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Why the top 5 games of the year so far are no good
by Unknown
1.9.11

Think that 2011 has been a good year for gamers, having given them a slew of new, unique, and enjoyable titles for their consumption? Think again. Tom Acres is here to tell you why five of the year's top games aren't worth the discs they're pressed on.

We're only just in August - still a good few months away from the time of year in which many of the years best games tend to be released - and already critics and gamers alike have been lauding many of 2011's titles as masterpieces and Game of the Year contenders.

Five of the top games of the year happen to include three sequels, a remake and a glorified adventure game - hardly the innovation or creativity that surely we should expect from the very best of the medium? Yet critics will tell you why the following five titles are worth their weight in gold. Well, I'm here to tell you exactly why they're not.

Editor's note: this article is intended as a humourous, tongue-in-cheek look at some of the year's top games, and should be taken with as big a pinch of salt as possible.

Portal 2


It says a lot about this generation of games when Portal 2 is lauded as a game for clever people. A challenging game, with puzzles that 'make you feel smart'.

Well, I suppose in comparison to the mindless shooting of Black Ops, or the incredibly stupid enemies you stab repeatedly in Assassin’s Creed, Portal 2 is for clever people. But that's like saying Wayne Rooney is supremely intelligent, just because he might be ever-so-slightly more intellectual than Katie Price. At the end of the day, there's a rather large difference between being clever, and being made to feel clever.

The only way Portal 2 makes you feel clever is the way you get through the game from a first-person viewpoint without killing anything. To gamers of this generation, a first-person viewpoint basically means 'aim, pull trigger, kill'. Just because Portal 2 is a first-person game that doesn't involve killing, doesn't mean it's suddenly ingenious. Portal 2 is a puzzle game, I'll give it that, but just because it's a puzzle game in a generation full of shooters doesn't suddenly make it brilliant. Critics have lauded it as being a thinking man’s experience - really? Portal 2's repetitive chambers basically work like this:

Step 1: You see a huge wall, just about the right shape for a portal, made of the right material for portals to be placed on.

Step 2: You find another wall of exactly the same attributes.

Step 3: Shoot a portal on each wall.

Step 4: Walk through a wall and pretend to feel like a genius because you've been told that this game is God’s gift to intellectuals.

So, yeah; Portal 2 is hardly the mind-bending experience that so many claim it to be. If that wasn't enough, Valve has also received a great deal of praise for its use of 'dark humour' and mature writing.

I'm sorry, what? Are you telling me that a game rated 12+ is considered to be at the forefront of dark humour? And the plot twist at the end? Oh my goodness me! You mean the good guy turns into a bad guy? What an incredibly unique storytelling device that is totally unpredictable in every way!

So what of these remarkable characters that everyone seems so keen on? Sure, it may be novel to have the other one from all of Ricky Gervais' stuff voicing a little robot, but that novelty soon wears off when the writers recycle the same gags again and again... and again. So then they make him evil, for seemingly no reason other than to try and 'surprise' the player.

Portal 2 is a game that is placed firmly up its own backside; it thinks it's oh-so-funny and oh-so-clever and oh-so-different, when in actual fact it's a simple puzzle game for fools who otherwise spend their time either playing Modern Combat Space Marine Reach Wars 2011 or watching porn.

It's a puzzle game for 2011. So it's essentially a puzzle game for idiots.


The Legend of Zelda: Ocarina of Time 3D


Why do people even pretend to have a sense of nostalgia when old games are re-released? Publishers don't re-release games with a new lick of paint because they love you, the consumer, or because they want to 'let a brand new audience experience a classic'. No; it's because they want your money.

Despite this rather obvious money-making scheme, for the most part, gamers seem to fall for it. Why do we even pretend to enjoy playing old games in 2011? When an old game is re-released, people seem almost inclined to buy it because they'd feel bad if they didn't. It's like when your mum asks if you'd like to come with her to visit your grandma; of course you don't - she's boring and smells funny - but you feel almost as though you have to, and once you're there, you have to pretend to be enjoying it. This is exactly what it's like to play The Legend of Zelda: Ocarina of Time 3D.

Sure, it was good in 1998, but you know what else was good in 1998? Arsenal. Now look at them. Don't pretend to admire their pretty football; they won't win anything, and all their best players want to leave. Look at Ocarina of Time 3D; sure, you could admire the pretty new visuals, but it's still an old game that wouldn't have received nearly as much attention if the Nintendo 3DS library wasn't so bad that one of the best titles to be released for it thus far is Spongebob Squarepants 3D.

The things that were good about Ocarina of Time in 1998 have since been done better in Twilight Princess, and probably again better in Skyward Sword. The bad stuff from 1998 is now considered not just bad, but monumentally shit. Still, people seem willing to excuse it because it's 2011. Just like when your grandma addresses you by your uncle's name - you laugh it off, but deep down you want to give her a good slap.

Why would anyone want to spend a Friday afternoon pretending to be pleased to see their grandma? Exactly. So why do so many pretend to enjoy The Legend of Zelda: Ocarina of Time 3D? It's an old game and the new headline feature gives you a headache. Good one, Nintendo.


L.A. Noire


Just like Portal 2, Rockstar's L.A. Noire has been lauded the world over for being a bit different. So different, in fact, that you're not even allowed to kill innocent people. I know, what a monumental step forward in game design that is.

In all seriousness, L.A. Noire is just a glorified point-and-click adventure game. I'm not saying there's anything wrong with adventure games, but the way in which L.A. Noire hides this core concept beneath an unnecessary sandbox world and clunky gunfights makes it seem as though Team Bondi are almost ashamed to declare it an adventure game. Perhaps having 'Rockstar' emblazoned all over the box and TV adverts made the Australian developer think, "Oh bollocks. People are going to buy this hoping for the next GTA. Let's connect all the missions together with a bit of a boring sandbox, chuck in some rubbish gunfights with movement so clunky it makes Heather Mills look like a gymnast, and end up with a weird hybrid of a game called Tales Of Monkey Theft Auto And Max."

The focus of L.A. Noire is solving cases, but, much like Portal 2, these scenarios aren't nearly as clever as the developers like to think. Sure, it might cause ten-year-old Timmy some frustration, and avid sixteen-year-old Modern Warfare player Steve with his 1 GCSE might find the pretence of 'solving things' all too much to bear, but for the average person, this game is about as clever as a ham sandwich.

L.A. Noire also so clearly wishes it was a HBO crime series; it's almost embarrassing. If you've watched Mad Men, or The Sopranos, or any of the countless other similar shows distributed by that channel, then you've seen each and every character and crime found in L.A. Noire. In fact, you could just watch an episode of Sherlock on the BBC, and pause the show every so often to try and use the clues found so far by the character to solve the cases before clever old Benedict Cumberpatch can. And, by doing so, you could get just as much enjoyment and satisfaction as you would from playing L.A. Noire, without all the rubbish gunfights, driving and exploring.

The next series of Sherlock will air next year; remember to record each episode, pay nothing, and experience everything good about L.A. Noire without having to pay a penny. Solve crimes for free, but with likeable characters instead!

And don't try and bring up the facial animation. So it might look quite cool. But the faces look far more realistic in Sherlock.


LittleBigPlanet 2


So here we have the sequel to the game that lets you play other people's shit versions of Super Mario World.

Come on, let's not beat around the bush here - the majority of the user created levels in LittleBigPlanet 2 are rip-offs of practically every somewhat-popular game in the history of the world. You want a rubbish, top-down version of Gran Turismo? You can have it. You want a boring and slow take on Space Invaders? Not a problem. You want to play through someone's effort at an Uncharted game, but in a side-scrolling environment in which you play as a little stuffed toy? Whatever floats your boat.

Also, the majority of people that buy LittleBigPlanet 2 can't actually be arsed to make their own levels. They just play through the Media Molecule-developed campaign and then muck about with some user-created levels before trading it in.

LittleBigPlanet 2 doesn't even work on a basic level. Every time you jump, you feel like you're going to float into space; grabbing things is an absolute nightmare, whilst the introduction of new gameplay types like racing and flying just make you wish you were playing other games.

Summing up LittleBigPlanet 2 is as easy as saying that it's a jack-of-all-trades, but a master of absolutely none. In fact, it isn't even moderately okay at any of the trades, either.


Dead Space 2


Oh look, it's Resident Evil 4 in space. But, as if that wasn't enough of a creative idea the first time round, Visceral Games - who also made the highly original God of War: Crusades Edition, something they tried to pass off as Dante's Inferno, or something along those lines - decided to make a sequel! Oh, how kind of them; they've made a sequel to cash-in on a franchise that was only created in the first place to cash-in on the success of another franchise.

"Who cares if it's not original? The gameplay is great and it looks fantastic, it's atmospheric and scary!" I hear you cry. Well, you're wrong. Massively wrong.

