Showing posts with label ps3. Show all posts
Showing posts with label ps3. Show all posts

Wednesday, 21 April 2010

Review - Guitar Hero Van Halen

A Guest Review by Tom McShane
  • Game: Guitar Hero Van Halen
  • Format: Xbox 360
  • Console: PS2, PS3, Wii
  • Developer: NeverSoft
  • Publisher: Activision
  • Genre: Music/Rhythm
If there’s one guitar solo in the history of all music (nay, all sound) that makes women moist and gives guys the nut-chills, it’s Van Halen’s ‘Eruption’, and before now the only coverage the spandex-clad, harmony-fuelled rock gods have had in the world of music video games has been a cover of ‘You Really Got Me’ in Guitar Hero II, and a blisteringly-difficult rendition of ‘Hot For Teacher’ in World Tour. So is the addition of a Van Halen iteration to the roster of band centric Guitar Hero titles enough to give you those Eruption-esque chills all over again?

The answer, sadly, is no. Unlike the Aerosmith and Metallica instalments, this is quite a lacklustre effort from the folks over at Neversoft. Picture the scene; Van Halen are in their prime, rocking it with some of their best known songs with flamboyant frontman David Lee Roth. They’re leaping around the stage looking like they’ve been poured into the skin-tight spandex and leather… wait. That’s right – Van Halen’s major, non-musical traits (their typically 80s outfits; their over-the-top stage presence; David Lee Roth’s flowing hair) are all but absent from this game. The band appear as they did on their 2009 tour – complete with a short-haired David Lee Roth, a rather aged Eddie Van Halen and lacking both original bassist Michael Anthony and any of the band’s signature stage presence.

There’s nothing particularly wrong with the core of the game, mind you. It’s still Guitar Hero, and the plethora of classic Van Halen songs (all from the arguably superior David Lee Roth-era) are fantastic fun. Pretty much every single song that made Van Halen who are they is in here – ‘Panama’, ‘Jump’, ‘Eruption’, ‘You Really Got Me’, ‘Running With The Devil’… the list goes on and on for 25 songs of rocky goodness. In fact, you could take the songlist from this game and easily package it as a ‘Best Of’ that fans (myself included) would lap up and hand over a tenner for. But there’s nothing new here that stops the game becoming anything more than a glorified expansion pack that rapes your wallet of £40, which also unfortunately seems to be the way the whole Guitar Hero franchise is going.

The game mechanics are exactly the same - in fact they might even be worse, seeing as Guitar Hero: Van Halen actually lacks the drop-in/drop-out play mode of Guitar Hero 5, despite the VH iteration being the newest game in the series. Everything looks the same (save for some gratuitous red, black and white Van Halen striping around the menus) and the on-stage models are much the same too – incredibly realistic looking, but when it comes to movements they’re stiff and lifeless. The animated band does move about a bit and pull off the odd stage antic (like the David Lee Roth spinning the mic stand) but it’s all very half-arsed. There’s just no Van Halen magic to it at all. Maybe I’m expecting too much for some 3D animated models to capture the same stage magic of the real-life Van Halen from way back in the 80s. Or maybe that’s the problem with the game and why the first statement sounds like I’m having to make excuses for a game that feels rushed and half-finished. I mean, what’s so ‘Van Halen’ about short, neat haircuts, a nice shirt and smart jeans, and a reserved, ‘in awe of a stadium audience’ stage presence and attitude.


David Lee Roth’s ability to hit those high notes is no surprise after you get one look of the spandex tightly hugging his crotch.

Yeah, ok, you can unlock stage models of the band from their spandex/ass-less chap era (late 70s/early 80s) but there’s two reasons why this is totally rubbish, the main reason being that it’s totally backwards. This classic 80s formation of Van Halen is that one that should be available from the very beginning; long hair and ridiculous skin tight, glittery costumes is the epitome of Van Halen and the glam rock era they championed. The rather polished, ‘we’ve grown up now’ look of the modern-day Van Halen is the costume and model set that should be unlockable – not the real Van Halen!

