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2o2p Game Review | Sanctum 2

Wed, 05/22/2013 - 12:45 — ferretgr

Sanctum 2, which released on the XBox Live Network and on Steam on May 15th by independent game studio Coffee Stain Studios, appeals to more than one side of my gamer personality. Yes, I'll admit, I've spent more than a few hours planting pea-shooters to defend my home from zombies or shooting toy soldiers with flamethrowers as they march towards my base. And yes, I've spent more hours than I care to admit blasting Elites with needlers, quick-scoping, and zapping portals onto distant walls in order to make my way through a maze. Tower defense games and first-person shooters both, in general, have the necessary components to make for addictive gaming experiences. But can they be put into one neat, super-addictive package? Sanctum 2 makes an attempt to do so.

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A Beautiful, Deadly World
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First off, the game is beautiful: bright, colorful, and smooth. The cel-shaded animation is colorful and interesting. We're introduced to the game by way of a tutorial level, in which we are instructed on both the mundane and expected parts of the game (movement, aiming and firing our weapon, etc), as well as those that meld the first-person environment with the tower defense concept (the building and placement of defensive structures). The controls are quite simple, and for folks who are familiar with PC-based shooters, will be quite familiar. I was thrilled to find that the game flawlessly integrated the use of a gamepad; while the PC user might be more comfortable with the mouse and keyboard combination, I personally prefer the gamepad when playing shooters, and found the controls easy to learn and master.

 

“Be As a Tower Firmly Set”


Skills learned in other shooters will translate over to this game well: the ability to zoom and shoot, targeting a specific body part (the Lumes, the antagonist race in the game's campaign, all have "weak spots" which, when shot, produce extra damage), the use of multiple weapon types effectively, and so on. The firing of weapons feels good and the first person element is very immersive. Those tower defense skills will certainly come in handy as well, though: the building of "mazes" through which you steer your foes, lining them up to be shot, etc. The amalgam of the two skill sets makes for interesting tactical and strategic choices in-game, as different sets of enemies, with different abilities and weaknesses, will often approach from multiple points: players may choose to set up choke points, bristling with energy weapons and cannons, at the site of one approach, while focusing first-person fire on another, more lightly defended choke point. The variety of weapons, tower types, and character abilities make for a wide variety of options and combinations for the player, and these options expand as characters level up and skills are unlocked.

 

Building a Better Killing Machine
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The progression of the game borrows more from its tower defense genetics than from shooters: each level consists of a series of waves, each wave progressively more challenging than the last and consisting of a wider variety of enemies. Between waves, construction takes place: the player builds turrets and turret bases until he or she runs out of resources, which are earned via pickups between waves. Then, the wave is started and the action begins, turrets rotating and blasting enemies, and the player jumping and running from place to place, putting down Lumes that make it past the turret gauntlet, and defending the Core, which produces vital oxygen and is the ultimate target of the attack. Similar to other tower defense games, the core is essentially the base, and has a number of hit points. An on-screen warning (along with vocalizations from the character) alert the player to a direct attack on the core.

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That said, the character progression is very reminiscent of shooters. As players progress through scenarios, their characters level up, and each level brings new choices: backup weapons, tower types, and unique perks which improve the effectiveness of the player's primary weapon, how the core behaves, and so on. Players have a choice of primary weapons in their initial choice of character, as well: the characters have unique skills and abilities as well as weapons, including an assault-rifle wielding, double-jumping scout, a heavy weapons expert who sets Lumes on fire with each shot, a shotgun runner who does massive damage up close, and a sniper whose reach is very long.

 

Greater than the Sum of its Partsimage-5

The game works very well as a hybrid: the two phases in each wave essentially represent the two halves of the game, but don't feel like separate things. Phase one is the tower defense phase: constructing your series of tower bases, and placing cannons on those bases. Once you're done or you run out of resources, phase two begins: you draw your weapon and become, in essence, a moving tower defense element, running to put down threats as necessary.

 

The Verdict

For fans of both the tower defense and first-person shooter genres, this one is a no-brainer. At $14.99 on Steam and 1200 points on the Xbox Live network (with a similarly-priced PS3 release apparently on deck), Sanctum 2 has a large amount of bang for your buck. For folks who are not familiar with the tower defense side of this game, it might be worth checking out a demo or video before buying to familiarize with the gameplay concepts. Realistically, despite the first person interface and heavy shooter influence, it's still very much a tower defense game. In the end, though, this is a fun, challenging, beautiful game that you'll come back to, where one can drop in for a quick 15 minute game, or can spend a night solving the puzzle of how to defend the core. While I can’t speak to replay value until I finish the game, I’ll definitely be playing through to the end to find out. Highly recommended!

2o2p Game Review | Far Cry 3: Blood Dragon

Mon, 05/20/2013 - 13:58 — SarcasmoJones

Anyone who played Far Cry 3 hit that point in the game where they said “self, this game is pretty cool, but would be even more awesome if they replaced Jason Brody with a Mark 4 Cyber-Commando, voiced by Michael Biehn, and had dragons that shot freaking lasers from their eyes.” Take that concept, apply a liberal helping of 80’s cheese, and serve it up in a post-apocalyptic island crockpot called Far Cry 3: Blood Dragon, released May 1st for PSN, XBLA and Windows.

 
Fancy Killing You Here
 
Ubisoft Montreal set Blood Dragon in the near future: the year 2007. Sgt. Rex Power Colt, voiced by an enthusiastic Michael Biehn, and his partner, Spider, must infiltrate a terrorist installation, neutralize hostile forces, and deactivate their missiles. However, Colt’s former commander, Col. Sloan, kills his buddy and leaves Rex for dead. 
 
See video
 
Our hero is spared by an unlikely ally, one of Sloan’s subordinate scientists, Dr. Darling. Darling’s plan to stop Sloan is simple: kill all of Sloan’s cybernetic army, then kill Sloan, and don’t die yourself. That’s exactly the kind of plan I can get behind!
 
Is This an Expansion or What?
 
Blood Dragon has almost nothing to do with Far Cry 3. It’s a standalone title and you do not need to own, or even play, Far Cry 3 in order to enjoy Blood Dragon. Here’s the deal with the Far Cry 3 moniker: many game elements and environmentals are pulled directly from Far Cry 3. The boats and vehicles are the same and many of the same animals are here, only mutated or cybernetic. Additionally, ziplines, takedowns, and hang gliders all made the Blood Dragon cut. The weapon wheel is exactly the same as Far Cry 3, but the weapons are different. Even some of the gameplay goals, like liberating outposts, feature a Blood Dragon counterpart. Once a garrison is liberated, players may take on side quests to earn weapon upgrades. Side quests fall into three types: save a guy, kill a guy, or hunt a beast. Collectibles, in the forms of scientist diary entries, VHS rentals, and televisions, also unlock upgrades. Upgrades and ammo are purchased at vending machines in any garrison. This is the future, after all! Button configurations are identical in both games, so Far Cry 3 veterans can slip into Colt’s boots and start killing shit immediately.
 
