Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Thursday, 29 April 2010

Review - Infinite Space



  • Game: Infinite Space
  • Format: Nintendo DS
  • Other Formats: None
  • Developer: Platinum Games/ Nude Maker
  • Publisher: Sega
  • Genre: Role Playing


Out of all the fictional jobs that we wish existed in real life, starship captain has got to rank near the top. Exploring never before seen regions of space, fighting battles with guns that could take out a small country and sending anonymous crewmen to die pointlessly, it's got everything. Strangely, despite the number of games that try to mimic Star Wars in some way, this Star Trekian life is something of a rarity in gaming, but now comes Infinite Space to satisfy all your redshirt-sacrificing needs.

The story focuses on Yuri, who in accordance with JRPG tradition is a young boy coming of age who must face up to his great destiny and mysterious powers. Said powers in this case being an ability to activate the Epitaphs, magic space boxes that are somehow connected to the Void Gates used to travel between systems. He also needs to face up to the Lugovalian Empire that is rapidly conquering all galaxies that stand in its way. As generic as the overall plot sounds, the characters, dialogue and subplots are consistently well done, as are the numerous homages - and not just the expected Star Trek/ Wars/ Gate similarities either, Arthur C. Clarke fans will recognise a lot of themes within the story.

Frak! Smeg! Frell! petaQ! Drokk! It's not proper sci-fi until someone hurls a made-up swear word at you. Belgium!


At the heart of the game are your ships themselves. There are over a hundred in all, each with their own strengths and weaknesses. The game offers an impressive level of customisation, with your design choices making a noticeable difference to how your fleet operates. Shields and armour let you go toe-to-toe with the enemy, radars and long range weaponry let you hold back and attack them from a safe distance, and security offices give a big advantage if you try to board enemy ships. Simply buying the best of everything is not an option, as your ship has fairly limited space for modules, so for every improvement you make there is a tradeoff in terms of something else that must be left out. You also need to manage your crew, hiring staff for everything from First Officer right down to accountants and the serving staff in the mess hall.

Ship upgrades are done through the medium of Space Tetris.


When battle begins, the two fleets are placed at opposite sides of a battleground, with the options to move forward or back, or to fire any weapons that are in range. There is a kind of rock-paper-scissors dynamic to the three main moves - Barrage is made up of three times as many shots as Normal, but can be almost completely negated by Dodge, dodging a Normal attack however just makes you easier to score a critical hit on. As the game goes on, you also gain access to fighters, AA guns, boarding parties and special attacks. The number of combat options is very limited when compared to the ship upgrades, but if anything this goes to underline just what a difference the right design choices make.

The battles use the strangely underused gimmick of turning the DS touch screen into a control panel


All this may seem somewhat overwhelming, and in truth it often can be. This fact is not helped by the often shockingly poor levels of user friendliness. There are dozens of stats to take into account, plus special skills for all your crew and many of the ships, but the only way to learn what they all mean is to drop whatever you're doing and go to the tutorials at a starbase. Ship customisation would also be a lot easier if you had the relevant stats visible on the top screen - as it is you are told what improvement the current module will give, but not how effective you already are. Most unforgivably, there is no way to look up your current objectives, so if you can't remember where you are meant to be going then your only options are a) fly to every one of the dozens of nearby systems, checking every building until you finally reach the one that sets off the plot, or b) GameFAQs.

These annoying problems with accessibility may well be enough to make many players give up in frustration, but stick with it and once it clicks the scale and ambition are truly impressive. A great game at its best, it's just a shame it makes you work so hard to see it.
Score:
7/10



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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, 21 February 2010

Review - Football Manager 2010

A Guest Review by Barry Burton
  • Game: Football Manager 2010
  • Format: Microsoft Windows
  • Other Formats: Mac OS X, PSP
  • Developer: Sports Interactive
  • Publisher: Sega
  • Genre: Sports Strategy

It’s the eighty-fifth minute of a vital table-topping clash away to Manchester City, and my Manchester United squad is currently deadlocked with its rivals at 1-1. At such a vital stage of the season – what pundits, armchair critics and general football tosspots like to call ‘the business end’ – a victory would represent not only a major scalp for a United side tipped by most for, at best, a solid mid-table finish, but a major psychological boost to a squad whose recent form, following a storming beginning to the season, has been inconsistent.