Which leads me into the second reason as to why the character sets are completely backwards – it means that for a large part of the game it just doesn’t feel like you’re playing as Van Halen. It feels like you’re just playing as some random collection of computer-generated rockstars performing away in the background on an extra-large Van Halen song pack on Guitar Hero: World Tour. And that’s all the game is really – an expansion pack. Hell, those lucky American folk got this for free if they bought Guitar Hero 5.

So if there’s a bottom line here it’s “don’t buy this game”. It’s such a shame as Van Halen are the perfect band for a game like Guitar Hero – catchy riffs, blistering solos (one thing to mention about the game is its racked up difficulty in comparison to a lot of older GH material) and screaming lead vocals. But it’s pulled off in such a way that will leave you feeling short changed. Maybe if some generous American fella is selling his free copy on eBay dirt cheap, or the market price responds to the abysmal press scores it’s been given (averaging less than 66% on GameRankings as well as a meagre 4.9/10 on IGN), then it’ll be worth it. Until then, it’s probably best to crank up that Van Halen record and air-guitar around your room like a buffoon. It’s cheaper and much more satisfying.


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Sunday, 28 February 2010

Hardware - Turtle Beach X1 Headphones


A Guest Article by Funk
I've always played CoD4 and MW2 with headphones on as I think it's one of the best advantages you can have in the game. The downside is that although you can hear exactly where people are, you can't actually talk to people in games. It bothers me sometimes being in games where people are slagging me off because I'm winning and not be able to respond in some way. I've been on the lookout for a headset that had decent sound that matched my awesome Sennheisers and a mic built in that worked with the 360. Recently I got these Turtle Beach X1's.

Not being a sound engineer it's kinda hard to explain technically why they're good but they seem to have an advantage over my Sennheisers in that the sound is amplified and boosted in the right areas. There's a massive bass boost and a focus on the sound of footsteps, reloading and enemies using tech like predators etc. You can actually hear the briefcase opening!

The wires are a bit fiddly to start with because you have a usb cable to the console and an audio jack to your sound source and then another lead from the sound controller to the pad. This allows independent control of game volume in your ears and the mic volume of people in the lobby. You do get a slight humm through the phones when there's no game sound but this is because of the bass boost I think -and you never notice it during gameplay.

Overall I'm well happy with them, they've made me even more devastating and now I can verbally slap people who start talking crap at me during games. The X1's are reasonably priced and if you want to spend another 50 quid on top you can get the wireless X31's.

If you're serious about your FPS's and you want mic ability too. Get these - they're awesome.

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Thursday, 4 February 2010

Retrospective - Uncharted: Drake's Fortune

  • Game: Uncharted: Drake's Fortune
  • Format: PS3
  • First Released: November 20, 2007 (USA)
  • Developer: Naughty Dog
  • Publisher: Sony Computer Entertainment
  • Genre: Third Person Adventure

I know I'm late to the party. This game came out in 2007 just after the PS3's launch in Europe. I'm excused for being late for two reasons; firstly, I only got my PS3 in 2008 and, secondly, the PS3's just a glorified Blu-ray player, right? Wrong. Definitely wrong. And I'll tell you for why.

When you first load the game up the main thing that grabs your attention is the graphics. Everything is crisp, everything is clear and the backgrounds are gorgeous. A special mention has to go to the character models though, they truly are astounding. The developers have crammed the game disc with ten times more movement animations and 70-80 facial animations per character which when combined really enhance the game and succeeds in further drawing you into the game world.

So the game world looks real, but how does it sound? Pretty bloody good is how it sounds. The score is creepy when it needs to be, inquisitive when it wants to be, and downright dramatic the rest of the time. The music fulfills the objective of being atmospheric and adding a real sense of occasion to the play-through. A huge shout-out has to go to the voice actors. Nolan North does a great job of depicting the cocksure treasure hunter Drake but also, with the excellent character models, can portray sorrow, concern, pain, anguish, elation, bereavement, and any other emotion you wish to name. Other honourable mentions go to Sully and Elena who give the game some depth and perspective alongside Drake.