The game plays like Resident Evil 4. Which is to say that the shooting is clunky and there are some boring puzzle bits that make Portal 2 look like the work of Albert Einstein himself. The game isn't scary, either; the monsters are generic, and the creepy babies are only there to provide shock value. To me, it just made me question the mental health of the developers - shooting creepy babies isn't scary, or fun, or exhilirating. One thing it is, though, is sick.

And not sick in a good way, like, 'Innit, blud, that was sick!' It's sick like, 'what kind of vile individual came up with that idea?'

Most of the 'scares' come from cheap tricks, like monsters jumping out of doors and things - yet another highly creative decision from the developers, there. The game is also really short, but the developers manage to extend the lifespan by forcing cheap deaths upon you. You can almost hear them screaming, "You will learn to appreciate this game!" as you're rushed again and again by mutant babies and stupid fleshy things that look like someone put concept art from Alien in a bonfire. If you've made a bad game, the least you could do is let me finish it quickly, so stop making me die! You're making me hate it even more; now leave me alone, and go and finish developing Army of Duty: Contemporary Combat, or whatever your next highly original piece of work will be.

Did I mention that Dead Space 2 also has multiplayer? No, that's correct: I didn't. Because it's rather poor and completely unnecessary. Even people who like Dead Space seem to agree that multiplayer is a dumb idea. So do I really need to explain what I think of it?

Here's to Dead Space 3, which I imagine will come out in about two months' time with a brave new feature not often mentioned in the gaming community, called 'co-op'.

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- Unknown
Top Ten: iPhone games to get you through summer
by Unknown
11.8.11

For years now, gamers have associated summer with a lack of quality titles to enjoy on their beloved console, handheld or PC. Occasionally, we might be lucky enough to receive a gem like Batman: Arkham Asylum in August, or a surprise hit like Infamous in June, but for the most part there is a serious drought of triple-A titles to keep us amused.

Since the release of Apple's widely successful iPhone, and the subsequent growth of the App Store, gamers both hardcore and casual have often looked to cheap downloads to keep them entertained when their PS3 and 360 cannot. Fantastic games are released on iOS almost every week, and there's a massive back catalogue of high-quality titles that are addictive, cheap and - most importantly - fun.

To help you through this all-too-familiar summer gaming drought, here are (in no particular order) my Top 10 iPhone Games to get you through the summer.

Editor's note: The prices, publishers and App Store ratings contained in this article are those from the U.K. App Store. Prices, publishers and ratings may vary in other territories, and in some territories some apps may be unavailable to download. Half-stars on the App Store are rounded up to the nearest whole star here, so 4.5 stars equates to five here.


Plants vs Zombies


Without wanting to sound lazy, there's very little I can say about Plants vs Zombies that I didn't say in my full review last year. What I will say is that Popcap's supremely popular PC tower-defence title is even better on iPhone, with the touchscreen controls lending themselves brilliantly to planting seeds and taking down the zombie hordes. The game looks and sounds just as good as it does on the PC, and the recent update - that offers native support for the iPhone 4's stunning Retina display - means that the crispness of the visuals are now pretty much on-par with the HD visuals of the Xbox Live Arcade port. With such addicting gameplay, great presentation and plenty of levels to keep you occupied, Plants vs Zombies is one game that should be on every iPhone owner's home screen.

Price: £1.99
Developer/Publisher: PopCap
Awards: Over 20 Game of the Year awards
App Store Rating: ★★★★★


Cut The Rope


As far as concepts for games go, there's no denying that the level of creativity on offer from App Store developers far surpasses the creativity of developers of console games. I mean, when would anybody else think to base a game around feeding sweets to a little monster?

Cut The Rope is all about - well - cutting ropes. On the end of the ropes are pieces of confectionery, and your job is to cut ropes, pop bubbles, blow balloons, pull back elastics and generally utilise physics and your brain to feed your little green friend. Much like Angry Birds, the excellent physics are what provide most of the fun in this puzzle game, but the way in which new mechanics are constantly introduced keeps it feeling fresh throughout the entire experience. There's a good amount of challenge and an abundance of levels to keep you occupied, and the game is full of charm and cutesiness that make it very hard to resist. Perhaps more than any other game on this list (Angry Birds aside), it has absolute universal appeal.

Price: £0.69 (or free 'Lite' version)
Developer/Publisher: Chillingo Ltd/ZeptoLab UK Ltd
Awards: Best Handheld, BAFTA 2011; Most Innovative, Best Casual/Puzzle, Pocket Gamer Awards 2011; Best Handheld, GDC Awards 2011; Apple Design Award Winner, WWDC 2011
App Store Rating: ★★★★★


ZombieSmash


I'd be lying if I told you the App Store wasn't full to the brim with games featuring zombies, and I'd also be lying if I said that there weren't already hundreds of tower-defence-esque titles available too. But, even though ZombieSmash unashamedly combines these two rather contrived ideals, it does it so well that it's rather impossible to ignore. The biggest weapon at your disposal in ZombieSmash is your fingers, as you grab your attackers and fling them around at will, in an attempt to defend your home. As you progress, weapons become available as well, and - just as in all tower-defence games - the more goodies that you unlock, the more fun there is to be had. You earn stars as you play, and you use these to unlock more weapons, ammo slots, barricades and the like. It's all very much what you'd expect, but the way in which you can just fling the zombies around if you so wish does give it a unique edge. The game also looks fantastic, with its cute art style juxtaposed against blood and gore, to great effect. The wonderfully squishy sound effects as zombies are killed, coupled with a surprisingly brilliant music score, mean that this game goes above and beyond most App Store production values as well. ZombieSmash definitely gives the brilliant Plants vs Zombies a run for its money, so buying it is an absolute no-brainer.

Price: £0.69
Developer/Publisher: gamedoctors UG
Awards: N/A
App Store Rating: ★★★★★


Angry Birds


What else is there to say about Angry Birds? It's the king of the App Store; the game that everyone goes to download first when they purchase a new iOS device. And all this success, for a game that sees you flinging chickens at pigs who are bunkered down in a series of increasingly well-defended structures? It seems utterly absurd that something so ridiculous could be so successful, but brilliantly fun physics and its wide array and variety of levels means that people just keep coming back for more. There isn't much strategy involved, and luck can also play a large part in how you do, but there's something incredibly satisfying about killing pigs with poultry.

Price: £0.69 (or free 'Angry Birds Lite' version)
Developer/Publisher: Clickgamer.com/Rovio Mobile Ltd.
Awards: N/A
App Store Rating: ★★★★★


Chop Chop Runner


As another simple concept with the 'just one more go' appeal, it's easy to see why Chop Chop Runner has become one of the most successful games on the App Store to date. You play as a ninja, and all that ninja wants to do is run from left to right. And he will stop at nothing.

You tap the screen to hop, hold the screen to leap and double tap the screen to attack enemies, as you make your way along the right of the screen. That's all there is to it. The landscapes and enemy placements are totally random, though, as it's all randomly generated each time you play, ensuring an unpredictable and reasonably fresh experience each time you boot it up to have a go. Like many popular games on the App Store, the game has a cute art style, with colourful backgrounds and detailed, hand-drawn characters. It's a charming little package, and has kept me occupied many a time on trains, buses and planes.

Price: £1.49
Developer/Publisher: Gamerizon
Awards: N/A
App Store Rating: ★★★★


Infinity Blade


Possibly the most high-profile game on the App Store amongst those in the hardcore gaming community, Infinity Blade is brought to us by Epic Games and Chair Entertainment, the developer behind the utterly brilliant Xbox Live Arcade title Shadow Complex, back in 2009. There is a sort of story to Infinity Blade's proceedings, but in all honesty, it's basically typical fantasy fare; there's a big bad guy with a powerful sword, and you have to kill him.

The headline feature (if you can call it that) of Infinity Blade is no doubt the visual prowess. On an iPhone 4 using the Retina display, this game looks absolutely phenomenal. Without wanting to anger the Nintendo fanboys of the world, I really do think that, on a technical level, this is better than the very best Wii titles. The sound effects, graphics and music wouldn't be out of place on a home console, so to see it on a phone is an incredible testament to just how far these devices have come, in such a short space of time.

In terms of its gameplay, though, Infinity Blade doesn't even try and act like a console game. There are no onscreen buttons, or the sort of awkward joysticks that Gameloft seem intent on using in every single one of their console-wannabe iPhone games. In fact, everything outside the combat is scripted. The combat is great, though, and also very satisfying as it can get bloody difficult as the game wears on, or if you attempt multiple playthroughs. Swiping at enemies to attack and defend works very well, and unlike other mobile games with this level of production value, you don't have to be ambidextrous to play. The game also has a levelling system and loot to collect to keep you going, and overall this is probably the most impressive game on the entire App Store. It might not have the addictive mobile characteristics of other games on this list, but you owe it to yourself to check it out if you have an iPhone.