Call For A Medic...So I Can Kill Him Too
 
Most of the personality in Far Cry 3 came from the game’s antagonists, most notably Vaas; Jason Brody couldn’t carry that game on his own. However, Blood Dragon is all about Rex Power Colt. Think of Rex as the ultimate American bad-ass hero from an 80’s action movie, complete with tough guy attitude and gritty one-liners. A hero of Colt’s stature must be appropriately armed. Some of the available weapons include a stealth bow, a burst-fire pistol, a shotgun with a quad-barrel upgrade and fire ammo, an assault rifle with upgradeable laser ammo, sniper rifle, grenades, mines, a flamethrower, a killing star, and a hella-fun minigun. Some installations and vehicles feature non-detachable machine gun emplacements that Rex can also utilize.
 
 
Blood Dragons
 
So, do you want the good news regarding Blood Dragons, or the bad news? I knew it, you’re one of those “the glass is half empty” gamers! Here’s the bad news: Blood Dragons are huge, voracious, plentiful, and shoot deadly lasers out of their eyes. Their blood has such a horrifying effect on humans that Sloan is packing that shit onto his missiles to launch at what’s left of humanity. Nothing personal, it’s just how Sloan rolls. The good news? Blood Dragons possess shitty eyesight and cyber hearts attract them. Blood Dragons are rather indiscriminate about who they attack, so feel free to chuck those cyber hearts into a group of enemies for a little cyborg vs. beastie action. The Dragons wear their hearts on their sleeves, so to speak. Blood Dragons glow green when docile, yellow when irritated or alert, and bright neon red when they are pissed smooth-the-fuck off. It’s like a mood ring that can be seen for miles!
 
See video
 
 
 
Final Verdict
 Blood Dragon is a relatively short game, I finished it in about 13 hours-including all collectibles-so it’s no shorter than Tomb Raider or Bioshock Infinite, which are full $60 titles. Coming in at 1200 MS points, or $15 if you prefer, Blood Dragon is worth it’s weight in, uh, I need an 80’s reference here. Oh yeah, it’s worth it’s weight in...Solid Gold (with Dionne Warwick and Andy Gibb...remember?)! Never mind, just go get the game.

Inkle’s iOS Adaptation of Steve Jackson’s Sorcery! Gamebook Is Something Magical

Thu, 05/16/2013 - 10:59 — OTGGamer

Alone, tired and sleeping in a little hut in the Outpost Settlement, an unlikely hero (or poor sap…your choice) awakes and embarks on an unforgettable journey to recover a stolen and powerful artifact known as the Crown of Kings.

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Thus begins the first book of Steve Jackson’s classic Sorcery! gamebook series, expertly transformed into an interactive adventure for your iOS device by the talented team at inkle.
 

image-1Initial Thoughts

Never having read the original series (I think they were more popular in Jackson’s native England) I really wasn’t sure what to expect. Though during my sneak peek at PAX East earlier this year, I was immediately captivated by Sorcery’s beauty and combat and spell mechanics, but I didn’t really get to dive into the story itself, which plays out on a gorgeously illustrated and sprawling 3D topographical map. The map while not only beautiful to look at, does a nice job of helping you keep your bearings while navigating this vast and unfamiliar land.

Some may look at Sorcery! and incorrectly assume it to be a fairly static, reading experience, but there is a lot going on and it is much, much more than just another forking adventure story. Unlike most digital gamebooks, Sorcery’s narrative is written (and re-written) on the fly based on the choices you make and all of your past experiences and decisions well. Though there are obviously a finite number of possibilities, it gives the story arc a more personal feel, tailoring it to your play-style, allowing for not only a unique experience for each reader, but increased replayability as well.

 

mapGetting Around

To navigate the game’s map, you simply drag a line from your character to the flag marking your desired destination. Sometimes there will be a fork in the road, leaving it up to you to select a path. Every time you make a map decision, a check point is marked and you can rewind back to any of your previous check points should you die or just decide you want to make a different choice. The only thing lacking here is the ability to sync your progress across multiple devices.

One way in which your personal decision tree (fighting style, whether or not you trust others or are more cautious and inquisitive) manifests itself within the digital gamebook is through your spirit animal, which changes as you make certain choices throughout your journey. Are you a Panther with a balanced heart or perhaps a Fox, who is always scheming? What does your animal say about you as a person? Your spirit guide can be called upon (prayed to) in times of need; when you require some assistance, healing, etc.

 

 

A gamebook wouldn’t be a gamebook if there wasn’t a lot of reading…

Fortunately it is here too that Sorcery! takes a bit of a departure from the status quo. Short passages of text are elegantly presented with each being stitched to the previous one as the story is built and decisions are made. It is a somewhat subtle, but cool looking effect and one of those little touch of polish that makes this gamebook so rich.

Not being much of a reader myself (I usually opt for audiobooks) the smaller digestible chunks make Sorcery! a pleasure to read and easy to pickup and play whenever I have a short (or long) slice of time. The ambient music and sound effects along with the high quality of writing do a fantastic job of setting the scene and really drawing you into this world. This app’s story is based only on The Shamutanti Hills, the first book in Jackson’s four-part Fighting Fantasy gamebook series. However, the folks at inkle have added at least 100% more content to the narrative to create more locations and forking paths to expand and extend the experience even more. Again, having never read the original, I couldn’t even begin to tell you which portions are from the original source material and which have been added, the quality of the writing felt consistent throughout.
 

Gameplay

combatUnlike the perhaps more familiar “Choose Your Own Adventures”, gamebooks generally contain a combat element and your character has some related heath / power stats. In Sorcery! these stats consist of stamina, gold and rations. You carry around an inventory of items like food, weapons, ingredients and a spell book and need to make sure you manage your character’s health with food rations and take rests to restore stamina lost in battle.

In the original (physical) Sorcery gamebooks, combat was handled with the typical rolling of dice, however, for inkle’s digital gamebook Jackson insisted that the team come up with something new…and innovate they did! Rather than relying solely on chance, the fighting mechanic in Sorcery! allows for much more strategy and player influence. It is a turn-based system in which you set the power of your attack (or just take a defensive stance to try to build back up energy). You have a limited supply of energy, so a strong attack on one turn means that your max power on future attacks will be greatly diminished, so you have to watch for written clues in the dialog and plan your attacks based on how powerful of a strike you think your combatant will wield. At the end of a battle, if you are unhappy with your performance (or lose), you can try again. Overall, this system makes for some really fun and more dynamic battles. Plus it helps that Jackson has come up with some really great enemies.

It is called Sorcery! so there must be spells right? Yep! In fact, the game’s spell system is also quite unique. Spells are cast by forming special three-letter names that map to each spell. To cast a spell you just spell out its name. You will not always have all the letters you need to cast a particular spell and certain spells require that you have particular ingredients in your inventory. Properly timed spell-casting can mean the difference between life and death in battle and it is fun to experiment with them. My only complaint is that I wish it was a bit easier to access the spell book directly from the spell casting page, so I can more quickly look up details on a particular spell.

