Monday, November 29, 2010

Review: Fallout: New Vegas

The Fallout franchise, one of the most venerable names in PC role-playing games, was practically dead when veteran RPG developer/publisher Bethesda released Fallout 3 in 2008. Long-time fans cried "foul" at the new direction the classic series was taking, until 3's follow-up, Fallout: New Vegas, was announced in 2009. New Vegas was to be placed in the hands of Obsidian Entertainment, a development house made up largely of ex-members of Black Isle Studios, the legendary team that created Fallout and Fallout 2. Has a return to the hands of the series' creators resulted in the building of a better bomb? Read on as I review Fallout: New Vegas.

Fallout: New Vegas
Developer: Obsidian Entertainment
Publisher: Bethesda Softworks
Release: 10/19/2010 for the PS3 (version reviewed). Also available on the PC and Xbox 360


New Vegas starts with a bang. Literally. You are the Courier, sent to deliver a very important package to someone on the Vegas strip. But you are intercepted by a slick hustler named Benny and his hired thugs, who shoot you in the head, bury you alive, and make off with your package. You wake up in a doctor's office in the town of Goodsprings, where you create your character by selecting your name, appearance, traits, and important attributes. From there, it's out into the vast Mojave Wasteland in search of answers, and maybe some revenge. The tale New Vegas weaves is one of the game's strong points, especially compared to Fallout 3's dull plot, thanks to the great characters and writing, as well as some clever twists.

New Vegas's main storyline is a bit brief compared to Fallout 3's, but considering its quality and the wealth of options outside of the main story, this is easily forgivable. The Mojave Wasteland you are set loose into is a wide expanse of post-nuclear apocalyptic desert stretching from the Colorado River (including the Hoover Dam and parts of the Grand Canyon) to the east to the Nevada/California border to the west, with the New Vegas strip sitting right in the middle. Filling this huge area are dozens of locations, such as caves, buildings, and settlements to be discovered and explored for fun and profit. And when you need to get somewhere in a hurry, you can fast-travel to any location you have discovered using the map screen.


Above: A small sample of the map of the Mojave, and the dozens of discoverable locations

The game is set up as a traditional RPG. You discover new areas, meet people, and carry out tasks for them in the form of quests that are rewarded with money, equipment, and experience points. Accumulate enough experience and you level up, which increases your character's skills in various categories. Quests are divided into story quests, which progress the main plot, and side quests which have little or nothing to do with the plot but offer their own mini-narratives, as well as the typical quest rewards. The number of story quests is surprisingly small, but side quests are dizzyingly plentiful. Carried over from Fallout 3 is the morality system, expanded for New Vegas. Each major settlement in the Mojave has their own view of your character depending on how you have treated its inhabitants, and having a good reputation will give you benefits like store discounts and access to safehouses. However, being liked in one community often means being disliked in another due to conflicts between communities. In addition, there are several major political factions fighting for control of the fortified New Vegas, including the para-military group the New California Republic, and the brutal, Ancient Rome-obsessed Ceasar's Legion. Your standing with them will influence the course the plot takes and how it ends, and choosing which to ally yourself with, if any, is no easy decision. There are no simple black-and-white options in New Vegas, and the moral ambiguity is praiseworthy, especially given the cut-and-dry approach to morality in Fallout 3.

How you handle quests is similarly grounded in player choice. Depending on your preferences and your character's abilities, you will often have a choice in how you tackle a quest, which in turn can lead to different outcomes. Sometimes talking or sneaking your way out of a situation (if you can) can lead to a more advantageous outcome than pulling out your gun, and other times the opposite may be true. However, out in the post-nuclear Mojave Wasteland, you will face the likes of vicious raiders, feral mutants, and hideously mutated wildlife, and the peaceful route will often not be a choice. When diplomacy fails, it's time to fall back on combat. New Vegas's combat hinges on the V.A.T.S. (Vault-Tec Assisted Targeting System) mechanic. With the press of a button, you can pause the game and pick out which of the enemies' specific body parts you want to aim at. Smart use of the VATS system gives you an edge in combat, and, combined with the swooping, slow-mo camera that zooms in on the bloody results, makes combat very satisfying. It must be said though that most will find combat without using VATS clunky, imprecise, and downright sloppy, despite the tweaks made to the manual aiming.