I am satisfied with my changes.

Click.

YEEEEEEEEEEES!!!!!! You bastard!

2 – 1. Two to one. Two FUCKING one.

If you’re wondering why the above sentences are so short, it’s simple – they are typed as I play, and with every ounce of my brain sweating, every electrical impulse hard-wired and every cell containing a formation, a player stat or a training schedule, there is little left over for such frivolities as articulacy and explanation. (The use of the words ‘frivolities’ and ‘articulacy’ in that sentence, incidentally, coincides with the conclusion of the derby fixture; a 2-1 win for the home side, a victory for – fancy this! – the underdogs of United and the pure, flowing football drilled into the side by scholarly manager Barry Burton.)

With that all-important fixture satisfactorily concluded, we can crack on with the review. I would say the review of the game, but Football Manager is more than a game. It’s more than a game about more than a game. It’s a metagame squared. What it is… well. What it is, those of you who ‘get’ it will be able to explain to yourselves. To the uninitiated, Football Manager 2010 is nothing more than a fancy database with a graphical skin and, in a frivolous concession to aesthetics of the sort that have been embedded more and more within the thing in the last decade, a 3D match simulator. And objectively, they’d be right. But, much like football itself, Football Manager 2010 does funny things. It is more than the sum of its parts. Like football, it can be uplifting, it can be crushing, it can be depressingly dull or thrillingly tense. It can be anything.

Unlike most games, there is no ‘end’ to Football Manager 2010. There is no way to complete the game; it simply continues, on into the future, for as long as the player dares to engage. The beauty of it is that there’s always a new twist around the corner - there’s always something to keep you going. There’ll always be another wonderkid, another challenge to set yourself, another project to nurture. The game’s boundaries are set entirely by the player, and the player himself tests himself within those boundaries. For a game that is at once so simple and yet so tantalisingly complex, this is tantamount to giving a 12-year-old a vault filled with sweets; he just wants to try everything, to keep going and keep pushing himself till he’s completely and utterly sated. And then he wants to do it again, and again, and again; pretty soon, he’s sporting a not inconsiderable paunch and can barely move from his chair. But I digress…

If you can find something witty to say about this screenshot, then don't be shy.

There has been little talk, amongst the conjecture and the waffle, of what the bleeding Hell this game is actually like to play. It’s difficult to describe the interface and the tools at the player’s disposal without referring back to previous games, but here goes: The transfers are more realistic than ever, and now other teams will actually bid for your players after you’ve transfer listed them; the 3D match engine is rubbish, an irrelevance, a distraction from the task at hand; player stats seem to be lower even than in the 2009 edition of the game, and the more seasons you play, the worse the standard of player seems to get, a strange pattern that really ought to be patched, either by makers Sports Interactive or by some obsessive bastard with too much time on his hands;  some nice new touches have been added, like stadia being renamed after club legends. The overall ‘feel’ of the game is of a game that is quicker and easier to click through than the 2009 edition, but that is still bloated when compared to the iterations of my childhood. Damn that match engine and damn that pretty game skin!

Those of you who have never played a Football Manager (or Championship Manager pre-2004) game will most likely have no idea what I’m on about, and most likely won’t care either.  You’ll never know the almost paternal feeling of pride that comes from one of your youth team graduates flourishing; never know the feeling of tension that comes with a vital relegation six-pointer; never know the feeling of satisfaction when all of your side’s plans for the season come to fruition.

Or at least, you won’t unless you’re a football fan. Football Manager is the football fan’s dream. Every football fan knows that if only he were in charge, if only he picked the team and set the tactics, things would be better for his team. Football Manager 2010, as it always has done and always will, takes this fantasy and makes it, if not real, then certainly…

Ah, fuck it. It’s real to me. Manchester United 2 – 1 Manchester City. There, on my hard drive, for all eternity.

Click.

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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, 14 October 2009

Review - Scribblenauts


  • Game: Scribblenauts
  • Format: Nintendo DS
  • Other Formats: None
  • Developer: 5th Cell
  • Publisher: Warner Brothers Interactive
  • Genre: Puzzle
The premise of Scribblenauts is simple enough. You control Maxwell, your objective is to find the Starite hidden in each level, to do this you must use the tools at your disposal to overcome the obstacles in your way.