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In Conclusion

With Sorcery’s engrossing and well-written story, simple yet elegant interface and innovative combat and spell casting systems, inkle has set a new standard when it comes to digital gamebooks. The constantly forking and on-the-fly story-building give this create your own adventure loads of replay value. With so many possible narrative branches it seems like there is always plenty more for me to explore in this book while I wait for more of the series. As I said, I am not a ‘reader’, so if you can find a way to get me to read a lot of content AND find it so entertaining that I don’t want to put it down, then you are most certainly doing something right!

 

About the Author

Brett is a 37 year-old software engineer, gadget geek, Founder/ Editor In Chief of AppAddict.net, husband and father of two little girls. He is a fan of all types of apps, especially adventure games and boardgames. (Devices Owned: iPhone 5 & 3rd Gen iPad). You can follow Brett on twitter at @otggamer.

NOTE: This review was originally published on AppAddict.net on May 3, 2013 and is republished on 2old2play with permission from the Author.

2o2p Game Review | Dead Island Riptide

Wed, 05/08/2013 - 07:24 — SarcasmoJones

Deep Silver’s sequel to the “zombie apocalypse in paradise” game, Dead Island Riptide (April 23, 2013), picks up right where the original Dead Island left off. The four characters from the first game board a helicopter with a convict and island native in tow, with the intention of fleeing the island of Banoi and returning to a zombie-free lifestyle somewhere less tropical.

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The survivors land on a military naval vessel and apparent safe haven, but instead of freedom they are treated to testing and captivity. Naturally, the situation on the ship goes South when the crew becomes infected and the survivors are shipwrecked on the monsoon-ravaged island of Palanai.



Another immune Aussie, John Morgan, joins Sam B., Logan, Xian, and Purna as a playable character. Morgan is a hand-to-hand combat expert, so players are finally able to make use of all those brass knuckles and claws just laying around the archipelago. The plot is nearly the same as the first game: find transport and get the fuck off the island before the government nukes it. Okay, so it’s exactly the same as the first game.

 

Peculiarly Familiar

Dead Island Riptide suffers greatly from the same shit, different island syndrome. A lot of the game looks exactly the same as the original, which gives some credibility to allegations that Deep Silver recycled environments from the first game. Endless looting returns as an unwelcome leftover from Banoi. My character was carrying somewhere around seven tons of canned food, wire, electronic scraps, magnets, and other crap scavenged from suitcases and dead island folks. Why does Deep Silver limit the amount of ammunition that a character can carry, but not the amount of trash? I guess we have magic backpacks but ammo belts grounded in reality.

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My least favorite part of Dead Island makes a strong return for the sequel: the idiotic side quest. After the newness rubbed off in the first game, players soon found their quest log filled with the lamest of side quests like “find my teddy bear that I dropped at Zombie Central” and “I’ll give you a shiny quarter for each can of beans you bring back to me.” Riptide makes characters scour Dead Zones for a film director’s camera, round up supplies for lazy beggars, and score cocaine from an undead dealer. The denizens of Palanai live a quid pro quo lifestyle: nobody on the island is willing to part with anything until you perform some suicidal act of reciprocity. Just give me the fucking map or I’ll kill you! Yeah, you can’t do that in this game. You can only kill the folks that the developer wants you to kill. I tried to kick mouthy villagers, shot an elderly German doctor in the head, and attempted to machete an addict barricaded in a hut. As far as I know, they’re still alive and well.



Regenerating zombies were another low point in the game. I ended up backtracking through several parts of the jungle, as well as the town of Henderson, only to find that the dozens of zombies that I stomped and decapitated along the way regrew their heads and respawned in the exact same spots that they were before. I would not begrudge new zombies springing out of cover to attack, but placing the exact same zombies in the exact same place turned exploration into a grind where random zombies would enhance the tension that should be prevalent in a zombie game. These scripted spawn points feel like an impediment to progress and an unnecessary depletion of resources.

 

Henderson and That Ol’ Co-Op Magic

The first game started out strong but lost steam as the game progressed. Riptide starts off weak but finally perks up once the characters make it out of the jungle and arrive at the town of Henderson. The jungle environments are very similar to the first game, but a lot of it is underwater. Henderson rewards those stalwart souls who braved the monotony of the jungle to an interesting town with real personality. Henderson plays home to the Old Town Cinema, a WWII fort, an open air market, and its own superhero...The Zombinator!

henderson

Once in Henderson, the little side quests become rooted towards reality and an actual sense of progression can be felt. The enemies also become more varied and numerous, which allows the co-op experience to really shine. Co-op, although a bit on the laggy side, provides quite a bit of entertainment, especially during a horde siege. These siege events occur when something attracts a large number of zombies to the players’ location-such as music, noise, or smoke- requiring players to bolster and repair perimeter defenses while fighting off waves of the infected. There are worse ways to spend a Saturday night.



Weapon mods were expanded for the sequel, and characters can be imported from the original game, so Dead Island veterans do not have to start over from scratch. Players now have access to different types of mines, which makes surviving sieges much easier and enjoyable. Riptide also dreamed up a couple of new zombie types to keep players on their toes...or the edge of their seats.

 

The Sound of Silence

There are a few major glitches that were exposed early in the game. I completely lost all sound twice during the first mission while trying to escape from the ship. I lost it again during co-op play while advancing through a military base in an attempt to reach a radio to call for help. I had to leave the game both times to reacquire sound, which was aggravating. Another point of contention is the autosave feature. I had finally acquired a boat and installed the engine at the inland marina, but a drowner knocked me out of the boat in deep water and I drowned. All that shit in my backpack probably didn't help.

boat

The boat was unreachable due to the depth of the water, which resulted in subsequent, and repeated, drownings , closely followed by a rage-filled chapter restart. After the acquisition of a boat, suddenly boats appeared all over Palanai. I found boats to be a very unpleasant way to travel, and almost preferred walking in the waist high water, especially in single player. Vehicles, like trucks and Jeeps, make a return in Riptide, but due to the condition of Palanai’s roads, I spent very little time driving over zombies.

 

Final Verdict

used
Dead Island Riptide
is unlikely to be anyone’s favorite game. It’s a roller coaster ride of awesome highs and annoying lows. However, the moments of magic cannot overcome the tedium, repetition, and restarts required to get there. Play it with friends to make the most of the experience; just realize that you won’t be playing it two weeks from now. Dead Island Riptide is one and done.
 

2o2p Game Review | Injustice: Gods Among Us

Tue, 04/30/2013 - 07:47 — SarcasmoJones

Injustice: Gods Among Us (April 16, 2013) excites my inner nerd in two ways: the comic book nerd and the Mortal Kombat nerd. My first introduction to Mortal Kombat was at the arcade. If you possessed the fighting chops, you could hold the machine hostage for hours while the hopefuls lined up behind you to wait their turn to challenge your dominance for a quarter, or token. Eventually, the game released for the Sega Genesis about the same time that arcades became a thing of the past. I played a lot of games over the years, but only John Tobias and Ed Boon could keep me playing the same game for hours trying to perfect combos, special moves, and fatalities.