Price: £1.99
Developer/Publisher: Chair Entertainment Group
Awards: Apple Design Award Winner, WWDC 2011; more than 20 'Game of the Year' and 'Top App' awards
App Store Rating: ★★★★★


Mega Jump


The concept of Mega Jump is one that has been well established on the App Store since its inception. The aim of the game is simply to soar as high as you can, by tilting the device to direct your little sprite, as he collects coins and power-ups to surge him through the sky and into the stars. What makes Mega Jump stand out amongst a plethora of similar titles, though, is its attention to detail; with bright, vibrant backgrounds and overall fantastic presentation, it's a game that's very easy to fall in love with. Leaderboards and achievements give you reason to keep coming back, as do the constant updates provided by the developers. Oh, and did I mention that it's free?

Price: FREE
Developer/Publisher: Get Set Games Inc.
Awards: N/A
App Store Rating: ★★★★


Flick Kick Football


The concept of Flick Kick Football could not be more simple; you're presented with a shot at goal, which - as you progress - will become more difficult to score, thanks to the presence of defenders and a moving goalkeeper. You just take shots at goal, over and over again. And how do you do this? You flick.

That's it.

As so many of the best iOS games are, this is incredibly simple, but just so addicting and oddly engaging that you could spend hours at a time playing it. Perhaps more than any other game on this list, it has that 'just one more go' appeal that makes it very difficult to stop playing. There isn't much variation between game modes, although turn-based online multiplayer is a nice touch that gives proceedings a competitive edge. The presentation is decidedly old school, with menus and loading screens that look like they've been pulled out of a 1970s football magazine. At only 69 of your English pennies, you really can't go wrong, regardless of whether or not you even like football.

Price: £0.69
Developer/Publisher: Prodigy Design Limited
Awards: N/A
App Store Rating: ★★★★★


Stick Cricket


For years now, Stick Cricket has been one of the most popular internet Flash games in the world, and so it seemed like only a matter of time before it made the jump to the App Store. The free version of the iOS game is rather limited in terms of modes, but for the relatively low cost of £1.79 you can enjoy pretty much all the trimmings that you enjoy on the flash version, including wireless multiplayer. The concept of Stick Cricket has always been simple, and so translates perfectly well to the iPhone; you simply tap left or right on the screen to swing your bat in that direction, and try to score as many runs as possible. I know many people (myself included) who have sunk hours and hours into the web version of this game, so being able to take it wherever you go is only going to increase the number of hours of your day in which your productivity levels remain at zero.

Unless, of course, you consider winning the Ashes in virtual stick form productive. In which case, carry on.

Price: FREE
Developer/Publisher: Stick Sports Ltd
Awards: N/A
App Store Rating: ★★★★★


Call of Mini: Zombies


There's no prizes for guessing which popular franchise the developers of Call of Mini: Zombies are ripping off with their little game, but there's no denying that this cutesy third-person shooter succeeds in being both addicting and fun. The variety is certainly there too, as although there are only two maps, there are thirteen unique weapons and twelve different types of zombie to shoot at. Whilst the weapons are fairly standard, and many of the enemy types seem to have been pulled straight out of Left 4 Dead, the game performs well overall, despite the use of touchscreen joysticks which have so often failed in the past. Here, they work well; the gameplay experience is smooth and enjoyable, although the lack of co-op does seem like somewhat of a missed opportunity. Like many of the games on this list, however, Call of Mini: Zombies is chock-full of charm and - much like Zombie Smash - the mix of cutesy characters, moody environments and horrific gore all come together to create a very pleasing aesthetic. Call of Mini: Zombies certainly won't win any awards for originality, but the concept has been executed tremendously well overall and for its nominal cost, you really can't go wrong.

Price: £0.69 (or FREE version)
Developer/Publisher: Triniti Interactive Limited
Awards: N/A
App Store Rating: ★★★★★

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- Unknown
Review: Harry Potter and the Deathly Hallows: Part 2
by Unknown
21.7.11

For me, every aspect of the Harry Potter franchise has been incredibly inconsistent in terms of quality. Whether it's the books, films or games, every time you think "yes, they've nailed this", a subsequent entry will probably leave you wondering what on earth went wrong. The books became somewhat convoluted with nonsense towards the end; the films have struggled more and more to turn the books into some sort of engaging or interesting spectacle; and the games have bizarrely got progressively worse as the technology has improved. The first few games on the PlayStation were charming, somewhat open-ended platform/puzzle games. The move to the PlayStation 2 era saw them take a disappointing step towards third-person action, and despite briefly flirting with a surprisingly well done open-world formula in Order of the Phoenix, the current generation of Potter games have become dull, tedious third-person shooters.

It shouldn't really be too much for Potter fans to expect a decent game from EA Bright Light, to send the series out with a bang. As it turns out, the developers have barely managed to send it out with a whimper with Harry Potter and the Deathly Hallows: Part 2.

It's hard to imagine that someone who hasn't either read the book or seen the film will play this game, and that's clearly what the developer thought as well when it came to telling the story. There is practically no narrative development at all. Characters will talk and chat about things that were - even as someone who had just seen the film that morning - leaving me scratching my head somewhat. The story-telling is practically non-existent, and doesn't really provide you with the basic gist of what's going on. The opening level sees you fighting your way through the caverns underneath Gringotts Bank, but unless you've seen the film, you'll have absolutely no idea how or why Harry, Ron and Hermione have ended up in such a place. It's as if someone threw the movie script into a bonfire, and any bits of paper that survived were used to craft the story for the game. The film's most memorable storytelling moments, such as Snape's memories, are not even referenced in the game. It's an absolutely botched attempt at telling a story, and for EA Bright Light to treat such dearly loved source material with so little care and attention will no doubt anger long-standing fans of the wizarding world.


The script is also littered with some absolutely woeful dialogue, and equally poor voice acting. Whoever takes on the role of Harry in this game makes the wooden Daniel Radcliffe seem like an Oscar-winning acting legend; that's how poor it is. The memorable moments from the film that were supposed to represent real drama are included in the game as stiff and boring cutscenes, with awful dialogue and laughable voice acting. They aren't helped by the fact that the character models just look plain creepy, almost like Madame Tussauds replicas of the actors having just begun to melt. Facial animation is distressing, to the point that it almost looks funny. The character likenesses are actually passable but, on the whole, they definitely fall on the wrong side of uncanny valley.

Unfortunately, the gameplay and level design lives up to the lacklustre presentation of the story and visuals, with derivative combat mechanics and repetitive level layouts coming together to create something that really doesn't feel like the magical world so many people have come to love. Rather than the the creative and imaginative environments of Hogwarts and other locations from past games, you'll be fighting through dank caverns, boring towns and the castle itself has been relegated to empty corridors and rubble. The environments are just plain dull, and the way in which the levels themselves are designed is incredibly repetitive. Predictable and boring use of cover is a key issue of the landscape, whether they're columns, walls or rocks, and the whole game simply ushers you through in a linear direction, as you move from boring combat encounter to yet another boring combat encounter.

Throughout the majority of the game, you'll be controlling Harry, with Ron and Hermione at your side, but the game tries to freshen things up by letting you play as other characters such as Neville Longbottom and Professor McGonagall at set points during the story. However, there is no difference in playing as these characters other than their appearance, which just makes it feel like a cheap attempt at fan service. There are no unique spells or combat moves, so each character is effectively just a skin. There's also no co-op play, which seems like an obvious element to include since you have other characters with you at all times. It probably wouldn't have made the game much more fun, but it would at least have made it quicker to complete; a good thing when the game is so bad that you just want it to end as quickly as possible. I completed the whole thing in just short of four hours, even shorter than Modern Warfare 2 took me, and the end simply couldn't come quickly enough.


All you do in Deathly Hallows: Part 2 is fight and run, and perhaps occasionally stop to collect an utterly pointless collectable. The collectables simply distracts from the main path, and the running only gets you to the next mind-numbingly dull battle. The combat is just plain boring, even though the developers have clearly been inspired by the likes of Gears of War, so much so that each spell is basically the equivalent of a widely-recognised weapon from such a game. You have a spell that acts much like a grenade launcher and one that seems to resemble a colourful machine gun; it really is the most uncreative use of the Potter license I can remember experiencing. Remember levitating objects with 'Wingadium Leviosa', or stunning enemies with 'Petrificus Totalus'? There's none of that here; each spell is just a slightly different way of killing someone. The only variation between the spells is that some can be more effective when dealing with certain situations that others; for example, there's a spell for dealing with enemies at long range. Honestly, though, it's basically just a colourful sniper rifle.

