick, and if the game's palette was tuned a little better they would really pop off of the screen.

Punch, kick, jump, sprint are the main tools in the player's arsenal, and with only a few exceptions they're all that's needed to plow through one stage after another. There are three characters to pick from: Ren, the 'balanced' character, Tula, the fast and weak girl, and Ioz, the slow and strong one. Notable enemies include the pirate Bloth and the Lug Brothers, who are also the real challenges in the game, and are quite difficult obstacles to get past. The enemy isn't too smart for the most part, being more annoying than tough to defeat, and it's easy to take advantage of any traps and the like on the battlefield. The enemy also doesn't have nearly enough variety among the sprites you beat up, making the affair repetitive as the levels wear on.

Now for a quick scoring summary for those of you keeping track of the numbers:

Gameplay: 6

Boring, but solid gameplay. There's nothing really wrong with it, it's just not polished or inspired.

Graphics: 3

The sprites desperately need a few more frames of animation to smooth the experience out. I think that most sprites and animations are done with three frames at most. Adding more sprites to provide visually different enemies to pound upon is also a must. The sprites that do exist are good looking and well represent the characters and enemies from the cartoon, bringing its style to life in a mostly okay way.

Sound: 4

People always say the Genesis has terrible sound, but having played the SNES version of Pirates of Dark Water, I can assure you that the game just has poor sound, period.

Replay: 1

After slogging through and beating the game once, I have no desire whatsoever to do it again.

Other: N/A

You know what they say about movie tie-in games? It applies here too.

Overall: 4

It's a little worse than average for its time, and pales in comparison to more modern action game experiences. However if you're a fan of the cartoon, it's worth a playthrough just to experience the fun of beating Bloth up.
demonicgerbil: (Default)
LJ cut for your pleasure.

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demonicgerbil: (Default)
Great game, review under the cut.

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Atmospheric, creepy, perhaps even scary.

System Shock 2 is the 1999 sequel to the classic 1994 game System Shock. Thankfully System Shock 2 borrows the best of other first person shooters in its control scheme, making the game at once intuitive to control while still keeping all the atmosphere of the original intact.

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Between the time I left campus and the time I got home, this one had already been approved and posted up at: http://www.gamefaqs.com/computer/doswin/review/R105535.html

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