So what are the tools at your disposal? Well, "archaeopteryx", "water pistol", "lepidopterist", "Higgs boson", "giant enemy crab", "ROFLcopter", "El Chupacabra", "wedding dress", "razor", "Anubus", "jiaozi" and the 22,086 other objects that can be summoned from the game's insanely comprehensive vocabulary. It may well be the first game where the Oxford English Dictionary works as a stand-in for GameFAQs.

Somehow, "Cthulhu" seems less frightening after you shoot him with a "mind control device" and start riding around on his back.

There are a few limitations on what you can summon - trademarks are right out obviously, as is anything vulgar and drug or alcohol references. Also if you name a specific person, real or fictional, then you are likely to get nothing (and a good portion of the names included are just redirects to some generic character - "Einstein" gets you a "scientist", "Blackbeard" gives "pirate", and "Leeroy Jenkins" maps to "knight"). Stick within the rules however, and far more often than not you'll find that whatever bizarrely esoteric object you think of has been anticipated by the developers. You can and will stump the dictionary if you try (a few unused words include "hacker", "australopithecus", "man-eating plant", "crocoduck" and "grid"), but the point is that you usually need to actively look for pointlessly obscure nouns to achieve this, leading to the polar opposite of the old "I don't see any 'unlock door' around here" issue that plagued text adventures.

Not only are so many objects and characters included in the game, but they all have their own properties. Throwing a "toaster" in some water will electrocute anything nearby, "rope" can attach any two objects together, and activating the "Large Hadron Collider" will destroy the Universe. What's more, summoning multiple things will often cause them to interact with each other. Summon a "vampire" followed by "garlic bread" and the fiend will run away in terror, likewise "bigfoot" will run from a "photographer" and a "dingo" will eat any "baby" it sees. There are times when the illusion is broken as two items fail to interact in the way you want (one mission asks you to fix a car, but summoning a "mechanic" is no use), but given that there is literally not enough time in a human life to try every combination, 5th Cell probably deserve some leniency on this point.

Here, we see an "elephant" firing a "rocket launcher" at a "separatist". Buy Scribblenauts.

So far, it sounds like game of the forever, but inevitably there are flaws. The biggest problem is the control system which assigns both movement and item interaction to the touch screen. Touch any unoccupied area of the screen and Maxwell will charge over there with no concern for whatever deathtraps may be in his path. This problem is exacerbated by the camera which snaps back if left alone for a few seconds, causing you to miss whatever you were trying to click on.

Another problem is that unsurprisingly some items are almost game-breakingly powerful., to the point that the temptation is to rely on them almost exclusively. Summoning a "black hole" will get anything out of your path, "Death" can easily win just about any combat mission, and a switch-flipping "engineer" can often skip large sections of a level for you. In this case it could be argued that the game only becomes boring if you are boring, and indeed the game becomes a lot more fun if you avoid the quick and easy path to go for more convoluted solutions. Unfortunately this doesn't work for the annoyingly large number of "move object X to position Y" missions. Most of these only have one real solution - drag it over there with a flying vehicle, so the only real choice is what vehicle to use and how to attach object X.

Plan 1: Have a "termite" eat through the bark.
Plan 2: Shoot the tree with a "shrink ray".
Plan 3: "Glue" a "giant squid" to the "space shuttle" and crash it into the Starite.

Still, these flaws aren't enough to spoil a game where "Abraham Lincoln" can zombify "god" using the "Necronomicon". Learn to live with the controls and experiment with alternative solutions, and it really is an experience like no other.

Score:
9/10



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Thursday, 13 August 2009

Review - Pokemon Platinum

  • Game: Pokémon Platinum
  • Format: Nintendo DS
  • Other Formats: None
  • Developer: Game Freak
  • Publisher: Nintendo
  • Genre: RPG
Pokémon… a series that has taken the world by storm, blasting it with tons of anime, 12 of its own movies, a countless number of games, (seriously, I tried, I lost count after a while…), and quite frankly one of the biggest merchandising bases ever to be seen, from bed sheets to cuddly toys, figures, watches and electronics. Platinum is the newest game to come out of the cellar of the Pokémon designers. This one is the third game in the fourth generation to come out, where it's the two first games combined. Now, usually they don't really change too much when making these; they keep the story similar and probably the most ambitious before Platinum was Yellow, as it changed how you got certain Pokémon and most memorably, you had your adorable friend Pikachu following you.