Combat is just incredibly unfulfilling, and not at all satisfying. Spells feel weak, as your Death Eater enemies will simply go up in a puff of smoke. The enemy AI is almost non-existent, as they will often just stand still waiting for you to kill them. Cover means you're basically indestructible, and I ran through the entire game whilst dying only once. And that was only when I was trying to shove Hermione out of cover to get her killed, because - quite frankly - the game itself was boring me to tears by that point. All the combat scenarios come straight out of the 'generic gaming clichés' box, with most of them taking the form of cover-based shooting. Occasionally, though, you'll run towards the camera whilst shooting behind you, as the game struggles to feel 'cinematic'. It fails miserably.

There's nothing to break the monotony, and none of the film's more creative set pieces are used. You don't get to ride the dragon out of Gringotts, nor are you able to fly a broom through the Room of Requirement. You do get to experience the flooding of the Chamber of Secrets, but it's been handled as if EA have no respect for the source material, akin to the rest of the game. Even the battle with Voldemort is painfully dull, as you just shoot puffy little spells at him until he falls over. And, then, you fist pump the air. Because it means the game is over and you can throw it away.


Just because I'm not completely heartless, I'll say something slightly positive: the game does make use of some of the music from the films, which is just about the only good thing I can say about it. There is also a relatively nice montage of every prior Potter game in the series just before the credits roll, but this just served to make me ask "What on Earth have you done to this series?" Because it used to be quite enjoyable.

Quite frankly, I cannot think of one person on this planet who'll find even one ounce of enjoyment in Harry Potter and the Deathly Hallows: Part 2. For gamers, this is an absolutely shoddy attempt at a third-person shooter, with boring combat and repetitive level design, that make it an absolute waste of your time when you consider the other games available in the genre. Even for Potter fans, though, this game is simply a waste of your money; the game treats the original stimulus with no sense of respect, with a botched script, poor visuals, awful voice acting and a measly four-hour runtime. The best thing you can glean from this game is the fact that it represents the end of the series. For those of you who are desperate for some Potter videogame fun, stick to the LEGO games.

2/10 [?]

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- Unknown
Review: Resident Evil: The Mercenaries 3D
by Unknown
16.7.11

The Resident Evil series is, first and foremost, part of the survival horror genre. It has terrified gamers for over a decade now, with shambling zombies and creepy Spanish villagers, giving many a player plenty of nightmares as a result. The more recent entries in the series - most notably Resident Evil 5 - have taken the controversial route of being far more action-orientated. Capcom's decision to do this has left many hardcore fans baffled, as the well-recognised clunky controls and somewhat awkward gunplay have never been strong points of the series, so for Capcom to dedicate an entire game to this awkward gunplay would seem like a bizarre choice.

Well, with Resident Evil: The Mercenaries 3D, that's just what they've done.

As the title suggests, this 3DS release is solely based on the Mercenaries 'mini-game' found in both Resident Evil 4 and Resident Evil 5. It's a basic score-attack mode, in which you take on the role of a famous character in a range of locations, and try and kill as many zombies as possible in the time limit given. Even in the aforementioned prior games, it didn't have the depth of similar modes such as Gears of War's Horde mode, or the Terrorist Hunt of Rainbow Six: Vegas, but as a little extra it could provide at least a couple hours of light entertainment once the main story was over. Making it the focus of its own game and then charging full price for it, however, seems completely absurd.


Make no mistake about it, this is literally the same mode ripped straight out of the prior games, right down to the characters and locations. Enemy types are copied from Resident Evil 4 and RE5, there are no new weapons or maps, and very few new gameplay mechanics to push it beyond what fans already expect from Mercenaries 3D. Killing enemies scores you points, smashing crystals earns you more time and you just keep doing the same thing until the time is up. There are no objectives, not much in the way of enemy variety and the whole design just seems lazy. The overriding feeling I have towards the design of Mercenaries 3D is that, even as an extra in prior games, it wasn't all that engaging or fleshed out, and it has not been improved or enhanced at all for transition into a fully-fledged release.

Initially at least, there are just eight maps to choose from, across only five different locations. Capcom has hinted that there might be some DLC further down the road, but at the moment, everything is recycled. In terms of characters, there are a decent number to choose from and unlock, but they do little other than providing lip service to existing fans. Medals can be earned and weapons are unlocked, but none of these unlocks are reason enough to plough through the same generic and same-y missions over and over again.

Resident Evil 5 was a very action-heavy experience, and the somewhat dated gunplay struggled to keep up with the design of the missions and levels. Whereas in Resident Evil 4 the clunky combat was offset by the slow pace at which the enemies attacked and the chilling atmosphere created, the fifth entry just felt a bit like a laboured version of Gears of War. In Mercenaries 3D, the combat is not particularly exciting either. The way in which Capcom seems to try and get round the fact that the gunplay is slow and clunky is by making the enemy AI completely shambolic. Enemies will walk at you at a snail's pace, stand in front of you for a good few seconds before even thinking about hitting you, and are basically lambs for the slaughter. This type of gunplay can be excused in a careful, methodical environment, but in a fast-paced score-attack setting, it just doesn't work.


Capcom has tried to modernise the setup slightly by offering perk-style abilities, such as being able to use healing items more effectively or allowing players to execute instant kills at certain points during a mission. Overall, though, it just feels like a cheap and tacky attempt at trying to introduce something worthwhile into what is still essentially a mini-game.

The game becomes slightly more enjoyable when played in co-op, either locally or online. The process of hooking up with friends or strangers is quick and easy, and the ability to heal each other and link together kills for score bonuses is a nice touch that makes having a second player there feel worthwhile. What's most baffling about the online functionality of Mercenaries 3D, however, is the lack of leaderboards; this is a game entirely about trying to achieve high scores, and yet you can't even compare them with friends and the rest of the world. It really is strange, especially when you consider how brilliant the online component of Capcom's last 3DS title was in Super Street Fighter IV 3D. The lack of leaderboards is just one more reason why players will find very little incentive to keep coming back for more after they've played through each mission; that is, assuming they can stomach the clunky combat.

Mercenaries 3D's strongest card is probably its visuals, with character models that honestly don't look much worse off than the stunning ones offered in the recent console games. The environments look decent enough, but effects such as explosions and bullet damage look incredibly poor when compared to the rest of the visual presentation overall. Animation is very impressive for the player characters, but enemies move stiffly with rather jarring animation routines. The audio is laughable, with poor audio quality rendering weapon sounds and character voices obsolete. The music is just as corny as you'd expect from the series, too, so you might want to play this game on mute.


There is no getting away from the fact that Resident Evil: The Mercenaries 3D lacks the content and longevity required for it to be a full priced release. Not only that, but the clunky gunplay and baffling lack of online leaderboards represent areas in which the series desperately needs some renovation. As it stands, Resident Evil's gameplay simply does not fit in well in a fast-paced score-attack format, and asking consumers to spend £40 on an experience like this just seems like daylight robbery. I would say a weekend rental might give you some light entertainment, but Capcom's braindead decision on the save-game front has practically killed that option as well. If you're finished with the brilliant Ocarina of Time, and are looking for the next big thing to keep your 3DS from gathering dust, then I'm afraid you're just going to have to keep on looking.


3/10 [?]

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- Unknown
Review: The Legend of Zelda: Ocarina of Time 3D
by Unknown
15.7.11

Reviewing a game like The Legend of Zelda: Ocarina of Time in 2011 is a difficult task. Whilst the original game from the Nintendo 64 deservedly holds classic status in the gaming industry, it is now approaching its 13th birthday. Gaming has advanced monumentally since its release, and Ocarina's cause isn't helped much by the fact that remakes and revivals of old classics rarely do well in the videogames market. Often regarded as nothing more than cheap cash-ins, if a remake of an old title is going to have any relevance in the modern gaming landscape then it has to retain a sense of wonder and excitement, no matter how many times you've played it. It has to make use of the new technology and advancements whilst still maintaining the roots of what made it so well-loved in the first place.

Thankfully, Nintendo has achieved all of these things with The Legend of Zelda: Ocarina of Time 3D for the Nintendo 3DS. The core game holds up remarkably well, and the benefit of the touchscreen, the added horsepower of the console and, of course, the nifty 3D all come together to make a game that is simply a must-buy for owners of Nintendo's latest handheld.

Since most gamers are familiar with Ocarina of Time and its fantastic design and gameplay, the majority of potential customers are going to be more interested in what exactly Nintendo has done to make you care about this remake. The primary selling point is, of course, the visual makeover that the game has received. Whilst it's difficult to tell how far the 3DS is being pushed graphically, seeing as the system is still taking its baby steps into the gaming world, I'd be inclined to say that it's probably the most visually impressive 3DS title released thus far. Having said that, the colourful art-style is so timeless anyway that you might look at screenshots and think that it hasn't really advanced a whole lot since the N64 original. It's only when you look at the two side-by-side, and see the 3DS version in action, that you can really appreciate the graphical improvements made. Character models have seen the most love, with Link in particular being very impressively detailed. The world of Hyrule as a whole is certainly crisper and cleaner, with better textures and water effects.