 Characters! Some of them!

The story is your typical treasure hunter scenario: Group A finds ancient clues that lead to treasure 1, group B steal it, group A get it back, both groups head towards the final destination where they inevitably cross paths and chaos ensues. It's all very National Treasure, but that's not to say it's not enjoyable. There's a bit of a twist around chapter 19 that left me feeling a tad bitter for being so predictable insomuch as it followed a typical videogame convention instead of sticking to what it was doing best, but the game soon explained itself and everything was forgiven. Well, nearly everything. The jetski sections are sure to haunt me for the rest of my life but thankfully they only occupy a minuscule amount of the overall game time.

"Aye, right, cheers Jambo but ye haven't told us aboot the game - ye've just gan an aboot facial animations and other bunkum." Alright! I'm getting there. I might even do it now. The game has a cover system - very similar to the Gears of War franchise's own - and it works great. Corners, boxes, fences, and bannisters provide excellent cover and the majority of it can be destroyed by a few bullets leaving you frantically scurrying around like fat kid who's misplaced his Freddo. The gunplay is also very satisfying with a nice range of pew-pews to choose from and they all feel crunchy and meaty.

 Shoot them! Shoot them with your gun!

The PS3 pad works very well with aiming and shooting being done with the L1 and R1 buttons. This is a great move as, quite frankly, the L2 and R2 buttons where these actions are conventionally mapped are rubbish on the DualShock3. The game also makes use of the SixAxis technology but thankfully it's few and far between. I don't say that because it's implemented poorly, I say that because motion control is a terrible, terrible idea that has only succeeded in saturating the games market with shovelware.

The game uses a few QTEs to advance the story but I feel these work very well within the context of the game. I know these can be controversial as a lot of gamers find them as a cheap way of forcing human interaction within a static scene, but I really enjoy them. So there!

All in all, Uncharted is an excellent game - worthy of any and all praise that is heaped at it, piling up by its feet. It's engrossing, encapsulating, atmospheric, delightful to look at and a pleasure to play. The game demands attention much the same way a Hollywood blockbuster does and it's certainly evident that films paid a huge part in the inspiration and design of the game so it comes as no surprise that an Uncharted film is currently being made. Games like this restore my faith in the PS3 as a console. Games like this restore my faith in videogames where bringing in a new IP is considered a costly risk. Games like this are why I play games in the first place. The promise of a second installment - already out - fills me with joy. Uncharted is the first PS3 exclusive I've played and thought: "y'know what, this is actually really good" and for that it can be considered a rare treasure indeed.

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Tuesday, 5 January 2010

TGN Game of the Year 2009



It's 2010 so, naturally, we look back at the previous year in various different ways. The most popular form seems to be all over the TV in the form of list shows, but they're inexpensive to make and get good viewing figures (I think), so I'm going to conform to that because I'm pretty bored, and the Blog hasn't had a new article all year (hurr-durr). SO! I went into the GotY thread on TGN and tallied up the "votes" and came to a really unsurprising conclusion. I'm going to do it anyway. I'm bored.

Now, the nature of the thread means that this is all pretty sketchy, as Mr Party Hat couldn't select a single game, so he told everyone to list 5 and most did, though some only mentioned one, and one person put down 10. But it seems to work regardless of that (as per usual on TGN), certainly, my GotY hit the top spot. A bunch of games were only mentioned once, so I got rid of them for the countdown. I ended up with a Top 8. At least it's an even number…



8
Tales of Vesperia
2 votes

I haven't played this, yet, so I'll hand it over to quotes from the thread.

Master hunter:
"An example of how JRPG's should be done. Addictive story, likeable characters, awesome soundtrack, nice length, and I can't think of where they took a step wrong besides having unskippable cutscenes."

Falco:
"Truly awesome experience. The fighting just worked, there were some unreasonably tough sections but the majority was do-able with challenge. On the second play-through it made you feel like God.


…it was simply a joy to play, and a truly epic experience."