Moovin!

While Injustice may feature DC heroes and villains, it plays like an MK game. Each match is a best two out of three utilizing a double life bar instead of designated rounds. Heavy, medium, and light attacks are still mapped, on the 360, to the X, Y and A buttons respectively. Most of the special moves are simplified to match a Scorpion/Sub Zero/Johnny Cage special move: down towards attack or down away attack. Away towards attack usually involves a rush or projectile weapon. While the special move mapping steals a bit of individualism from the character’s fighting system, it makes Injustice a bit more approachable than a Mortal Kombat title, and gives the game more of a pick up and play quality, which fighting newbies will especially appreciate. Building up the character’s power meter will allow players to double trigger the character’s super move and deal some serious damage to their opponent.




The Story

Single player story mode provides a scenario where Superman, in a parallel universe, unintentionally, by The Joker’s design, takes a role in the destruction of Metropolis, killing Lois Lane and his son in the process. Superman kills the Joker during an interrogation conducted by Batman, which leads him down the path of worldwide oppression under a single Superman government. Opposition to this government, meta-human or otherwise, is crushed. Only a handful of rebels remain to stand against the oppression: Batman, Lex Luthor, and Deathstroke are the beacons of justice in this world. Batman brings some of the heroes from our universe, Wonder Woman, Green Lantern, Green Arrow, Aquaman, and Batman, along with The Joker, to help put an end to Superman’s destructive regime and restore the world to its proper state of imperfection.



The story mode in Injustice tells a far better tale than any piece of MK fiction, which are inevitably variations of Bruce Lee’s Enter the Dragon. Players can unlock alternate endings by playing through the Classic combat mode, similar to ladder Kombat in MK. Single player also features several different takes on ladder Kombat, like Poisoned, which features a declining health meter. Beating these modes will unlock more modes, giving single player combat unlimited replayability. The S.T.A.R. Lab feature presents a separate series of stories, featuring objective-based battles. Completing objectives earns up to three stars that the player uses to unlock more Lab content. Players gain experience, through either versus or SP combat, to gain levels and unlock content: alternate costumes, concept art, etc. This game has a shit ton of content.

Most of the character balancing issues from the last game are also resolved: if you spent hours trying to defeat Shao Khan using Raiden in the last Mortal Kombat, then you understand how important balance can be in a fighting game. The end character battle, against Superman, seems almost an even match compared to the last game. Even in multiplayer, there is no one character that can defeat all others, like Noob Saibot from MK Trilogy or Shao Khan from the last Mortal Kombat.


The Way It Was Intended

Yeah, Injustice features a lot of great single player content, but fighting games are not meant to be played alone. The best way to enjoy any fighting game is side by side on the couch, trash talking and eating Doritos, and Injustice is no exception. MK veterans will likely make associations between these DC fighters and their MK counterparts. The closest thing to Liu Kang in Injustice would be Catwoman: she’s fast, fluid, and capable of landing a 10-hit combo in the right hands. The largest fighters like Solomon Grundy, Bane, and Doomsday, are slow but powerful, and best countered with a smaller, nimble fighter like Nightwing or Catwoman. I found Green Arrow to be the least capable fighter, but strangely, one of my favorites: he has too much personality to be left on the sidelines. Never, under any circumstance, pull out Green Arrow when facing a capable human opponent using Aquaman or Catwoman. Aquaman was the big surprise of the game: although his combos are short and tough to string together, his special moves are quite powerful and his superpower is the best in the game. Environments are not only destructible, but many items can be used as weapons, and who doesn’t enjoy broiling a buddy in jet flames or driving over a friend with a motorcycle?




DC Online

The last Mortal Kombat game will be remembered as a great fighting game, but also remembered by its tragic online play. The prevalence of dropped matches, poor hit detection, and horrific lag produced some of the least enjoyable online play in recent memory. Has Ed Boon and company found the rotten apple in the barrel? Hell, yeah they did! Not only is the online version completely playable, it plays just as well as the couch version. I played several matches with SofaKingSpecial, and we experienced none of the online drama that characterized Boon’s last fighter. Online is good to go!




The Verdict

newEd Boon and the Netherrealm gang produce some of the best fighting games, period. They have been around for a very long time, because they’re good at what they do. Injustice: Gods Among Us will never convert hardcore Street Fighter fans, or cause fighting game haters to finally embrace the joys of the uppercut and 10-hit combo, because that's not what it is designed to do. It’s designed to give some brutal interactivity to DC fans, and give Mortal Kombat veterans a change of cast and scenery. Injustice is well written, immersive, exciting, fun as shit, with a ton of content and replay value. This is a must-have for fighting fans, and a good way to entertain guests for other gamers. Injustice: Gods Among Us gets a perfect score.

2o2p Game Review | Bioshock Infinite

Tue, 04/02/2013 - 13:30 — SarcasmoJones

The year is 1912: the Republic of China forms, Cy Young retires from baseball, the Titanic launches for its maiden and final voyage to America, Teddy Roosevelt runs against Woodrow Wilson in the November election, and Booker DeWitt arrives in the floating city of Columbia.



Booker is dropped off at a lighthouse on a stormy night, which is reminiscent of our introduction to Rapture in the original Bioshock. However, instead of riding a submersible to the bottom of the ocean, players are rocketed upward to a city in the clouds. Hallelujah!

DeWitt hasn't come to Columbia to stroll down the boardwalk while eating hot dogs and cotton candy. He is here to extract a girl named Elizabeth and deliver her to his creditors in New York to erase an excessive gambling debt. Booker is no angel. We learn as the game progresses that he lives a life of violence, as both a union-busting Pinkerton man and an Indian fighter, which makes him perfect for the job at hand.

Columbia
Irrational Games obviously meant for Columbia to play the role of main character in this story of alternate realities. Columbia has more personality than any character in Bioshock Infinite, and she is as nuanced and multi-layered as any protagonist, or antagonist, one could find in the annals of history or fiction. In previous Bioshock games, we visit Rapture after the fall and she is well past her prime. In Bioshock Infinite, we get to see Columbia on her best day, then participate in her destruction. On the surface she promotes a facade of clean industrial age wholesomeness: shoe shines, grand statues, street vendors, boardwalks, and penny arcades. The founding fathers are regarded as saints. Statues of George Washington with his sword, Benjamin Franklin with his key, and Thomas Jefferson with a scroll are the very first sights visitors to Columbia see, after the prerequisite baptism. Religious propaganda, courtesy of “The Prophet”, Zachary Hale Comstock, permeates every nook and cranny of Columbia. On the surface, Columbia is populated with happy, religious folks living the easy life.