As well as seeing the core graphical look of the game given an overhaul, the 3D itself is obviously the marquee feature of any 3DS title, and Nintendo doesn't disappoint in this regard with its first big first-party release for their new handheld. Hyrule's wide open landscapes look fantastic in 3D; riding around the endless fields on the back of Epona is an even more thrilling experience as you look off into the distance, where the sense of depth provided by the 3D really comes into its own. The interiors also look nice, and some of the platforming and aiming of weapons - such as using the boomerang while exploring the many dungeons in the game - are all made easier through the 3D.

Speaking of the boomerang, using projectile-based weapons like this can now be controlled using the gyroscope within the 3DS. Aiming is operated simply by moving the 3DS around, and it works surprisingly well, although you may get some odd looks if you try this on a bus or a plane. The other 3DS-based enhancements include the obvious addition of the touchscreen, which is used to conveniently select and switch items and weapons on the fly. It might sound like a fairly obvious design choice that wouldn't have much bearing on how you play the game, but anyone who's experienced the original N64 title will appreciate the ability to select items without having to delve into the menu screens, which was an exercise in tedium back in 1998. The two other main additions made to the 3DS version are fairly neat as well; for one, a hint system has been introduced for those of you who may become stumped during a dungeon puzzle. The other is the addition of Master Quest, which basically is just a much harder version of the original game, so I can imagine it being rather appealing to hardcore fans looking to extend the already long lifespan of the game.

Apart from these changes, Nintendo has pretty much faithfully reproduced every aspect of the original game. This is mostly a good thing, as - even thirteen years later - the dungeons found in Ocarina of Time are still the cream of the crop. No subsequent Zelda title, or wannabes such as Darksiders, came close to the dungeon design in Ocarina of Time. That's not to say that other Zelda games or similar titles are bad in any way; it's just that Ocarina of Time is an absolutely masterfully-designed game. Puzzles are devilish, bosses can be unforgiving and each and every dungeon is fantastically varied and fun simply to explore. Veterans will get a kick out of experiencing them again, whilst newcomers will experience a profound sense of satisfaction and pride when they complete one. The Water Temple and The Forest Temple are the highlights, but each and every dungeon will require plenty of brain power in addition to quick reflexes and genuine skill for you to complete. The fact that this is still the case here in 2011 just goes to show how ahead of its time Ocarina was back in 1998.


There's no doubt that the dungeons are the highlight of every single Zelda game, but there's still plenty to do out in the world of Hyrule. Exploring the land on your trusty steed, Epona, is fantastic; visiting towns and outposts brings a great deal of personality to the world; and the moment when Link makes the transition from child to adult still holds strong as one of gaming's most memorable moments even in 2011.

The only aspect of Ocarina of Time that feels somewhat dated is the lack of a fully controllable camera. Dual-analogue camera control is a modern day staple of action adventure titles like this, and it's difficult not to miss it. However, the control scheme here is excellent on the whole. The analogue slider works incredibly well for controlling Link, and the lock on targeting in combat works just as well as you would want it to. As mentioned before, the touchscreen controls for using and swapping items and weapons are an absolute godsend.

The Legend of Zelda: Ocarina of Time 3D is probably going to appeal most to nostalgic fans of the N64 classic, those who want to experience again one of the greatest games of all time with a lovely makeover and intuitive new control features, that bring it up to speed in modern day gaming. For those who have never experienced the original, this 3D remake is the perfect time for you to jump into Hyrule. Not only does the makeover bring it in line with the expectations of a 2011 gamer, but the overall gameplay and design is still absolutely fantastic. This could be the game that brings in a whole new generation of Zelda fans, and whilst it's often easy to be cynical about remakes, there's no denying that this is an improved and renovated version of one of the best games of all time. I wouldn't go as far to say that this is the game to make you buy a 3DS, but if you happen to have one then there's no excuse not to pick up this absolute legend.

9/10 [?]

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- Unknown
Review: LEGO Pirates of the Caribbean: The Video Game
by Unknown
24.6.11

Since 2005, Traveller's Tales' LEGO-themes games have tackled various high-profile film and book series, and have captured the hearts of both casual, young gamers and the gaming-obsessed alike. Can their latest installment stand up to that reputation, though? Tom Acres wonders that question. Reviewed on PlayStation 3.

Since its inception in 2005, with the original LEGO Star Wars game, Traveller's Tales' family-friendly, LEGO-themed action games have gone from strength to strength. Rather than fall into the all-too-predictable trap of resting on one's laurels and simply churning out the same game with the same flaws and no improvements, each subsequent LEGO game has offered far more than simply a new skin to entice gamers back. The UK-based studio have been averaging a game a year thus far, but many feel they may finally be pushing their luck. After the March release of a fourth game based on the Star Wars franchise, Traveller's Tales shipped a new game just two months later: LEGO Pirates of the Caribbean.

Thankfully, there are just enough innovations and advancements made in this latest installment to draw you back in, except if you're perhaps one of those suffering from serious LEGO fatigue.

LEGO Pirates of the Caribbean is structured in just the same way as any LEGO game before it: a hub allows you to run about and unlock characters or just explore, as well as providing access to all the available levels. In the case of Pirates, there are twenty levels spanning all four of the films: Curse of the Black Pearl, Dead Man's Chest, At World's End and On Stranger Tides. Whilst it could easily be argued that the films get progressively worse, the crazier and grander set-pieces from the latter films do make for some enjoyable gaming situations. Duelling atop a giant rolling cage in Dead Man's Chest is commendably well done, as is the Maelstrom set piece from At World's End, and some large scale battles from the latest adventure that I won't spoil here. Of course, all these grandiose moments are interconnected by the same old platforming, puzzle-solving and simple combat that the series has become known for. Nothing is drastically different, but it's difficult to envisage exactly how the structure of these games would be changed. All the elements come together nicely, and fans wouldn't have it any other way.


The twenty levels on offer will probably be enough for around ten hours of enjoyment on your first playthrough, but one of the big draws of the LEGO series has always been replaying levels with different characters to collect studs, unlock new bonuses and - of course - scurry after those delicious Xbox 360 achievements and PlayStation 3 trophies. The formula of playing through the levels, collecting studs, buying characters, unlocking cheat codes and then replaying levels again still works. Smashing everything in sight to hoard more of the game's currency has a strangely addictive quality to it, as all the prior games also have. Everything that has made these games enjoyable, and stopped them from becoming stale despite their recycled mechanics, are here. There aren't many surprises to be had in that sense.

Recycled structures and predictable design might become a problem if the gameplay wasn't being continuously improved and refined. Whilst the mix of platforming, puzzles and combat is still here, each aspect has been markedly improved in each game, and the same holds true here. Platforming still feels a little loose, but the way the levels are designed means that the consequences of this aren't felt quite so dramatically as in prior games. Platforms are easier to jump to, swinging on poles is a breeze, and climbing and shimmying along ledges is also handled well.

The puzzles are probably some of the best in the series so far; there's a fair amount of standing on buttons and pulling levers, as you'd expect, but there are also some more creative sections on offer, such as rearranging and directing mirrors to direct beams of sunlight. Any potential frustration caused by these puzzles has been removed with the addition of handy hints and prompts to give you an idea of what you ought to be focussing on and where exactly you need to be. Plenty of 'what do I do now?' moments have plagued the LEGO videogame franchise for a number of years now, so it's nice to see Traveller's Tales take steps towards addressing that issue. Experience breeds quality, and that's certainly the case here.


What surprised me the most about the refinements to the overall gameplay was the combat, which is now genuinely quite thrilling. Sword duelling is fun to execute, with blocks now a possibility, and the fights seem far better choreographed than in prior games, in which random pushing of the attack button without any real brain power was the one and only route to success. Other items can also be incorporated into the mêlée combat, with sidearms like spades and rum bottles being used to turn the tide of a battle in your favour. As with all the past LEGO games, different characters make use of different weapons, so whilst many of the characters will be taking on the enemy with swords, there's also a fair opportunity to wield firearms and bombs to take down foes.

As always, there is a ridiculous number of characters to unlock, and the rich lore and wide variety of the wacky individuals from the film series lends itself very well to the LEGO treatment. The films themselves are already pretty ridiculous by their nature, so Jack Sparrow and his motley crew fit right into the ridiculous cinematic style that Traveller's Tales have polished to near-perfection since 2005. As ever, there is a tonne of lovely little touches spread throughout the game, like LEGO Sparrow's fantastic walk animation, and the way the cursed crew of the Black Pearl seamlessly turn into skeletons when they step into moonlight. The game does a great job of recreating the feel of the movies, all whilst providing plenty of laughs along the way, thanks to the brilliant pantomime style that the series is famous for.