7
Ghostbusters: The Video Game
2 votes

I've waxed lyrical about this game on TGN, or at least if I haven't I bloody well should have done. No, I definitely think I have. You see, it's Ghostbusters and it's a video game, but it's a damn fine video-game. Prior to its eventual and troubled release there was a feeling in the air that it might be a bit rubbish, as with most licensed games, but it really isn't. The ghost trapping is spot-on and it's incredibly fun, too, and the cast is there in their entirety… almost. You've got all the Ghostbusters, Janine and even dickless himself, Walter Peck. Only Dana and Louis are missing, but that's not really a problem. It's not as funny as the movies and certainly not as quotable as the first, but it's got a lot of legs, as you'll find on your third or fourth play-through. It's also got a fairly well-done and enjoyable multiplayer, even if it's a little difficult to get into a game with a friend. Then there's the fan-service; it references the film almost non-stop throughout the game, whether it's a dancing toaster or the portrait of Vigo (who will admonish you should you approach him), to the brilliant boss-battle with the Stay Puft Marshmallow Man, and the back-story given to the Gray Lady, the very first spectre the 'Busters encounter. Fantastic.




6
Borderlands
2 votes

Mr Party Hat:
"There isn't much that can be said about Borderlands that hasn't already been shouted from the forum-tops by an adoring Internet. It has more satisfying gunplay than any FPS released all year, perfects WoW's loot fetishism in a way even other MMOs struggle to do and is set in a strikingly pretty world. Above all else though, and perhaps more than any other console game this year, it was created out of the developer's desire to do so, rather than financial necessity, and this comes through in every acid bleeding, blood splattered, shotgun wielding Badass Midget Psycho."

Enough said, I think.







5
Assassin's Creed 2
3 votes

Now, this only got two mentions in the thread, but I got it for Christmas and I'm adding a vote for me. I haven't even completed it yet, but I'm absolutely loving it.

Apocalypse Dude:
"A perfect example of how exactly to do a sequel. They took on board everything that was criticised from the first game and corrected it, improved everything that was already great, and then threw a heap of new stuff in on top. Utterly superb.


Also, best last boss ever."

I can't say anything at all about the last boss, but I've played enough to know just how good a game AC2 is. It takes a while to get into the game proper, but it's a testament to how good a game it is that it doesn't matter, as you'll still have a lot of fun. The parkour elements are just as fun as ever, and I found myself climbing the tallest buildings just for the sake of it. There's nothing like the immense sense of satisfaction to be garnered from pulling off a perfectly executed assassination without being seen and without your notoriety going up.




4
Street Fighter IV
3 votes




A game I've got and have played, but not a game I've played a lot or know much about. I do know it's got fantastic graphics, and what I did play was a lot of fun. Here's a couple of quotes:

Boss Man:
"Brings the classic characters and gameplay from what we loved from SFII. Got this game when it came out and I'm still playing it today."

Stifler:
"Surprised only Boss Man has mentioned it so far, given that it was officially declared as GOTY 2009 when we did the 2008 thread last year


Can't fault it, aside from the lack of an online spectators lobby...looking forward to Super SFIV fixing that though (and adding in Cody!...GOTY 2010 for sure!)"





3
Uncharted 2
3 votes

Mr Party Hat:
"So beautiful it makes me want to get my cock out, so I've got a third eye to watch it with."

I'd like to leave it at that, but I have to add more stuff in so the box-art doesn't get messed up with the next game.

Android18a:
"For me, this is unquestionably the Game Of The Year. Surpassing the original Uncharted in almost every aspect, Uncharted 2 is a blooming masterpiece from start to finish. Stunningly rendered locations, the best acting on a videogame to date, and a fantastic action-adventure romp.


Perhaps most impressive is the almost complete lack of filler. No endless repeating corridors, no copy-and-paste areas, and none of those endless waves of enemies from the original game. You're always moving forwards, and there's something round every corner. A fast moving river to cross, a collapsing bridge, being chased by a tank, scaling to the top of a ruined luxury hotel… every single minute is gold. With the possible exception of a slightly cheap final boss."