See video


Columbia, like Rapture, has its dirty little secrets hidden behind the smiling, white faces enjoying the fair. Racism is in full swing behind the scenes, where Black and Irish workers work sixteen-hour days in the employ of Columbia’s industrial leader, Jeremiah Fink. Fink’s intolerable working conditions and unfair wages sow the seeds of revolution, in the form of the Vox Populi. The Vox is led by rebel, Daisy Fitzroy, former maid to the Comstocks, who stands accused of the murder of the First Lady of Columbia.

See video


Elizabeth
The extraction target is a girl named Elizabeth, who possesses the ability to open multidimensional tears to alternate realities. Consequently, her prison consists of scientific equipment designed to siphon her abilities in addition to locks and doors. Her warden, a giant bio-mechanical flying menace, named The Songbird, further complicates the acquisition of the target. Booker gains her tentative trust, through false pretense, and escapes with the girl, bringing the vengeance of both bird and prophet upon the duo. Elizabeth is far from helpless and aids Booker by bringing allies and equipment through tears and into the fray, as well as scrounging for ammo, salts, and cash.

Snake Oil and Shotguns
Players who take the time to visit the booths at the fair will get a taste of tonics: Columbia’s version of Rapture’s plasmids. Almost identical in application and implementation, tonics provide the imbiber with supernatural abilities. My favorite was Murder of Crows, which sends a flock of murderous birds towards the intended target, much like Rapture’s Insect Storm. Other abilities include Devil’s Kiss (fireballs), Shock Jockey (electricity), Possession (enemies to allies), Undertow (water), Bucking Bronco (telekinetic levitation), Charge (bull rush), and Return to Sender (magnetic shield). These vigors are powered by salts, which can be found in almost every environment, or purchased through vending machines. Gene tonics have been replaced with specialized clothing, called gear, which possess ability-enhancing properties.

See video


The firearms in Columbia aren’t terribly dissimilar from those found in Rapture: shotguns, automatic pistols, semi-automatic carbines, revolvers, machine guns, RPGs, and grenade launchers. Most weapons have a Vox Populi counterpart, complete with a homemade look to them, and just as dangerous in Booker’s hands. Players can carry only two weapons at once, and I preferred the carbine/shotgun combo. Irrational added a third dimension to Bioshock Infinite: aerial combat. The Skyhook doubles as a melee weapon and mode of transportation. Shooting foes while whizzing down a skyline or dropping down on them for the whole “death from above” tactic was a blast. Different pieces of gear focus on skyline combat, so be sure to tailor your gear to your play style.

Formidable Opposition
In addition to the alternately antagonistic forces of Comstock’s cops, automated turrets, rocket-firing Mosquitos, The Songbird, and the Vox Populi, Booker and Elizabeth also must face some of the heavy hitting mechanical horrors that Columbia has to offer. The Handyman, Columbia’s version of the Big Daddy, is a giant hulking half man, half machine antagonist of particularly dangerous proportions. The Handyman is very big, incredibly fast, and a huge pain in the ass to put down, especially on the hardest game mode: 1999. Aim for the heart, amigo.

The motorized Patriot is another high-powered pest. A clockwork rendition of George Washington armed with a crank-powered Gatling gun, this automaton usually bolsters enemy forces and is only rarely encountered alone. I would suggest using cover when fighting a Patriot, lobbing Shock Jockey to stun and then shooting the gears in his back. Take him out first as his Gatling gun is fatal in mere seconds.

See video


An Irrational Attention to Detail
Despite the highly improbable setting, Ken Levine and crew fleshed out a very authentic 1912 environment. The buildings and attire found in Columbia seem very era-appropriate, if you can get over the fact that the buildings are floating. The hummingbirds in the gardens outside the Temple of the Founders are engaging to watch, the fair stands as a testament to Irrational’s period research, and the AI is refreshingly intelligent. Players will likely note that conversations, although non-paticipatory, are never repeated, if you’re the eavesdropping sort.

Facial animations again showcase Irrational’s attention to detail, especially concerning Elizabeth. She is very expressive, both vocally and facially, and you only need glance at her briefly to gauge how she is feeling. Dropping the multiplayer aspect allowed Irrational to really breathe life into the characters and environments of Columbia, providing some wonderful immersion that was prevalent in the first game, but missing in Bioshock 2.

Almost Perfect...Almost
Not everything in Bioshock Infinite is a triumph of storytelling and attention to detail. The game itself is a short-lived experience: I finished my first run in just under twelve hours. This does not bode well for the single player only experience. Irrational has a tendency to inject politics into their games as well: previous themes could be interpreted as a blow against the Ayn Rand brand of conservatism, and Bioshock Infinite couples that concept of free enterprise gone mad with the dangers of mixing politics with religion. The game also includes a great deal of racism. Although this kind of racism would have been present in 1912 America, I did not particularly need to see filthy bathrooms designated as “Irish and Blacks Only.” The depiction of Daisy Fitzroy, a black woman fueling the Vox Populi with her rage, tended to dehumanize her character to the point that she was almost a caricature in a game full of real folks. I also experienced a few minor gameplay lags, but no major technical glitches. My last point of contention involves the autosave feature. Previous Bioshock games allowed a hard save, Bioshock Infinite saves at checkpoints so when you have to quit and come back to Columbia because you had to wash dishes or whatever, you end up retracing the last ten minutes of game time instead of picking up where you left off. Not a big deal, but it is kind of irritating.

Final Verdict
Yeah, Bioshock Infinite is a short game, but it has some replay value, especially for achievement hunters. I would expect this game to be high on 2Old2Play’s GOTY shortlist at the end of the year, and deservedly so. Very few games can pull me in like Bioshock Infinite did. It was so completely worth the wait, and I’m going back in for another run, on 1999 mode. Wish me luck!

2o2p Game Review | Crysis 3

Thu, 03/28/2013 - 12:38 — SarcasmoJones

In a future imperiled by unspeakable inequity and an unstoppable intergalactic threat, one man can make a difference for humanity....if he has a bad-ass nanosuit. EA claimed that Crysis 3 is the game that is going to “make every other shooter its bitch.” I think John Carmack once said the same thing about Daikatana. Does Crysis 3 have the chops to shoot BLOPS2 and Halo 4 off their respective pedestals?

 
See video
 
They Don’t Call It The Power Company For Nothing
In the future, the power company, known as the Cell Corporation, turned New York City into The Liberty Dome. This malevolent entity effectively charges its customers into slavery and uses its corporate army to protect its assets and enforce the will of the board of directors. A massive dome was constructed to prevent Cell’s customers from escaping their contracts. The dome’s construction changes the city’s urban environment into a lush jungle landscape. A band of rebels opposes the power company and sends former Raptor Group member, Psycho, now deprived of his nanosuit, to rescue Prophet from prison to aid in the good fight against high electric bills. 
 