The LEGO games have always been better enjoyed with a friend, and whilst that still holds true with LEGO Pirates, this is one area where Traveller's Tales' attempts to improve the system haven't quite hit the mark. The dynamic split-screen element that was introduced in last year's LEGO Harry Potter: Years 1-4 is still here, and whilst it looks great on paper, in practice it can cause some frustrations. When you and your buddy are a fair distance apart and trying to accomplish different sections of a level, it works fantastically well, but when you're still relatively close together and trying to attempt a tricky platforming section, it can all go pear-shaped rather quickly. For me, the split-screen simply comes into effect far too quickly, resulting in situations where the screen splits even when two players are still quite close together. The way this occurs is quite jarring and more than a little off-putting. It's commendable to see the developers try to improve the system - and, as I said, it seems like a great idea in theory - so we'll see how the system can be improved further in future titles.


One aspect that I'm not sure can be improved much more are the visuals. I promise you that I don't exaggerate when I say that this is a simply stunning game. It's always been great to see LEGO Jedi or wizards running around, and the look-and-feel of the movies is captured just as well in LEGO Pirates as it was in LEGO Star Wars, LEGO Harry Potter and every other LEGO-franchise game before. But even on a technical level, this new title is fantastic to look at. Graphical elements like high-contrast lighting, reflections, motion blur and depth of field are all used to fantastic effect. Animation on the characters is superb, the LEGO bricks are terrifically modelled and the realistic environments not only do a great job of contrasting with the LEGO theme, but also look beautiful in their own right. This is not just a great-looking game by LEGO standards: this is a great looking game by any standards.

As you'd expect, the visual presentation is supplemented by an excellent audio presentation. Hans Zimmer's terrific musical score is present and accounted for, with plenty of other sound effects ripped straight from the films. Grumbles and other audio exclamations from the characters are fantastically well done, working brilliantly in conjunction with the animations to help deliver the hilarious cutscenes.

Like I said at the start, it could be easy for Traveller's Tales to rest on their laurels: these games are guaranteed to make money and there's little motivation for Traveller's Tales to really make effort to improve them each time, but the way in which LEGO Pirates of the Caribbean is so much better than March's LEGO Star Wars III shows just how much work goes into each of these games. From the visuals right down to the level design, every aspect of these games improve with each subsequent entry in the series, and that trend isn't likely to end with LEGO Pirates of the Caribbean. It may well be a kids' game at its core, and there's still room for improvement in terms of gameplay and variety of tasks, but it's a damn good kids' game. And it's still one that any gamer who has ever enjoyed the LEGO series will be able to play through, with a huge grin on their face.


8/10 [?]

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- Unknown
Review: Mortal Kombat
by Unknown
2.6.11

When a fighting game comes along that makes me stop and take notice, it's usually a sign that it's a damn good fighter. Street Fighter IV was possibly the first fighting game I'd enjoyed playing since Tekken 3 on the original PlayStation, but after hearing of the hardcore-centric arcade past enjoyed by the Mortal Kombat series, I have to say I felt a rather large degree of trepidation going into this game. I'd had a good time with the demo for sure, but delving into the larger overall single player and multiplayer experiences offered in the full game would surely be an entirely different story.

Don't get me wrong, this rebooted Mortal Kombat is just about as classic and hardcore as you're likely to get in this generation of console fighters, but even for a relatively inexperienced fighting game player like myself, this is still a damn enjoyable, blood-drenched good time.

Mortal Kombat's reboot undoubtedly stems from the 'easy to learn, difficult to master' template of approachability, and in the eyes of most people this is probably the ideal way to design the gameplay system of a fighting game. Mortal Kombat is set on a traditional 2D plane, a departure from the 3D plane of Mortal Kombat vs DC Universe; as a result, the action is far more immediate and intense. The style of fighting encourages an offensive strategy, with techniques such as projectile attacks and air combos far more dangerous and effective than they were in the more recent entries to the series. Indeed, this new Mortal Kombat has its feet firmly planted in the arcades. Learning defensive moves like blocking, jumping and teleporting are obviously important if you're to have any success on the harder difficulties, or when taking the fight online, but the way in which you are encouraged to play with an open and offensive style certainly caters itself to newcomers looking for a bloody good time.


Fighting is ultimately thrilling, as it should be, and the formula is given even more flash by the special moves. As you take damage or land hits, a combo bar fills up at the bottom of the screen. As it fills, you're able to perform special moves simply by landing a combo on an enemy whilst holding down the right trigger button. Alternatively, you can wait until the entire combo bar is filled up and subsequently unleash a devastating 'X-Ray' move, by simply holding down both triggers. These bone-crunching moves not only do ridiculous damage that can change the direction of a fight immediately, but they also look completely insane. Fighters are subjected to acts of complete brutality and, as the name suggests, players are given an X-Ray view of their opponent, as their spines are snapped, skulls are stamped on and crotches are kicked. Whilst obviously looking insanely brutal - and also rather cool, in a sick kind of way - these special moves ensure that the game isn't just a nineties arcade title with modern day graphics. Whilst the basic fighting is still fantastic despite the age of its core mechanics, the special and X-Ray moves keep the gameplay feeling fresh and unpredictable, even for veterans of the series.

Fatalities also make a return. These finishing moves are more for visual punch than anything gameplay-related, but it's undeniably more fun to finish a fight by ripping your opponent in half - or, eating their face playing as a scantily-clad, busty, deranged woman - than it is to simply kick them over. They look ridiculously violent, and you haven't lived before you've seen Johnny Cage rip someone's torso off in 3D.

The classic one-on-one fighting is what most people will get their kicks out of, but Mortal Kombat has also introduced a new tag-team approach to fighting. The game lets up to four humans play at once, if you're interested in tag-teaming with a real person; but you can also play alongside an AI partner against two other AI-controlled fighters, or can control both of the fighters on your team and swap between them as the fight plays out. The tag battles add some extra moves to the game as well, such as allowing you to call in your partner to perform quick special moves, or tagging out in the middle of a combo for additional brutality. Personally, I prefer the classic one-on-one style, but tagging in and out makes for a fun variant which may be even more enjoyable for some.


What surprised me the most about Mortal Kombat was the sheer amount of content on the disc, ensuring that there are plenty of ways for you to kick arse across a multitude of modes. The multiplayer modes are obviously worth considering, but what really impressed me was the breadth of single-player options available. In fact, the game probably has the widest and best selection of single-player modes that I've ever seen in a fighting game. The flagship mode is the story mode, which simply connects the traditional fighting with a decent story told through very well-produced cutscenes. To be honest, the story flew right over my head, but it will probably appeal to long-time fans of the series tenfold more. In fairness, a clear amount of effort and resources have gone into the story mode, and that fact alone impressed me, even though I really didn't have a great idea of what was going on half the time. From what I've gathered from friends who are somewhat more familiar with the Mortal Kombat lore than myself, the story mode here retells the events of the first three games of the series as if they had taken place in an alternate timeline. As a result, some characters end up in totally different states than they had done in the prior games, and so loyal followers of the lore will find some interest in seeing what happens to their favourite characters. For me personally (and for other newcomers as well, I'm sure) the story mode is just a well-presented excuse to rip people's heads off.

The eight-hour story mode isn't the only single-player mode here, though. The traditional arcade mode is present and accounted for, and plays out in a ladder-based tournament style. Playing through this mode with different characters will give you slightly different endings depending on who you choose.

The final single-player mode, the Challenge Tower, is a collection of 300 tasks, from traditional fights to some seriously crazy twists and variants to keep you guessing. Some of these variants are simple enough, such as requiring you to use a certain move or to perform a fatality, but some of them are much crazier - launching one of your limbs at your enemy, for example. Your limbs grow back over time, giving you a steady stream of heads, arms and legs to launch instead of traditional punches and kicks. Other twists include having the stage tilt from side-to-side as hits land, or even fighting upside-down. Some of the tasks come with silly bits of dialogue, such as one that has Mileena trying to give a teddy bear as a gift, or another that has Shang Tsung and Shao Kahn fighting over a baby that sits in the background as you battle. A crying baby sitting there as two guys tear each other limb-from-limb? It's at times like that when you wonder about the state of Ed Boon's mental health.

These single-player modes are worth playing before you dive into the online competition, mainly because you'll want to master at least a few of the twenty-seven characters on offer. Old favourites like Scorpion are available, and all the fighters have at least two fatalities and two costumes. These extras are unlocked in the Krypt by spending your MK Points, which are earned simply by fighting, completing challenges and advancing in the story. As well as costumes and fatalities, you can also unlock music, concept art and other goodies that can be viewed later in the Nekropolis. PlayStation 3 owners can also enjoy playing as God of War frontman, Kratos, which might be worth considering if you have the choice between the PlayStation 3 and Xbox 360 versions.