2
Batman: Arkham Asylum
6 votes



Ah, finally, a game I can talk about. Arkham Asylum is pretty much as perfect as a game can get. It's challenging without being unfair, the story is entertaining and thrilling without going over the top or being too convoluted, the graphics are superb and there are close to no glitches whatsoever. It makes you feel like Batman; you spend most of the game using your grappling hook to get into vantage spots to take out the enemy in the most impressive or efficient way. It's a joy to finally play a game and know that whenever you get hurt, it's pretty much your own fault completely. It must be possible to go through the whole game even on the hardest difficulty and not get hurt at all. That's one of the beautiful things about Arkham Asylum, it never gets frustrating and stays at the right side of challenging throughout. Whenever Batman gets hurt, it's because you've fucked up. You never feel like you've been harshly done by, and whilst there might be times when you'll get a bit angry, it'll only be anger directed toward yourself, never to the game. You might say something like "how the hell was I supposed to know that was going to happen", but deep down, you'll know you did something wrong and could easily have stopped it from happening were you looking in the right direction or what have you.

Every part of this game and every part of Arkham Asylum has been paid so much attention to, it's surprising when you realise that it was made by a little known developer from London whose only previous game was Urban Chaos: Riot Response on the PS2. No, I've never heard of it, either. I can't wait to see what Rocksteady are up to nex– oh, wait Arkham Asylum 2! Sweet.





Number 1
Call of Duty: Modern Warfare 2
7 votes



Predictable? Yes, but as you can see from the votes, it only just won. Undeserved? Definitely not. While the single-player story might be a bit of a mess, it's not so much about the story but rather the situations the game puts you in. In a recent interview with Gametrailers.com, some of Infinity Ward's lead designers talked about the process of the story's development, and said that they had an idea of a bunch of different set-pieces, then crafted the story around that. You can see that quite clearly, as set-pieces such as invading the Gulag, scaling a glacier and the infamous 'No Russian' level are talked about far more than the actual story. Even with all that said, the single-player campaign is, for most people, only about 10% of the actual game. It's the multi-player that makes up the reason this game is so lauded. It's predecessor, Call of Duty 4, was so good it dominated Xbox Live play-time over the likes of Halo 3 and Gears of War, but Modern Warfare 2 makes CoD4 obsolete in every way shape or form.

At first, even to CoD4 veterans, the sheer amount of new perks, killstreak rewards, deathstreak perks, weapons, weapon add-ons, equipment, challenges, callsigns and game modes can be overwhelming. Once I first started playing the multi-player, I didn't know where to start, and found myself just staring at the screen with my mouth agape. After a few games, though, I was squeaking down my microphone at my friends with sheer delight as I tried out the new care-packages and called in a Precision Airstrike. The amount of times in CoD4 where I've lamented a perfectly placed airstrike missing every opponent because of the random angle the airstrike came in at. Now you have full control over where it strikes and where it comes from. But this isn't even the best killstreak reward; the AC-130 might not be the most effective form of air-support, but it sure is fun and the Chopper Gunner is just ruthless, with a cannon that unloads molten death onto anyone you care to aim at. Then you've got the Nuke. The End Game in its purest form. Incredibly satisfying to use, especially when you're on the losing team. It sounds a little unfair, but, believe me, if you can get a 25 killstreak, you deserve to win the game. I haven't even mentioned Spec-Ops yet, and I can't bothered to, either.

So, there we have it. 2009's best games as (kind of) decided by the gloriously proportioned members of TGN. 2010 will probably be better…

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Monday, 21 December 2009

Review - Assassin's Creed II



  • Game: Assassin's Creed 2
  • Format: Xbox 360
  • Other Formats: PC, PS3
  • Developer: Ubisoft Montreal
  • Publisher: Ubisoft
  • Genre: Third Person Adventure


The first Assassin's Creed was a game with great potential - the Prince of Persia-style free running allowed you to climb any building then leap into a conveniently placed haystack at the bottom. Then there was the crowd-based stealth system that when used properly could let you walk right up to your target, stab him, and walk away before the guards even noticed he was dead. All this was tied up with a plot that could best be described as "The Da Vinci Code if Dan Brown wasn't a talentless hack" and the truly revolutionary concept of using a historical setting that was neither World War II nor ancient Rome.