Above: Using VATS to take out the legs of these speedy mutated Geckos is satisfying and effective

You may have noticed quite a few comparisons to New Vegas's predecessor Fallout 3 in this review. That's because, in so very many ways, they are the same game. They are both built on the same engine, they look and sound the same, and the play virtually identically. This is one of the game's most significant flaws, though it is a very debatable one. Despite the notable tweaks, particularly the new setting and the very welcome addition of optional allies that can be recruited to join your journey, there isn't a lot here, aside from the great story and writing, that will sway those who weren't impressed by Fallout 3. Not to mention some old flaws have found their way into New Vegas.

The graphics produced by the aging Gamebryo engine, which powered both games, are no longer cutting edge and are starting to look quite dated. Oddly, the same odd decision that crippled 3's soundtrack is inexplicably repeated in New Vegas. Both have stellar 50's-flavored soundtracks, with New Vegas's featuring a mix of classic country-western and Rat Pack swing, and both are so limited in terms of the number of songs that they quickly become painfully repetitive. Even the sense of atmosphere, one of 3's most compelling elements, doesn't match up in New Vegas. The contrast of New Vegas's glitz and glam, still alive and well centuries after a cataclysmic nuclear war, and the Old West vibe of the Mojave Wasteland has it's charm. But it just doesn't compare to the impactful loneliness and ruined Americana of 3's bombed-out Washington D.C. setting. But of all of these flaws, none are as aggravating are as infamous as the multitude of glitches and technical issues.


Above: The Cazadors aren't the only bugs you'll find in the Mojave.

Games powered by the Gamebryo engine like Fallout 3 and New Vegas have a long-standing tradition of being released while still riddled with bugs, and New Vegas continues that legacy with pride. Minor graphical glitches occur with unnerving frequency. Characters and objects hover inches above the ground, the framerate stutters when enemies appear on-screen, and textures sometimes take far too long to load. These sorts of things make the game look unpolished, but do no real damage. Some have even made the rounds on the internet and become the butt of jokes.

Far more unforgivable though are the numerous more serious bugs. Known issues include some quests becoming impossible to complete through no fault of the player's own, bugs that cause the game to lock up completely, and exploitable glitches that allow players to get infinite money and experience points. I've experienced several lock-ups that could only be fixed by turning the console off, and I also got stuck on one occasion when my character fell through solid ground and got trapped under the surface of the earth. Obsidian has been working to stomp the bugs, and to date has released two title updates for the PC version and one for the console versions. But the fact that the game was released with so many major issues, while somewhat unsurprising given the Gamebryo engine's history, is very off-putting.


Above: Some bugs will damage your enjoyment of the game. Others will merely haunt your dreams.

Summary: I don't want to come across as being overly harsh on New Vegas. Yes, the bugs are rampant and yes, it lacks Fallout 3's atmosphere. But underneath all that is a game with the same solid RPG foundation as its predecessor, with a healthy dose of tweaks and additions and an infusion of the same brand of dark humor and moral ambiguity that defined the beloved early entries in the series and that were sorely lacking in Fallout 3. Though it lacks the fresh feeling of Fallout 3, this combination of old and new still makes for a worthy addition to the franchise.

What's Hot:
-Well-written story and characters
-Huge world with a massive amount number of things to do
-Welcome gameplay tweaks (new reputation system and optional group members)
-The return of the black humor and gray morality missing from Fallout 3

What's Not:
-Bugs bugs bugs!
-Feels a little too similar to Fallout 3
-Lacking in the atmosphere department
-Dated graphics and limited soundtrack

Final Score: 8/10 (Great)

Wednesday, July 7, 2010

Tardy to the Party Review: F.E.A.R.

[Note: This review focuses solely on the single-player component of the original FEAR. The multiplayer and two expansion packs are not addressed here.]

"It is the way of men to make monsters. It is the nature of monsters to destroy their makers."

Something a little out of the ordinary is in order for today. Instead of a newer game, I'll be reviewing one that is nearly five years old: FEAR. Having been released in a value package with its two expansion packs, Perseus Mandate and Extraction Point, on Steam in May 2010, I was finally convinced to take the plunge. Having heard so much about the game and the series, I thought I knew what to expect, but what I got was something of a surprise. And that's not a bad thing.