There is quite a big difference between Diamond/Pearl and Platinum, and you'll notice it almost immediately, how you meet Professor Rowan and get your first Pokémon is completely different. They've also changed how the Team Galactic buildings look and in my opinion it was definitely for the better. The whole game just looks and feels a lot better to play than D/P; there's more added content to keep you busy and it seems like they've put more focus into the parts of the game which weren't as exaggerated in the last ones.


Wait… isn't this the final scene of Ghost?


There's also, as has been the trend in most of the third games, a lot more double battles, which means more shared exp which means more levelling-up This is always a good thing, although one problem is with wild double battles you have to knock one Pokémon out to catch the other, which gets quite annoying but thankfully it doesn't happen often in the game.

Another new addition to Platinum over Diamond/Pearl is the fact they have thankfully sped everything up. This means that battling, move animations and talking is all faster making the game a lot more fluent nicer to play.

Overall this game is definitely worth buying if your a fan of Pokémon, and even if you already have Diamond and Pearl as it has new events which means more ways of catching Pokémon, for example the current event is the Rotom event where you get a key to a secret room.

Score:
9/10

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Saturday, 28 March 2009

Review - Beneath the Ashes (Tomb Raider: Underworld DLC)


  • Game: Tomb Raider: Underworld – Beneath the Ashes (DLC)
  • Format: Xbox 360
  • Other Formats: None
  • Developer: Crystal Dynamics
  • Genre: 3rd Person Adventure

Not content with letting sleeping Tomb Raiders lie, we – the rabid excuse for a public – are once again force-fed another nauseating chapter from the life of the world’s most questionable archaeologist as she bends over in front of cameras in new and exciting locales. We are “treated” to an extension of Tomb Raider: Underwear in the form of downloadable content, as Lara ventures beneath Croft Manor for some reason or another that I shouldn’t give two green pasty shits about.

Quite why Crystal Dynamics decided to create extra content in the form of DLC that you actually have to pay money for – based on one of the most uninspiring chapters of the base game - is beyond me. Send Lara back to Thailand, or perhaps follow the details of her holiday in Tahiti as she plays Gears of War 2 with her rich friends for Christ’s sake. God forbid that we should have anything more visually stunning and appealing to look at than an upturned grey flagstone. Something that did raise a smile however, was how the much touted six extra costumes, created exclusively for this DLC, are simply a couple existing costumes with a palette change and four colours of bikini – made presumably on a budget, as there is a distinct lack of material covering Lara’s huge… personality. What kind of people do Crystal Dynamics take us male gamers for? I chose the blue bikini.

Both the main gameplay influences in action

Starting off the content in her father’s old secret study, Lara finds something that describes another thing that she wants for reasons that she doesn’t say, before jumping down a hole that I swear wasn’t there before in the main game. Sorry about those spoilers – I just couldn’t help myself. Eventually you will come across the ‘proper’ parts of Tomb Raider, and by ‘proper’; I mean the climby bits as no-one plays the series for its “in-depth combat system”. The good news is that these sections play very much like the main game and even come close to besting it in some respects, as the climbing is still enjoyable, albeit still clunky and forced in some places. You see, usually in a game like this, you get the feel for the character and their physical limits by now, but I’m still not entirely sure how far or high Lara can actually jump. Sometimes while grabbing wood (-en) beams, Ms Croft will flip towards her intended ledge with all the finesse of a Russian Women’s Shot-putter and end up 10 meters short with a face full of ground. Other times, under exactly the same conditions, she’ll have an epiphany and magnetically become dragged towards the target like a Ben and Jerry's van to a Weight Watchers meeting. Which outcome actually materialises when you play the game is left entirely down to Lara’s mood and whether she’s feeling pretty today, or something equally out of your control and fucking frustrating.

My initial concerns when I heard about this DLC was whether the catacombs of Croft Manor (of which, I’m still not entirely sure why they are there) would just be a depressing grey-fest or a slightly-not-as-bad-but-still-depressing-grey-fest. Thankfully - I think - it is the latter and I can think of at least one point where the game can actually be called ‘pretty’, as you ascend a giant waterwheel (again placed there for reasons unbeknown to me) and shafts of sunlight pierce through a fissure in the ceiling and light up the aqueous cavern below. Why then, would the developers insist on the rest of the level being a complete grey eyesore, rubbing your optic nerve with a metaphorical scabby flannel?