The aforementioned online experience is a key cornerstone of this new Mortal Kombat. Ranked and unranked options are both available in order to quickly dive into a fight, but lobbies make a welcome return and are a fun way of experiencing the online component of the game. As well as fighting, other members of the lobby can watch ongoing fights and perform gestures, as their Xbox Live avatar watches the fight on a cinema screen. PlayStation 3 gamers instead use cartoon doll versions of Mortal Kombat fighters (don't expect to see your much-loved PlayStation Home avatar jumping around anytime soon). In terms of online modes, regular fights as well as tag-team battles are available, and there are also some unique modes to the online experience such as King of the Hill. The concept is simple: the winner stays on, the loser goes to the back of the queue and is forced to watch the next few fights from the lobby as the next contender gets a chance to fight. None of the interesting mini-games from the Challenge Tower are available to play online, but with DLC promised further down the road, that may eventually become a reality for players to enjoy.

Clearly, there is a hell of a lot to Mortal Kombat, and it's all brought together in a very impressive visual package. Characters and backgrounds are exceptionally detailed, with a disturbingly impressive range of animations for the X-Ray moves and Fatalities. Fighters get battered and bruised throughout the course of a fight and their costumes become ripped and bloodied, which is another really nice touch. Of course, a further bonus for PlayStation 3 owners is the ability to play in 3D and - whilst I only have my experience with the PlayStation 3 demo's 3D capabilities to go on - it's a very impressive visual element which adds a nice layer of depth to the proceedings. In terms of mere graphical detail and performance, however, there are no noticeable differences between the PlayStation 3 and Xbox 360 versions of the game.

There isn't much that's in any way negative about Mortal Kombat. It's a fantastic fighting game with a ridiculous number of modes for both single-player games and online competition, a terrifically approachable but fiendishly difficult to master fighting system, and it's incredibly good-looking as well. Whether you're a hardcore fighting game fan or someone who just wants to kick some arse and rip some heads off in a ridiculously violent game, Mortal Kombat is absolutely worth playing. Absolutely.


9/10 [?]

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- Unknown
Review: Pro Evolution Soccer 2011 3D
by Unknown
23.4.11

Pro Evolution Soccer has endured a difficult life on the current generation of consoles, as EA's FIFA franchise has evolved from being the unloved rival to the cream of the virtual football crop. As Konami struggled to adapt to the expectations of fans on the Xbox 360 and PlayStation 3, many took the nostalgic route of playing much loved classics like Pro Evolution Soccer 5 on the good old PlayStation 2.

Somewhat surprisingly given the new hardware that is on offer here, Pro Evolution Soccer 2011 3D, or what will now become known as PES 3D, is probably best suited for those nostalgic fans looking for some classic and recognised footballing fun. Sure, there's a shiny 3D sheen that will undoubtedly impress, but underneath the impressive looks you have a game that has its feet firmly rooted in 2005.

Before I dive into what exactly you can expect in terms of modes and gameplay in this new entry in the series (because, in all honesty, it's fairly predictable), let me begin with the headline new feature: the big, bold '3D', screaming at you from the front of the box. Now, I'm not going to sit here and tell you that the 3D is particularly gameplay enhancing, because I'd probably be lying. What I will say is that it's a pretty damn impressive visual trick. As with all the Nintendo 3DS launch games, the 3D effect is very impressive when you first lay your eyes upon it, and - despite having been offered a taste of real-life 3D football, thanks to Sky Sports - I was remarkably impressed at how good it looked on Nintendo's little machine.

The cutscenes, such as goal celebrations and lineup shots at the start of matches, are where the 3D really shines from a aesthetic point of view. In gameplay, PES 3D offers a 'player' view, which basically positions the camera behind the player you are currently controlling. The depth effect here is incredible, but unfortunately it's not going to help your game in any way; in fact, it'll probably hinder your ability to defend effectively. During gameplay, I found myself switching to the default 'wide' view and turning the 3D off, only turning it back on for the aforementioned cutscenes.

Even with the 3D turned off, though, this is still a very pretty looking game. Player models and likenesses are excellent across the board, and animations also hold up well. The official stadiums have been well-recreated too, but as PES veterans will know and expect, the lack of licenses for many of Europe's top club teams is still sorely missed. The Champions League license does soften the blow somewhat, though, and the game on the whole is presented nicely, with well-designed menus and a decent soundtrack. Commentary during the game from Jon Champion and Jim Beglin is, however, just as poor as you'd expect from the series.

As I said before; 3D aside, the actual gameplay is remarkably similar to the PS2 games of old. In fact, if you enjoy the PES games on the PSP then you'll feel right at home. It's fast paced and arcadey, but also capable of being really quite realistic in some cases. Pinging passes around is fun, and long range screamers into the top corner are rather common as well. It's really just what you'd want from a portable football game, as it's unlikely you'll be sitting there playing it for hours on end like you may well do with one of the console big brothers. The game moves and controls well though, with the 3DS's analogue slider used to good effect and making it a far nicer game to control than it would be if you were using the annoyingly small analogue nub on the PSP.

So the gameplay is a nostalgic trip back to the PS2 era, but unfortunately so is the set of modes available for you to play. There's no 'Become a Legend' mode for a start, and most bafflingly of all there's not even a Training mode. Edit mode has been stripped down and there's no online functionality either. You can play local wireless against other 3DS players, but the lack of proper online play will seriously limit the game's lifespan. As mentioned earlier, the Champions League mode is featured, which is always fun to play through a couple of times, if only because of how impeccably the whole thing is presented. The Master League and Exhibition modes are also present, as you would expect.

It's worth noting that the touch screen is barely used beyond menu navigation, and even then you're likely to just use the D-pad anyway. This might be the only launch title you play where the stylus remains firmly secured in the back of the console.

Pro Evolution Soccer 2011 3D is a safe and solid debut for Konami's football franchise on the Nintendo 3DS. As you might expect from a launch title, it's pretty barebones in terms of modes, and the gameplay is stuck in the past; whether this is a good or bad thing depends on your feelings towards the series at the moment. What it does do is provide a fun and, overall, enjoyable portable football game, with some of the most impressive 3D effects you can find amongst the current crop of 3DS software. If you have a 3DS and want to play some footy, it's either this or hit the park with a ball and some jumpers for goalposts.


7/10 [?]

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- Unknown
Review: Yoostar 2
by Unknown
10.4.11

Music karaoke games are something that we're all pretty familiar with; whether it's SingStar on the Playstation 3 or Lips on the Xbox 360, they can be enjoyed by people ranging from budding pop stars to those of us who can't hold a note. No doubt about it, the music karaoke genre is pretty entertaining and really quite popular. But how would you feel if I told you there was a thing called movie karaoke? The concept may seem incredibly strange, but Yoostar 2 manages to make it incredibly enticing. Being dropped into your favourite films is something everyone can get a kick out of. I have no doubt that anyone who much as rents it for a weekend will have many a laugh, but does it have the longevity to remain a party favourite, or will it be eclipsed by other music games? Will your relationship with Yoostar 2 be a one-night stand basis?

Truth is, it depends.

In concept, Yoostar 2 is both cool and simple. There are 80 famous film scenes on the disc and you can step into the role of one or two of the characters involved to either perfectly recapture the original performance or ad-lib your own craziness. Some of the scenes can be performed with two people at once, some involve no dialogue at all, and others are set up as action battlegrounds in which you direct yourself. You simply step in front of the PlayStation Eye or Kinect camera, line yourself up in the correct position and presto! - you're in a scene. It sounds simple because it is - there isn't really much complexity to Yoostar 2. not only do its rating systems seem a little off, but unless you get creative redoing scenes multiple times won't be as appealing as singing your favourite songs again and again via SingStar, Lips, Rock Band, or one of the other classics.


Whilst the process of playing the game itself is simple, getting everything to work correctly from a technical standpoint can be an exercise in frustration. For the camera technology to work as it should, you're going to need stand in front of a clear backdrop and ensure that lighting is completely even. Objects such as sofas, or minor lighting issues like furniture shadows will result in your surroundings bleeding into the scene. While it may be amusing to see a lampshade appear on top of Marlon Brando's head during a scene from The Godfather, it does kill the illusion.

I'm lucky enough to be in a position where it's relatively easy to set up the camera in a furniture-free, well-lit location, and everything works as it should, but these technical shenanigans are certainly something to consider if you only have access to a clustered living room. When the camera does work as intended, the effect is fantastic (especially in scenes where you are working with other real actors). The illusion is certainly there, so it's worth putting some effort in to ensure you get the best experience possible as there are laughs and fun to be had if you get it to work.


In terms of modes, Quick Play is the one to choose. It simply lets you pick any scene you want and act it out without any faffing around - it's quick and simple enough that most people will probably stick with it rather than head into the Challenge mode, which plays out like some sort of half-hearted attempt at a single player career mode. It's not particularly appealing, and will leave you trudging through a fair amount of scenes that you may not be remotely interested in.