The Last Suit You’ll Ever Wear
As luck would have it, the imprisoned Prophet still wears his nanosuit: I guess the guards forgot to pat him down. This upgradeable suit grants Prophet some heroic superpowers like camouflage, extra-armor, security hacking, nanovision, weapon stability, target marking, and super strength. Psycho busts him out of the joint so they can get back to the city and stick it to the man. Although Prophet sees the fight against Cell as a stepping stone to the real threat: planetary annihilation by the Ceph-a race of giant, alien bugs.
 
Tools of the Trade
Aside from the suit, Prophet has access to all kinds of nifty toys to play with: assault rifles, grenade launchers, bazookas, grenades, pistols, and the amazing Predator Bow. The bow features three drawstring strengths ranging from quick shot speedy to armor-piercing. The bow can be fired under full stealth, without making Prophet visible to enemies. The ammo types are varied from regular to electrified and explosive, so choose the right type for the job.
 
Melting PCs
Cevat Yerli, the CEO of Crysis 3 developer, CryTek, brags that the high-res requirements for Crysis 3 will “melt down PCs.” While the game looks great on consoles, it is absolutely mind-blowing on PC versions running with the recommended hardware: Vista 7 or 8 OS, 4 GB RAM with another 12 GB free hard drive space, Intel core 13-530 or AMD Phenom II x2 565 CPU, Ge Force GTX 560 or Radeon HD 5870 graphics card, newish DirectX 9.0c compliant sound card, and a speedy internet connection. Even on my 360, this is the best looking and sounding game that I have played. 
 
See video
 
Don’t Go Into The Ryegrass!
The beautifully rendered environments in Crysis 3 could compete with almost any major motion picture, which makes me very excited to see what developers produce using next gen hardware. The crumbling, overgrown edifices are very realistic, life-like avatars look and react like actual humans and even the fire and water are spot-on. This game scores 110% on graphics alone. I played through the game using my Gamestop Red Samurai headphones and I swear that this game also sounds better than any current-gen game, hands down. The levels generally consist of well constructed mini-sandboxes, several of which leave lasting positive impressions: stalking feral Ceph hunters in the tall grass of a derelict railyard, reminiscent of The Lost World, with the Predator Bow armed with explosive arrows, blowing up Cell’s hydroelectric dam, and driving a dune buggy through an APC ambush to save those who despise you. Good shit, amigo!
 
Killing Time With Friends
Crysis 3 features eight different multiplayer modes, like Hunter and Crash Site, each featuring different objectives. Players have access to customizable loadouts, which can be upgraded through multiplayer experience. Single player campaign spoils do not carry over to MP. Players must traverse some very large maps while avoiding player enemies as well as AI gunships. MP also features a pilotable mini-walker that shoots LMGs as well as a grenade launcher....very deadly, but also a very slow way to navigate these maps. Crytek also found a way to discourage camping. Slain players drop their dog tags, which can be picked up by the killer for a killstreak reward. Players have immediate access to the awesome Predator Bow if they purchase the special Hunter Edition of the game.
 
See video
 
Just When Things Were Going So Well...
As great as the game seems to be, it also suffers from a few glaring weaknesses. My first gripe concerns the story itself: it doesn’t make any fucking sense. The Cell Corporation enslaved New Yorkers, using their electric bills as leverage? I call bullshit! No New Yorker would put up with that kind of shit from the electric company. On that note, why was Prophet allowed to wear his military-grade armor in prison? How, exactly, does a giant space bug become a new source of electricity? If you can get electricity from bugs, why is my electricity bill so high? Just go get some more bugs and quit worrying about the money.
 
Another gripe about Crysis 3 is that the control scheme and button mapping is overly complicated. The triggers do what they’re supposed to do: the left brings up the sight and the right squeezes bullets out. The left bumper enhances the armor and the right takes Prophet into stealth mode. Here’s where shit gets hairy. The Y button flips between two conventional firearms. Down on the D-Pad brings up the Predator Bow, going right switches to an RPG or remote charges. B button squats, right stick press for melee and left stick press for run. Press the back button to fart around with armor upgrades but hold it down to switch ammo types. Prophet carries grenades, but I never figured out how to get to them...I’m sure they were nice though. You will empty a gun at some point and be forced to switch guns or ammo types, the latter leaves you vulnerable to gunfire while the former will almost certainly produce a weapon that you did not want, if you don’t squat or open your armor upgrades by mistake. It’s simply too much shit mapped to a console controller.
 
The last point of contention is that multiplayer looks way shittier than the single player campaign. If you’re looking for a great-looking MP experience, then you need the PC version, and you better have that beast tuned to spec.
 
Final Verdict
Crysis 3 is a great looking game, maybe the best looking game this generation, but the stupid, incredulous story, bananahead control scheme, and frustrating gameplay compromise its good looks just enough to drop the rating a notch. Multiplayer is an exciting, albeit slightly vanilla, experience, and is unlikely to convert many die-hard COD or Halo fans. I would wait out the $60 price tag.
 

2o2p Game Review | Tomb Raider

Wed, 03/13/2013 - 14:31 — SarcasmoJones

Eidos gave the gaming world a shot of adrenaline straight to the chest in 1996 when Tomb Raider released. The game presented its protagonist, Lara Croft, as a sexy, female version of Indiana Jones: adventurous, resourceful, confident, and competent. Tomb Raider broke a lot of new ground, both technically and by breaking female stereotypes that were perpetually spoon-fed to gamers since the industry took its first baby steps. Lara Croft is no damsel in distress. Lara quickly became an icon, enjoying several sequels and a successful jump to Hollywood with two blockbuster movies under her belt. The inevitable decline in the series can be blamed on the progressively increasing sexual objectification of Lara herself, muddled plot lines, and a fracturing of her personal history. No sequel could have dug Lara out of the hole: Tomb Raider needed a reboot.

 
See video
 
You Want To Go Where?
Tomb Raider, actually the tenth game in the series, opens at sea, aboard the Endurance. Lady Croft is a participant in an archeological expedition to find the lost tomb of an ancient Japanese Sun Queen, Himiko, who ruled over the island empire of Yamatai. Depicted mostly through camcorder and diary entries, we discover that young Lara is exceptionally gifted and intelligent, but also very young and possesses very little of the assertiveness that characterizes her older self. The expedition is being led by egotistical and ambitious Dr. James Whitman, but it’s Lara’s instinct and research that points the group towards The Devil’s Triangle. This information was coaxed out of Lara by her friend, and videographer, Sam, because of Lara’s hesitance to contradict the lead archaeologist. This decision, supported by all but Whitman, breaks the Endurance in half and shipwrecks the crew on the island of Yamatai.
 
 
A Small Campfire Beneath A Windswept Cliff
Lara finds refuge beneath a windy cliff shelter, using her last match to start a campfire. She is alone, shivering from the cold, hungry, and feeling the weight of her responsibility for the decision that led to disaster. There are no swaggering adventurers here, just a vulnerable woman one match away from extinction. Lara must find the strength to survive, find her companions, and escape the island, which acts as a Roach Motel for ships and planes. These campsites, scattered throughout the island, serve as places to upgrade abilities, weapons, and fast travel from one discovered campsite to another. Abilities are upgraded through experience by hunting, combat, and tomb raiding. Weapons require spare parts to upgrade, found by looting containers and the bodies of dead island guys.
 