If there is so much natural light in these catacombs, why hasn't anyone noticed their existence before?

As a cop-out answer, I could say that Beneath the Ashes is ‘one for the fans’; something that you should get if you’re hankering for some action that’s more of the same. Instead I’ll just leave you with the thought of having to pay money to wade through gorilla faeces in order to obtain a rather nice cupcake. Sure the cupcake might be above average in texture and taste - and you can spend hours explaining that to yourself as you pace up and down the library in your smoking jacket – but it doesn’t change the fact that it’s probably not worth the entry fee.

Oh, and another thing! I think it’s absolutely wonderful when character dialogue kicks-in, just as an enemy is scripted to appear. I absolutely adore how I can’t hear what is being said over the sound of my shotgun. And I think it’s positively brilliant how I’m missing out on probably an important piece of key information in an otherwise incoherent mess of a story.


Single Player Score – 5
Multiplayer Score – N/A

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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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Monday, 23 February 2009

Review - Tom Clancy's EndWar


  • Game: Tom Clancy's EndWar
  • Format: Xbox 360
  • Other Formats: PS3, PC
  • Developer: Ubisoft Shanghai
  • Publisher: Ubisoft
  • Genre: Real-time Strategy

Another month and another Tom Clancy game appears galloping towards us from the dusty horizon with more American gusto and patriotism than a bald eagle donning aviators, loosely based around another book that he didn’t actually write. With all of the pessimistic post apocalyptic games currently out - detailing how our current lives are all useless as we’re all going to die anyway – it is refreshing to finally be given the chance to actually aid in the events leading to Judgment Day, instead of scrounging for pressure cookers and bottle caps to throw at irradiated zombies.

As the name (vaguely) suggests, Tom Clancy's EndWar throws you knee-deep into the conflict of the third World War, taking you for a ride on the RTS wagon. From the word ‘go’ I was bombarded with several industrial tankers worth of information and as a result of my obviously inferior brain I took in absolutely none of it. Regardless of my complete lack of understanding, I managed to win my first mission apparently entirely by accident and as to this moment I still don’t know what my objective was or how I achieved it. After blundering through the first few introductory missions however, you soon get the hang of how the game wants to be played. For instance, my initial thoughts of the camera – perhaps jaded by the generous top-down views from many other RTSs – was that it resembled a horny dog tethered to a leash at Crufts, and no matter how hard you fought, it would still be hauled back in to who was holding it. After a while of play however, I found that the style of locking the libidinous hound of a camera to the selected unit’s perspective forces the player to utilise certain squads as scouts and even garner the high ground purely for the advantage of sight – something that adds a small amount more to the ‘realism’ tally against methods such as ‘Fog of War’ utilised on older style RTS games for the same purpose.

The main premise of the game is to rather predictably ‘win the war’ by siding with a superpower – America, Europe or Russia – and seizing control of the capitols in each of the three territories. Naturally, I chose to root for the home team and selected Europe in the hope to realise my childhood dream of annihilating America at the hands of Britain. Granted, at the time I envisioned doing so with ninjas riding dinosaurs. After a few plays through with the blue army though (apparently we’re blue), it came to my attention that there is a distinct lack of Britain being involved in WWIII. Now don’t get me wrong, I understand that France is a big mover and shaker in Europe, but playing as the cheese-eating surrender monkeys for pretty much every mission is a bit of a letdown. You would have thought that Britain as one of the world’s leading powers today would at least get a passing mention in the next world conflict. Even the Aussies don’t get a look-in, and according to Halo they’re more abundant than Americans in the future.

The big draw of the game that I have purposely not touched upon until this point is the headset support, where a player is able to issue orders like a walkie-talkie throughout the battle. For the most part, this method of commanding works remarkably better than I had anticipated – picking up a great range of regional dialects – but predictably there are mishaps where squads don’t understand the soothing sultry tones of my voice. The key to victory is securing uplinks dotted about the maps, and when the game mistakes the words, “Unit 2, Secure, Alpha”, for ”Unit 9, Eat, Nuclear Waste”, I take that as a personal insult - implying something in the area of my vocal chords being no better than that of an electrified, epileptic strobe victim. With this attack on my ‘mouth noises’ (and my apparent tendency of taking things a little too personally), I find it much more effective and indeed faster to issue certain orders via the controller.