Note the lack of Nazi gladiators.

Despite this potential, there were a number of major flaws that prevented it from being a truly great game. But now two years on, the sequel is here and provides one of the best examples in years of how to address the flaws of a game and bring the concept forwards.

The story kicks off right where the first game ended. Desmond is rescued from Abstergo by the modern Assassins and put into an upgraded version of the Animus. Once there he begins to relive the life of his ancestor Ezio Auditore da Firenze, a 15th century Italian nobleman who, much like Altaïr, is also a behooded Batman wannabe fighting to stop the Knights Templar from stealing the powers of Space Jesus. It makes sense in context. This change of character brings with it a new setting in the form of five cities in Renaissance Italy.

The dialogue è ormai casualmente switch between English e Italiano. Accendere i sottotitoli. Requiescat in pace.

The most obvious flaw in the original game was the dull mission structure, with constantly repeated missions involving such thrilling jobs as pickpocketing or sitting on a bench. The sequel does its best to address this problem, with much more variety in the missions and more cinematic set-pieces. There are also a number of underground tombs that allow you to make the most of Ezio's parkour skills. Having said all this, there are still too many "very slowly walk after this guy" missions (i.e. more than zero).

And the improvements extend further than the mission structure, to the point where it is hard to think of a single criticism of the first game that hasn't been addressed to some extent. Lack of reward for finding things? Collection increases the value of your villa and hence your income, plus there are proper unlockables for finding enough hidden feathers. Instant death water? You can now not only swim, but make sneaky takedowns from the water's edge. Not enough answers regarding the metaplot? Two sidequests give plenty of information about both the Assassins and Templars, and the ending is essentially a chain of massive revelations.

Non-instakill water. Really useful when you're in Venice.

There are still a few problems though. Having to keep returning to the villa to pick up money is a pain, especially as it involves a loading screen and usually a fairly long walk. In addition, despite improvements the combat still pales in comparison to something like Batman: Arkham Asylum. There are a number of new moves, but the all-powerful counter attack is still enough to defeat just about any enemy. This combined with enemies that politely attack one at a time means that battles often degenerate into holding the block button and waiting for an opportunity to counter.

All in all, this is the game we should have got two years ago, and means the series now actually deserves the level of success it has received. There are a few things left to be ironed out, but if the inevitable Assassin's Creed III has the same dedication to addressing its failings then it could be a true classic.
Score:
8/10



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Wednesday, 4 March 2009

Review - Burnout Paradise: Ultimate Box

  • Game: Burnout Paradise - Ultimate Box
  • Format: Xbox 360
  • Other Formats: PS3, PC
  • Developer: Criterion Games
  • Publisher: Electronic Arts
  • Genre: Racing, Sandbox
Early 2008 saw the arrival of Criterion’s Burnout Paradise – a balls-to-the-wall, adrenaline-fuelled arcade racer that scrapped the menus for a free-roaming city with which to confound and annoy you. Upon lending yourself to the city for a few hours however, you soon found that navigating the twisty-turny streets like a twisty-turny thing became second nature, so fans of the game should feel right at home with the expansions as they are set once again in this ‘paradise’.

Wayne has already covered the core game and it’s assets in his review way back when, so I won’t go treading on his street-racing tippy toes… too much. The Ultimate Box contains the main Burnout Paradise game, with the inclusion of all the current updates and the free Burnout Bikes, in conjunction with the Party Pack – a pay-for add-on for offline multiplayer. From the offset you can see the transformation in the front-end menus as you are given the option to select ‘Burnout Bikes’ and the old favourite ‘Robotically-Controlled Driverless Cars’. As well as this, EA have jumped in with their big ‘online stick of internetz’ and offered the gift of a bulletin board detailing updates to the Burnout community and a nice little calendar detailing events to look out for – all while Paradise City loads.