Distressed Damsels and Dudes
The island teems with wildlife and bad guy island dudes. These marooned islanders took Lara’s colleagues hostage, and are particularly fond of Lara’s friend, Sam. Lara is guided, not by the promise of treasure and glory, but the desperate desire to get her friends safely off the island. Players guide Lara through ancient Japanese villages, derelict ships, caverns, trap-filled palaces, Bad Guy Islandville, and few good tombs. The tomb’s puzzles are generally crudely physics-based: there are no blocks to be pushed. Action centers around quick-timed button presses, jumping, climbing, threat-dodging, ledge-catching, and a fair amount of third-person gunplay. Lara is usually one poorly-timed button press away from death, and Crystal Dynamics conjured up dozens of horrific ways for Lara to die. My favorite death involved a rapid water evasion sequence that ended with Lara’s neck impaled on a wooden spike. 
 
See video
 
Not Your Typical Hero
Lara Croft never was portrayed as a woman content to live a stereotypical in-game existence, which in turn became a stereotype. Early game stereotypes usually consist of a damsel in distress in need of a male savior, or she found herself as a prize to be won in a conflict between two men. After the inception of Lady Croft, women were sometimes portrayed in almost masculine roles: overly ambitious and daring. This Tomb Raider reboot presented us with a very human heroine. She doesn’t save the day because she’s the mighty Lara Croft, but because we can finally relate to her and want her to win.
 
What Makes This Game So Special?
Almost everything about this game is positive: graphics, sound, clever environments, realistic puzzles, character development and interactivity. Not only is Lara likeable and relatable, but her companions share those same qualities. I especially liked the stalwart and smooth Roth, and the salty Scotsman, Grim, both former adventuring companions of Lara’s father. Crystal Dynamics carefully assembled these pieces to craft one of the most outstanding games I’ve ever played, and certainly the best this year. Most of the 2O2P staff has also played the game and we seem to be in agreement:
 
Tomb Raider campaign is outstanding. Combat is great, production quality is amazing pacing is great graphics and sound equally amazing. Best game this year so far and probably not many will challenge that throughout the year.”-TANK
 
I haven't even considered MP. I finished the campaign. The game is nearly perfect in my opinion.”-frizzlefry2
 
You Knew It Was Coming
As good as the new Tomb Raider is, the staff has a bone or two to pick with Lara. My biggest gripe, as with a lot of the newer games like Dishonored and Rage, was the brevity of the experience. As immersive and impressive as the story is, I finished it in just under twelve hours. Another point against Tomb Raider is the fact that a lot of the narrative closely resembles another recent release in the island adventure genre: Far Cry 3.There are also some reported technical glitches.
 
My only drawback?  I suffered that stupid ass rope ascender glitch and almost threw my controller through the screen.  I would make mention of that for sure...QA shouldn't miss bugs like that.”-frizzlefry2
 
Multiplayer is also another low-point in the game. Third person frag-fests are generally not the way to present a shooter, but Tomb Raider MP made a particular mess of the deal. Skating and flying characters, erratic player movement speed, and bulletproof foes all make for a woeful multiplayer experience.
 
See video
 
Like many of the early reviews that came out and said that it felt like MP was an afterthought, MP was an afterthought and unfortunately, it was a very painful afterthought. It's like the publisher didn't even bother to try... For example, right out of spawn, the character movements were clunky and on several occasions, they didn't even show the character's legs running. Instead, the character would strike a pose then skate across the map. Weapon balancing at this point doesn't exist while aim sensitivity felt weighted even after setting it to maximum. To make matters worst, characters haven't mastered the art of running with their weapons. Instead, they holster them whenever they run so when you absolutely have to shoot everything in sight, you have to stop running, pull out your weapon, take a few seconds to aim, then finally pull the trigger. There is no fluidity in the transitions from running to gunning and as a Gears player, this can be frustrating.”-Loki619
 
 
The Final Verdict
While the multiplayer function has proven itself to be a train wreck, and despite the relatively short campaign, I have to recommend Tomb Raider. This game raises the bar for storytelling, character development, and delivering a kick-ass game playing experience. Lara Croft knows how to show a guy a good time.

 

2o2p Game Review | Dead Space 3

Thu, 03/07/2013 - 09:54 — SarcasmoJones

Engineers are typically a nerdy bunch: they know how to use slide rules, love Linux, and use mechanical pencils. I’m sure if Isaac Clarke wasn’t so busy dismembering necromorphs he would sit down and bitch about how wasteful and slow Windows is, and show you his slide rule. Fortunately for fans of Visceral Games’ Dead Space series, Isaac is way too busy saving the universe to drag us down with his nerdiness.

 
 
Trouble at Home
Apparently Isaac hooked up with Ellie after the events in Dead Space 2, but as the new game opens Ellie is long gone and Isaac is playing her goodbye message for probably the hundredth time. I told you he was a nerd. Some gung-ho soldier boy busts in on Isaac’s little pity party in order to motivate Isaac into helping out with a space rescue mission involving his ex-girlfriend. This event coincides with a terrorist attack by members of the Church of Unitology, whom I call the Church of the Magic Marker, who attempt to assassinate Isaac and wreak havoc on Earth by unshielding a marker in the city. The city is soon overrun by necromorphs and it’s obviously time to leave.
 
Lifeboat in Space
Ellie’s last known position winds up being a graveyard for spaceships in the middle of a minefield. The mines take a heavy toll on soldier boy’s ship, forcing what’s left of the crew to seek refuge in some of the larger pieces of ancient derelict ships. It’s Isaac’s grim duty to gather enough parts from necromorph-infested ship chunks, fly a 200 year old shuttle out of the field to the planet below, and end the Necromorph menace once and for all. The ice planet was the site of a previous attempt to study the markers and find a way to deactivate them. Perhaps Isaac can survive the beasties, the Church of the Magic Marker, and survivor dissention long enough to save the day.
 
See video
 
Hell Ain’t A Bad Place To Be
From a technical standpoint the game is nearly perfect. The game’s hellish environments are beautifully depicted and stand up well to HD scrutiny. I could almost believe that the space ship chunks were floating there, in orbit around Hoth’s Dead Space counterpart, for 200 years or so. The ships are rusty, dusty, and creaky...and those fucking air vents are everywhere. Necromorphs love air vents! The polish really shows on the sound effects: shots in space sound different than inside a ship, which sound different on the planet; snow crunches and necromorphs sound appropriately hideous, even from a distance.
 
 
I’m not one to go on about how many pixels are in a shot, what the framerate is, or how fucking Dolby the game sounds. However, all of these things come together to produce that signature dread-inspiring atmosphere that is the true star of the series. Dead Space fans always remember things like their first spacewalk aboard the Ishimura, the zero-g battles, the different ways in which they got Isaac killed, and the feeling that absolutely no place is safe. In Dead Space 3, almost every environment is hostile: booby traps, freezing temperatures, and deadly beasties with a disturbing fixation for Isaac all lie in wait to show players how many ways Isaac can die.
 