What you can't see in this image is Unit 9 eating nuclear waste

As the loading screens of Call of Duty 2 once told me, ‘there are no winners in war’, and this becomes increasingly apparent as the campaign progresses, with regions trading hands like the village bicycle and no progress in one area without losing another on the opposite side of the globe. When you think you just might capture Washington you have to run back to defend Paris before they start bleaching their flags. And while the unpredictability of it all might be realistic in some respects, after a while I can’t help but think it is a method of artificially extending the game’s lifespan as I fight the same battle again for seemingly the tenth time. But if a commander is not savvy enough during battle, they can find the tides turning far too quickly. Taking the Napoleonic approach with my French troops against the Ruskies, one battle saw me ploughing through their first wave of units in a heartbeat – taking my mighty fist of a battalion from point to point and securing them like the bitch that they are. Just when that little voice at the back of my head patted me on the shoulder, congratulating me on my sure victory, a giant turd of a Russian WMD annihilates my entire army, save for a single unit of cannon fodder who were running late to the party because Jenkins had a poorly tummy. Retaliating with an orbital laser of my own, I felt sure that victory was rightly grasped after that little blunder – but alas, a lone unit of Dmitri’s tanks had survived – presumably also due to poor punctuality. Taking immediate action, I sent my lads packing with their tails between their legs straight back to control point Alpha to do some emergency renovations to mission supports – all the while with hot doom fired over their heads from a distance. In the nick of time, my boys manage deliver a swift EMP to disable the enemy shields and dive into the nearest building to contemplate life and death. I quickly send in the NPC supports and take out the Boris while he’s weak to scrape a victory like plaque from the jaws of defeat.

Graphically the game leaves much to be desired, as I assume the general thinking from Ubisoft was that you’d be so far away from the action that you wouldn’t notice that the infantry look like little plastic toy soldiers, in both detail and animation. I found myself thinking that they should have their trousers round their ankles purely to complete the effect. I probably shouldn’t look further into those thoughts and neither should you. Aside from this though, the game runs very smoothly and can handle a great deal going on at once, so I can’t complain too much.

Signing into the ‘Theatre of War’ mode will hurl you into the ranked multiplayer of EndWar, and upon doing so for the very first time I was greeted with a right royal slagging-off from my commanding officer as he spouted insults about my absence from the multiplayer campaign and even accused me of desertion from my duties. If that wasn’t welcoming enough, he then proceeded to convey how disastrous the last week was for Europe. Now armed with morale-boosting thoughts, I selected a battle to fight that pointed out to me how matchmaking rivals Gears of War 2 for mind-numbing, soul-crushing lack of speed in finding opponents; unless that is, you pick a battle where your side has a distinct and unavoidable disadvantage, and suddenly finding someone to play against is almost instant. My point here is that people are bastards. I hate people.

Overall, Tom Clancy’s EndWar is actually a competent RTS and fills a nice little niche in the home console market. It’s not perfect, but it does the job – much like a gummy hooker. There, I managed to bring this review back down to my usual standard and all is well again in the world.

Single Player Score – 8
Multiplayer Score - 7

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Thursday, 19 February 2009

Review - The House of the Dead: Overkill


A Guest Review by Mr Party Hat

  • Game: The House of the Dead: Overkill
  • Format: Wii
  • Other Formats: None
  • Developer: Headstrong Games
  • Publisher: SEGA
  • Genre: Motherfuckin' Light-Gun Game
There are certain games that feel as though they don't want to be played, games that keep you at a distance lest you see the cracks in the foundation, the precisely oiled wheels that keep everything perfect in its sterility. The House of the Dead: Overkill is not one of those games. Overkill is a motherfucker of a videogame, a fourteen year old hussy that will flash you pink in the detention hall for a fiver and a lollipop.