Naturally, ever being the social stud that I am, I delved into the single-player Burnout Bikes as my first port of call, choosing the needlessly busty female rider in a fetching pink suit to tear some asphalt. What you notice from the word ‘go’ is the intense speed that is available to you from the off. The bikes pack a punch and it certainly gets the adrenaline flowing. It’s been a while Burnout, I’ve missed you like a fat kid misses cake. The good news is that the bikes handle very differently to their four-wheeled counterparts and it definitely feels fresh, even if you do miss boosting. You see, apparently the bikes go fast enough as it is, so there is no need for them to ever boost, making the ‘A’ button redundant in this mode. While perhaps leveling the playing field from wavy mounds to a smooth camber for those new to the genre, it does however render the tricks and stunts rather pointless as they only endanger your race rather than giving any sort of reward.

One of the biggest letdowns with the bikes mode that became immediately apparent is the lack of any sort of ‘oomf’ to the crashes. Instead of hurtling your twin-airbag parading avatar several miles into a particularly painfully placed lamp-post as your bike crumples to the size and texture of an Oxo Cube, you are left staring at an invincible vehicle sliding carelessly along the floor with your magical rider having teleported off-screen out of harm’s way. For a series that parades itself on sweet-ass crash physics, this came somewhat as a shock when all I wanted to see was some humorous ragdolls thrown into traffic when I ballsed up for the umpteenth time.

Overall, Burnout Bikes is exactly what Criterion says it is – an add-on. There are nice little touches - such as half the events on the map being available at night and the other half being available during the day – but the mode as a whole is weaker as a stand-alone game when compared to the majesty of Burnout Cars; especially when you can drive the Delorean (for a small fee of Microsoft Points). Each event seems more like a lonely time trial rather than a ‘race’ and you’ll find yourself coming back to the screeching tires of the four-wheeled exemplars soon enough.

Here we see 'Jez' driving up the brown slope

A quick flex of my thumb and forefinger to twist the volume up on my speakers instantaneously created a crowd of friends to huddle into my room – and so we come to the Burnout Party Pack. A mode for up to eight players sees you and your acquaintances passing the controller around and taking it in turns to beat each other’s score. For some reason the menu aesthetics have been completely revamped for this addition and the game suddenly looks even more colourful than before, resembling a scene from Willy Wonka’s Chocolate Factory, and very aptly setting a ‘party’ atmosphere without killing-off small children in every scene. From the player-naming menu thingy, you are given the option of how many rounds you and your chums would like to compete in, from one to eight in three categories. ‘Speed’, being the obvious from a racing game; ‘Stunt’, having you rather unimaginatively clamouring through the air over an object; and ‘Skill’ seeing you showboating in any way possible to garner enough points to rub in the unsuspecting face of your compadres like the streaker at a sleepover.

Out of these modes, ‘Stunt’ is probably the weakest, as it just requires either a pass or fail attempt and, unlike the other two modes, completely trashing the expected score will get you no further than just getting by with the requirements. A problem that I find with the party pack is not so much a qualm with the formula, but that fact that I cannot choose a specific event to replay at my whim. A particular favourite of mine involved power-sliding round a monument for as long as possible, but as far as I can tell, this will only come up randomly out of the ‘Skill’ category for a round. While not a structural weakness in the building that is Party Pack, it would be nice to have a supporting beam or two in the form of extra options. As expansions go though, the Party Pack delivers a wealth of content that’s more perfect for playing with friends than naked Twister.

Overall, the Ultimate Box is exactly what it says on the tin. You take an updated version of an already great game, add in a couple expansions as well as a great little party mode, stick them into a bowl, and mix the funk out of them. What do you have? An updated version of Burnout Paradise with a couple of expansions and a great little party mode… in a bowl.