There are plenty of new necromorphs for players to face down: skeletal swarmers, replacement head necromorphs, regenerators, and a monstrous behemoth with a place inside just for Isaac....and I thought they smelled bad on the outside.
 
 
Isaac can finally put his engineering skills to deadly use. Workbenches now allow Isaac to create weapons and weapon blueprints, as well as upgrade them. Scavenge enough parts, like circuits, scrap metal, weapon frames, etc., and Isaac can craft hundreds of different death dealing options. My favorite weapon was an electrified shotgun with a built in grenade launcher. Other options include a flamethrower, submachine gun, revolver, frost-thrower, plasma cutter, and many more, all customizable and interchangeable.
 
Scavenger bots may also be utilized to do the legwork, just find a bench and make something cool. Isaac can also create ammunition, tungsten bars, used to access locked doors, and med kits. Isaac’s suit can also be upgraded to extend and strengthen his kinesis ability, armor, and hit points. Dead Space veterans also have access to Shepherd’s N7 suit, from Mass Effect.
 
 
Visceral included some nifty new death scenes for our nerdy protagonist to participate in...and you thought the eye thing was bad! I like Isaac but he dies more than any character I know, and every death shows me something new. I especially enjoyed setting Isaac on fire: he’s quite a dancer. 
 
The single player campaign is satisfyingly lengthy. Dead Space 3 now features a co-op mode, which is fairly seamless in its implementation, and includes another stranded soul named Carver. It also features some Kinect interactivity, although that function was not tested in my playthrough, but it looked kind of dorky.
 
 
Nobody’s Perfect
While the weapon selection is great, Dead Space 3 limits players to only two weapons at a time. Remaining weapons must be stored in a safe. The atmosphere is spot-on but much of this game has been played before, as Dead Space 3 tends to rely heavily on it’s tried and true formula: start with a bang, brief respite, spacewalk, more action, dodge some shit while climbing or flying, fight a big necromorph and shoot the yellow spots, rinse, repeat. Nothing really new there. Another low-point was the interaction with the rest of the stranded crew, especially the little love triangle between Clarke, Ellie, and soldier boy. It wasn’t necessarily bad, but it forced an unnatural, and unneeded, plot distraction. Foreshadowing is not Visceral’s forte, and I found myself being unsurprised at crucial plot twists. Stick to scaring the shit out of folks, Visceral, foreshadowing is not what you do best.
 
 
The Final Verdict
This game is not about plot development, it’s about intense confrontations, a palpable sense of tension, and getting Isaac killed over and over. There’s enough new stuff to make the game stand apart from its two predecessors. This is the most fluid, best looking, and scariest Dead Space to date. Dead Space is the premier survival-horror franchise, and this one is the best of the bunch. Just don’t expect to get much sleep.

2o2p Game Review | The Bridge

Thu, 02/28/2013 - 14:49 — ErinAS

2old2play was able to get our hands the mind bending indie game The Bridge that hit the Steam store February 22nd. The game’s creators describe it as “a 2D logic puzzle game that forces the player to reevaluate their preconceptions of physics and perspective. It is Isaac Newton meets M. C. Escher. Explore increasingly difficult worlds, each uniquely detailed and designed to leave the player with a pronounced sense of intellectual accomplishment.”

 
See video
 
Should You Cross This Bridge?
That’s a pretty accurate description. The art style definitely makes you feel like you are in the middle of an Escher painting. The music’s ambience makes you feel like you are walking the rotating halls in the twisted mind of Tim Burton while he’s writing a noir Sci-Fi B film. The puzzles do get difficult quickly but reward you with that “a-ha” moment sense of accomplishment when things finally click.
 
Indier Than Thou
I feel like I’m really becoming a video game snob. I do have a soft spot for free range organic indie games from small studios. The Bridge was developed by just two people: programmer and game designer Ty Taylor and artist Mario Castaneda. It grew out of a master’s degree Capstone project. The Bridge already won many awards including being selected as one of the Penny Arcade Expo’s Top 10 indie games at the 2012 Seattle showcase.
 
With a gaming PC hooked up to our main television I like to use Steam’s Big Picture and a wireless XBox controller with a PC adapter. A lot of the indie games I play fall short of stretching to a 52” TV in full resolution and don’t have controller support but this worked perfectly with both.  It even makes use of the rumble pack.
 
 
Gameplay
The game begins with a nod to physics great Sir Isaac Newton. He sleeps under an apple tree and awakens when you (spoiler alert!) shake the tree and an apple hits him in the noggin. From there you wander through some fields to a house with several doors that lead to the puzzles. The game consists of four levels with six puzzles each. Once you make it through them all you unlock alternate mirror versions of each. In total, the game features 48 puzzles and two unique endings. I would prefer all the puzzles to be open at once so you could wander over and try others when you get stuck on one. At least for levels two and three you can walk into either door but that’s still only two possible puzzles at a time. I guess it was designed that way for story consistency but I didn’t quite follow the narrative so I would have been fine with doing the puzzles in any order.
 
You navigate the puzzles by walking the floors, ceilings and walls and flipping around the gravity.  In many levels you need to both avoid and use to your advantage “The Menace” which are angry looking balls that remind me of the 80’s Madballs toys.
 
 
Thankfully, the game is only in 2-D so it didn’t make my brain hurt as much as some of the levels in Portal 2. The XBox controller works great and, once you get used to how things flip, the levels are easy to navigate. There were a few spots in the game where I couldn’t tell if I’m just bad at falling or if the physics were a bit off; though it finally did what I wanted after a few resets. The game has a really nice rewind feature. You can rewind a few seconds or as far back as the beginning of the level if you mess up. Definitely a bonus for physics puzzle games as it is often frustrating to restart the entire level to do the same thing over and over again when just missing. The game features another neat element for solving puzzles. Every time you “die” the game leaves a sort of ghostly imprint of you in that spot so its easier to remember what you already attempted and failed.
 
 
I played with my husband and it took us about three hours to get through the initial 24 puzzles. I started a few of the mirrors and I’d say its probably another four hours or so to play all the way through. One of the levels I found toughest was III-II. I had to give up for the night and try again before I realized I had to hit a button to rotate around the bridge symbols (a new game mechanic in this set of levels). It was pretty simple after that. The last two levels were really challenging. Luckily, just two days after launch there were already walkthroughs up on Youtube. If you really get stuck and can’t take it anymore, you can always check those out.
 
The Verdict
This game was a great way to spend a snowy weekend at home. If you’re a fan of physics puzzle games definitely add The Bridge to your collection. It features a good difficulty ramp and doesn’t really get too infuriating until the last puzzle. Using 2old2play's rating system I went back and forth between New and Price Drop but it is an indie and it’s only $15.  Don’t wait for the Steam sale. Support their careers and pick it up now!
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