The premise is simple and almost offensively transparent, riding on the coat-tails of Grindhouse, Tarantino's B-Movie love letter. Much of the over-indulgence of Grindhouse is (thankfully) held back by the limitations of the Wii. Tarantino had a multi-million dollar budget with which to make something appear as though it had been made for ten grand, the developers of Overkill were working with - to borrow a line from the game's protagonist - a 'fucking cripple' of a console. Inevitably this has worked, and as such it stands not as a pastiche of B-Movie 'art' but as an example of it.

It's an ugly, ugly weird-ass game. It's not trying to be anything different.

Overkill
is an ugly game, both intentionally and technically. The edges aren't so much rough as non-existent, worn away to reveal the poles that were holding the edges up. It not only has the audacity to deal with issues that other videogames simply wouldn't touch, it actively hunts them down and shits in their bed. Early on you're confronted by a paralyzed, wheelchair bound scientist, who is being beaten by his carer. Moments later, on the advice of Agent G, "this motherfucking cripple has got to die". The game begs you to be offended, to throw your hands up and protest, then it shoots your hand and sticks its dick in the hole shouting STIGMATAFUCK!

There are flaws. Rather, there are flaws which hinder the game alongside those that make it wonderful. The unfortunate placement of the SEGA name, whilst perhaps necessary to drive sales, throws up images of executives in suits talking 'gangsta', trying to be down with the kids. In later levels the dialogue begins to sound forced, proving that motherfucker is only funny the first few times it comes from your Nintendobox. The aiming, too, suffers from a lag that I don't remember being present on the arcade HotD games.

But they are small flaws. Overkill is a game that wants you inside it, a game that would wipe its dick on your curtains and never call back. It's filthy heaven to play, and if you can get past the feeling of violation once you turn off your Wii, it's a game that you need to play.

Score:
Motherfucker/10


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Wednesday, 18 February 2009

Review - Animal Crossing: Let's Go to the City

  • Game: Animal Crossing: Let’s Go to the City
  • Format: Wii
  • Other Formats: None
  • Developer: Nintendo
  • Publisher: Nintendo
  • Genre: Life Sim
Everything goes black and suddenly you wake up to find yourself on a bright yellow bus staring into the face of quite a happy purple cat. He starts talking to you, and asks where your headed, apparently this bus is headed there. He gives you a map of your destination with the town hall flashing, your first destination. He then asks your name and asks a few questions about you moving into a new town, depending on your answers depends on your face. When you get out of the bus, you are greeted by a raccoon in an apron… yeah… he greets you and introduces himself. This is the general introduction to Animal Crossing, and has stayed the same throughout the series, the only different bit is the transportation you arrive in and in Wild World Kapp’n talked to you instead of Rover.

I suppose you could say Animal Crossing is a life sim, but one that’s completely different from any others. It’s extremely charming, and very colourful. The object of the game is to build your house up and improve your town. There are loads of things to do in-game to keep you occupied if you feel a bit bored. For example, you can dig up fossils and donate them to the town's museum, where every fossil you find is displayed in its restored form. You can also catch fish and bugs, which can also be donated to the museum or be used to redeem trophies on bug catching days and fishing tourneys. There is also a paintings section where real life paintings are displayed. These paintings are purchased from Redd in his newly established shop where you now only need one password.
It may seem all fun, laughter and all round light-heartedness, but Animal Crossing always has a message: your home is under threat if you do not keep up repayments. Try to consolidate your debts into one easy to manage monthly payment.

Animal Crossing is a game that you can’t really complete as there is always something new to do in town. To be able to make a kind of game like that successful you need to make it engaging and fun and Nintendo have done just that with Animal Crossing. They’ve made it very appealing to the eyes and kept the dull colours out as much as possible. Every character is different with their own individual personality, for example one character might be quite grumpy and hating of the world, whereas another might seem like they’re high all the time.

Another good feature about this Animal Crossing is the downloadable content. If you have Wii Connect:24 turned on in the game, from time to time Nintendo send you presents. These range from furniture to clothing, and they’ll have a special theme to them. For example to celebrate the release of the Pikmin remake for Wii they sent everyone a red Pikmin hat.

The Animal Crossing games are great for lovers of the Harvest Moon series or maybe even The Sims. And if you want to have a extra amount of interactivity in your life sims then this would be a great buy.