Single Player Score – 9
Multiplayer Score - 9

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Saturday, 28 February 2009

Review - Street Fighter IV

Co-written with Boss Man
  • Game: Street Fighter IV
  • Format: PS3
  • Other Formats: Xbox 360, Arcade
  • Developer: Dimps/Capcom
  • Publisher: Capcom
  • Genre: 2.5D Fighting

Street Fighter II defined a genre and created an impression still felt today, a game known for great characters and great gameplay. After years of re-releasing it with new additions, Capcom released Street Fighter III - a great game in its own right, introducing the series to a parry system and an array of new characters. Many of said new characters had an almost cloned move-set of those from the previous game. As good as it was, it failed to draw as big a fan -base as its predecessor. Many games have even tried to imitate the series: King of Fighters and Dark Stalkers spring to mind, but none so universally accepted as Street Fighter. Nine years since the last game, Capcom have finally created a new addition to the already bloated series. So after countless pretenders, will this new installment prove itself to be worthy of its title, or will it be another impersonator and eventually be forgotten?

Street Fighter IV is purely a fighting game. If you’re hoping for mini-games, customisation of characters or anything other than a toe to toe brawl, then this isn’t the game for you. The fighting game staple that is Arcade mode is included - this is simply you going one on one against a number of computer controlled opponents until you eventually reach the final boss. On completing the mode you get the second anime bookend to your character's story. The more appealing mode is Versus, where you can play local, or online battles against real opponents. New to Street Fighter is Challenge mode, where you can find multiple tasks, like Time Attack (you are given a time limit to defeat a number of opponents), Survival (you have one life bar through a few fights) and Trial, which is very much like training mode but introduces players to moves and combos with increasing difficulty.

Kameh-hameh… wait a minute…

As for the game's graphics, it looks nothing less than gorgeous. Cel-shaded style not too unlike Prince of Persia's is used to stunning effect. For fans of the previous games it may take a while to get used to Ryu and Ken’s added bulkiness, other than that slight qualm the graphics are fantastic and even better in motion. Street Fighter IV keeps the gameplay strictly 2D, but allows the characters and levels to stray into the third dimension, in a similar way to Super Smash Bros.

Street Fighter IV returns to its roots, with the original twelve characters from Street Fighter II. As well as the returning 12 there are four completely new characters, all with their own fighting style, moves and inputs. These four new characters are welcome additions and fit the bill perfectly. There are also three playable boss characters you can unlock. Included with the console versions of the game, you also have six extra characters from updated versions or spin-offs from the original series. In total there are 25 characters in the home versions of the game. There’s plenty of variety so there should be at last one character that takes your fancy.

"And what do they call you? Wheels?"

Now for the online, the options here are simple; Player Match or Ranked Match. Player Matches allow you to invite a friend for some matches with the online system. Lobbies here are limited to two people so unlike a local multiplayer match you can‘t have a group of friends taking turns. Ranked Match is you versus an opponent of equal or higher skill, fighting to be the victor. As you win a ranked match you gain points depending on how strong your opponent is and these points are deducted accordingly if you lose. Through these online battles you can unlock titles and an avatar for your online moniker, these give your Street Fighter alter-ego a personal touch.

Being a 2D fighter, it can easily be looked down upon for being shallow, but as fans know, Street Fighter can be exceedingly deep in the right hands. Unlike many fighting games, Street Fighter's simple controls give ease of access to newcomers, allowing them to play the game and have a good time in the process. Veterans of the series will not be alienated either, controls have been left untouched, even though some systems have changed. An example would be the exclusion of the parry system found in Street Fighter III, something called the 'focus system' has took it’s place and has proven to be quite a good inclusion. A focus attack when charged is unblockable, and when used properly they can lead into devastating combos. Street Fighter IV is almost perfectly balanced. If you lose, you know it’s because the other guy played better then you, but if you win, you know you deserved to win.

So does Street Fighter IV live up to it’s predecessor? Of course it does. With awesome characters, great gameplay and fantastic balance, this is easily one off the best fighting games ever, if not the best. Like Street Fighter II before it, Street Fighter IV doesn’t just impress, it pushes the fighting genre forward in one redefining leap.

Score:
10/10


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