Speaking of scenes you may not be interested in, that is what will ultimately make or break Yoostar 2 - the content it offers you. There are some great scenes on its list, but inevitably there are a few duff ones too (Angels and Demons, who chose that one?!). DLC has been promised, but as of now nothing is available, meaning that it's difficult to predict what kind of scenes will eventually be put on sale (or more importantly, how much they are going to cost). If there's good enough DLC support in store for us, then Yoostar 2's Quick Play mode will make it well worth returning to months down the line.

What's also impressive about Yoostar 2 is it's social networking element. You can save all your scenes locally and also upload them to the Yoostar Playground, an online hub where they can be viewed and rated by other users. From here they can easily be posted onto Facebook and Twitter, which is a nice touch. It's these sort of options which will keep people engaged with the game, and if a budding community can flourish and grow then Yoostar 2 may have a healthy future in store for it.


The length of playtime you'll get out of Yoostar 2 will depend on:

a) Your love for films
b) How creative you are
c) Whether or not it ever receives DLC worth buying

There are some pretty good scenes on the disc, and Quick Play mode can be an absolute barrel of laughs when enjoyed with friends, but beyond that there isn't anything else to do with Yoostar 2. The social networking element is an innovative and well realised step forward for party games of this style, but what will keep you coming back is the ad-lib option to mess around with famous scenes and the future DLC support. As it stands today, Yoostar 2 is an amusing party game with some neat technology behind it and one that will keep you entertained for a few Saturday nights at the very least.

7/10 [?]

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- Unknown
Demo Impressions: Mortal Kombat
by Unknown
7.4.11

After a few decent but pretty unspectacular entries in the long running Mortal Kombat series, series creator Ed Boon is taking it back to its roots this April, with a new game simply entitled Mortal Kombat. As the first entry in the core series to appear on the current generation of consoles, hopes and expectations are high, particularly amongst hardcore fans. I have no real affinity towards the series (or fighting games in general), but in a bid to see what the fuss is all about, I downloaded the demo on my PlayStation 3, and was quickly having my arse handed to me on a plate.

I was somewhat disappointed that the demo was single-player only, but you do get to compete against the AI on five difficulty levels as you move up the first four stages of a ladder; fighting Scorpion, Johnny Cage, Mileena, and Sub-Zero along the way. The demo ends at the fifth stage, but being able to check out four characters across a few different environments is relatively impressive for a demo that only weighed in at just over 500MB. The difficulty began as tame on the lower few settings, with opponents barely trying to register any sort of attack on me as I jumped around and crouched like an idiot, desperately trying to get a grip on the controls. Once I had, I was able to string a few combos together by accident, and after checking the moves list I was having a decent time beating the crap out of an AI opponent who wasn't really doing anything in response.

Moving up a few difficulty levels, the intricacies of the fighting system became clear, and soon I was failing epically. It's fairly fast-paced, but not anywhere near the speed of something like Street Fighter IV or Marvel vs Capcom 3. Combos and moves can sometimes take a while to perform, thanks to some pretty excessive animations from a few of the characters, but overall the fights have a nice flow to them. Playing with a D-pad is obviously preferable to using an analogue stick, and for that reason alone anyone with the choice of PS3 or 360 at launch should surely choose the former - the PlayStation 3's easy-to-use D-pad lends itself better than its rival to the gameplay of Mortal Kombat. It's also worth noting that PlayStation owners will enjoy Kratos as an exclusive playable character, although he wasn't available in the demo, and there's no word on whether or not 360 fans will have anything similar to look forward to.


The main menu also reveals the other modes you can expect to be playing; though many single player modes are all present and correct, some interesting challenge rooms make an appearance, and (of course) online multiplayer will also be a feature. After spending some time with Mortal Kombat vs. DC Universe online, I think we can expect this new game to provide an excellent online multiplayer experience.

What's abundantly clear from the demo is that this is one damn good looking game. Running on the Unreal Engine, character models and animations are absolutely fantastic, with a great level of detail. The fatal blows you can perform at the end of a fight look incredible and are also absolutely brutal, from freezing a dude's legs and then ripping off his torso, to tearing a guy's head off and swinging it lasso-style by the spinal cord; these moves are not for the faint-hearted. If you're rich enough, you can also enjoy all these brutal delights in glorious 3D. The game looks even more brilliant in 3D, which surprised me, since the fighting happens on a 2D plain. The 3D adds some really excellent depth to the landscapes, and the already-excellent looking environments look even better. It definitely falls into the category of '3D just-for-looks' (rather than '3D for gameplay enhancements'), but it looks terrific and is actually a lot more focussed and much less headache-inducing thanks to its 2D plain.

Sound effects are also top notch; the sounds of bones breaking and limbs ripping sound incredibly shocking and satisfying on a surround sound system.


Bearing in mind that I'm not a massive fan of fighting games, I came away feeling very impressed with Mortal Kombat. I think that fans of the series will instantly feel at home with the fighting system, whilst those who have never touched Mortal Kombat will be able to marvel at its stunning presentation and ridiculous violence. Whether you're a hardcore fan of the series, or a fighting game novice looking for a baptism by aesthetically-wonderful fire, Mortal Kombat could well be worth checking out.

Mortal Kombat releases for Xbox 360 and PlayStation 3 on April 21st in Europe and April 19th in North America.

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- Unknown
Demo Impressions: MotorStorm Apocalypse
by Unknown
2.4.11

The MotorStorm series has been one of Sony's flagship first-party franchises since the launch of the PlayStation 3 in 2006. When the original game debuted alongside the console, it wowed players with its truly stunning visuals and brutal off-road racing. In 2008, the sequel Pacific Rift was released and added some real substance to the solid groundwork of the original game, and introduced a new setting in the form of a tropical island. Now, having been through the canyons and the tropics, MotorStorm: Apocalypse is heading to the city space as Mother Nature wreaks havoc upon Earth with earthquakes and plenty else, creating the perfect racing environment. As the game nears release, I checked out the demo to see what we can expect from the third outing in the series.

The demo allows you to play a standard race with fifteen AI competitors and sit behind the wheel of either a super-car or a super-bike as you speed through the Mainline track. As with presumably all the tracks in the main game, Mainline is explosive to say the least. Starting in an underground train track, the landscape also sees you drive across urban canyons caused by the natural disaster that has taken place, as well as along some of the destroyed roads and bridges. As the race develops, the track suffers even more deformation as towers and bridges collapses, alternate routes become available, buildings explode and plenty else. All these effects look stunning for sure, but they also have a significant impact on the race in a way similar to Split/Second. You can't trigger these events at will, but they are no less stunning whenever they occur.


Actually racing in Apocalypse is pretty similar to the prior games in the series and I doubt fans would have it any other way. The sense of speed is still impressive, the handling is also still pretty forgiving and the turbo boost is still always available for you to scrape vital seconds off your lap times. At this stage there's little I can really say about the gameplay; in these standard race terms after a few races on the same track it seems just as fun as ever and will no doubt keep veterans happy both online and off.

What deserves more attention than anything else after my time with the demo is the stunning graphics. Textures on the track and the vehicles are all fantastic and everything is brilliantly detailed. The explosions, collapsing buildings, fire and smoke effects are all convincing and look like they were pulled straight from 2012. It's also well worth mentioning how impressive the 3D effect is in Apocalypse. Having spent time playing Killzone 3, Gran Turismo 5 and Super Stardust HD in 3D, it's easy for me to say that Apocalypse is by far the best 3D gaming experience I've had. Playing the demo in 3D, viewing the action through the first-person bonnet view as rubble and fire fly towards you is a truly adrenaline pumping experience. If you have a 3DTV, this might finally be the game to get you excited about the prospects of PS3 gaming in 3D.

The audio package seems equally impressive thus far, with a similar rock themed soundtrack as heard in prior games and plenty of impressive environmental sounds and vehicles crashing into each other. Just from the demo alone it's obvious that Apocalypse will give your home theatre system a serious workout.


Overall, my time with the demo has been positive, with plenty of impressive moments littered throughout what is only a very small portion of what fans can look forward to. The core racing is just as exciting as ever, whilst the new setting and stunning 3D look set to make Apocalypse one of the most visually breathtaking game on PS3. With plenty of online and offline modes promised, there's sure to be plenty to get excited about as the game's launch approaches.

MotorStorm: Apocalypse's UK release was delayed (due to the earthquake in Japan) from its original 16 March date to March 31st, and should be currently be on store shelves. Its North American release date is yet to be specified. Be sure to check our sister site SystemLink for updates on that NA release.

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- Unknown
GGTL Classics
Some of the very best articles dug out from deep in the GGTL archives, written by some of our past and present wordsmiths alike.
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