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Monday, 19 January 2009

Review - Star Wars: The Clone Wars: Lightsaber Duels

  • Game: Star Wars: The Clone Wars: Lightsaber Duels
  • Format: Wii
  • Other Formats: None
  • Developer: Krome Studios
  • Publisher: LucasArts
  • Genre: Fighting
When Nintendo first announced that they were making a console powered by waving a TV remote around like an idiot, there was one game that everyone wanted to see. The very concept of the Wii seems perfect for a lightsaber game, right down to the remote speaker for making "vom vomvomvom vom vom vom BZZZT!" noises. Well, two years on, LucasArts have finally remembered that they like money, with the release of Star Wars: The Clone Wars: Lightsaber Duels: Attack of the Colons, but can it possibly live up to the dream?

The basic set up is pretty much what you would expect. Two characters from a selection of ten Clone Wars characters go into an arena and proceed to kill each other with lightsabers and Force powers. For solo players there is a story mode featuring clips from the series, and a challenge mode in which you need to win whilst fulfilling certain objectives (usually use all the combos or finish in under three minutes), but it never really departs much from the main concept.

The most important thing about this game is probably the control system. Sadly, any hopes for full one-to-one movement of your blade are quickly dashed, instead lightsaber attacks are limited to slashes in four directions and a forwards stabbing motion. This does at least mean that the controls are much more reliable than many Wii games; even when making multiple moves in quick succession the game can pick up exactly what each swing is supposed to be and act accordingly, so you'll never end up losing the game just because the game confused your Ultimate Sith-Killer Combo for the "decapitate self with own lightsaber" command.

There are a few more complications to the fighting system, such as each character having their own Force power and super move, using the Force to throw debris into your opponent's face, and the ability to parry attacks by holding block and swinging in the opposite direction to your opponent, but overall there is nowhere near as much depth to the combat as something like Soul Calibur.

One feature that comes up a lot is the saber lock system where at seemingly random points in the battle the two combatants will lock blades, trade insults and then set off one of three mini games... or just go straight back into the fight leaving the players wondering what all that was about. The mini games are quite fun actually, but it would be nice if it didn't feel like the game was deciding whether or not to give you one on the basis of a coin flip.

"Wait, why are we doing this again?"

The cast of characters contains most of the lightsaber-wielding stars of the Clone Wars series, with the surprising omission of Yoda who I can only assume was left out to avoid having to deal with the height difference. This unfortunately, includes Ahsoka Tano, the irritating teenager who has quickly become my most hated Star Wars character ever since Darths & Droids made Jar Jar Binks awesome. It's also a shame that there are no characters from outside of the Clone Wars time period; OK I understand that Qui-Gon Jinn fighting Darth Vader in the story mode would make no sense whatsoever, but a few original trilogy and Episode I characters as unlockable multiplayer characters wouldn't have hurt.

The actual choice of character to play as makes disappointingly little difference to the actual gameplay, with the main changes being a slightly different combo list and Force power. The real difference is in the voice clips played as the fight goes on. In a nice touch, the speech changes depending on your opponent, so for example Obi-Wan will accuse Count Dooku of betraying the Jedi Order and vow to bring an end to this insignificant rebellion, whereas Obi-Wan versus Anakin sounds more like a friendly sparring match. This helps to give the fights a more cinematic feel and make the sound clips actually make sense in context, but the downside is that by limiting the number of possible lines the chances of repetition inevitably increases.

Lightsaber proliferation reaches dangerous levels - coming in 2010: Star Wars Episode VII: Invasion of the Octopus People

The arenas are a nicely varied bunch, all with their own hazards. Clone troopers and battledroids fight it out around you (and get stabbed to death if they get in your way), electric discharges and blasts of flame can incinerate careless players, and one level takes place above a Sarlacc which reaches up to eat the tasty Jedi above. The arenas also have a tendency to change between rounds, such as a platform on the edge of a space-station that gets detached at the beginning of round two and spends the rest of the battle in freefall.

Overall, The Clone Wars is not the lightsaber game you imagined when you first saw the Wii remote, and in all likelihood it was never trying to be. Instead, what we have is a fun, technically competent, but ultimately insubstantial beat-em-up. Star Wars fans will likely get a kick out of it for a while, but after a few days they'll be back to Smash Bros. Brawl. Now, if LucasArts were to make a sequel using the MotionPlus add-on the idea could finally live up to its potential.

Score:
5/10

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