F.E.A.R.
Developer: Monolith Productions
Publisher: Warner Bros. Interactive
Release: 10/17/05 for the PC (version reviewed), also available on PS3 and Xbox 360


FEAR drops players into the boots of a nameless protagonist generally referred to as the FEAR Point Man. You are the newest recruit into FEAR (First Encounter Assault Recon), a special forces unit that specializes in dealing with paranormal threats. For your first mission, you and your FEAR allies are sent in to neutralize Paxton Fettel, a dangerous psychic who has taken control of an army of cloned soldiers called Replicas. However, it quickly becomes apparent that this will be no ordinary task. The Point Man soon starts having some strange experiences: Ghosts appear and mutter sinister warnings before dissolving into ash. Hallucinations of a bloody hospital hallway that leads to a room containing a mysterious, ghastly experiment. And sometimes-threatening visions of a dark-haired little girl in a red dress.

The story is laid out almost entirely in-game with very little in the way of cutscenes. Plot points are gradually revealed through answering machine messages and information downloaded from laptops. Who or what is Fettel, how did he come to control the Replica army, and what does he want? What is the corrupt defense contractor company Armacham hiding in its massive "Vault," and why do they want it destroyed so desperately? And who is that ghostly girl in the red dress who seems to be stalking you? All of these things are revealed piece by piece, but only to players willing to explore each area carefully. It should be noted that, despite its premise (and somewhat goofy title), FEAR is not a pure horror game like, say, Resident Evil or Silent Hill. It has its share of eerie moments, but it's mostly just enough to keep you tense and unnerved when you aren't shooting things.

For all its horror game pretense, FEAR is, at its core, an action FPS, and it's a very solid one. Players are armed with an assortment of standard shooter weapons such as a shotgun, assault rifle, and SMG, and a few more unique weapons (like a laser gun that can reduce human enemies to a smoking skeleton, and a nailgun that can pin enemy corpses to walls), as well as a Reflex ability that can temporarily slow down time enough to give players an edge. Combat has a different feel in FEAR compared to many other FPSs, with shootouts in small, confined environments and an emphasis on close-quarters and melee fighting (using a melee attack while moving can result in stylish moves like sliding kicks and even a flying bicycle kick).

The sound design, which also goes a long way in creating the game's creepy atmosphere, helps makes the guns feel so powerful. Every shot sounds loud, fierce, and satisfying. While the graphics aren't the best (it's a five year old game, after all), the enemy animations are surprisingly impressive. Enemies react convincingly to being shot, with arms jerking, bodies twisting, and legs being blown out from under bodies. Watching a Replica soldier twitch spasmodically and collapse in a cloud of red mist is immensely satisfying in its own gruesome way. All of these elements--the Reflex ability, the close-quarters combat, the sounds and animation--all come together to make every gunfight a sudden, violent display of bullet ballet with a stylized, John Woo movie feel.

I would be remiss in describing FEAR's combat if I did not address the stellar AI. In too many FPS games even now, AI means "run forward and shoot, occasionally throwing a grenade or hiding behind cover." Not so with FEAR. Enemies are well aware of their surroundings, and will use them to their advantage just like you. They will split up to flank you with surprising effectiveness, duck behind cover when they realize they are under fire, flip over tables and desks to create makeshift cover, and target explosive barrels near you. They will even realize if you are trying to get around them, and announce it to their comrades ("He's trying to flank!"). FEAR's impressively dynamic enemy AI is yet another element that raises it's action above most other shooters.

My issues with the game are relatively few. The graphics are fine for an older game, but environments are largely pretty bland and repetitive. The difficulty can be challenging, which is fine on its own, but sometimes it just becomes frustrating. And while I admire the fact that the story doesn't rely on cutscenes, it's easy to accidentally pass by a laptop containing a major plot point.

TL;DR: Going into FEAR, I was expecting a solid but ultimately forgettable horror shooter. What I got was one of the most impressive action FPS games I've played in a long time. It's not as scary as a Silent Hill or Dead Space (though it does have its moments), but it is far more intense and action-packed than either. If you find yourself with an itch for an excellent (and dirt cheap) action game, look no further.

Fully Loaded:
-Stylish, addictive gunplay
-Genuinely smart enemy AI
-Creepy atmosphere
-Story doesn't use cutscenes as a crutch

Haunted:
-Drab environments
-Too easy to miss important plot information
-Harsh difficulty spikes and enemies that are more annoying than smart
-Maybe not as scary as you might think.

Final Score: 9/10 (Excellent)
9's stand out above the crowd as all-around excellent experiences. Some minor flaws hold are holding the game back from timeless status, but nonetheless they are more than worth your time and money.

Monday, June 14, 2010

E3 2010 Day 1: Round-up and Thoughts

It's that time of the year again: E3 2010, the biggest video game expo of the year. Today marks day 1 of the festivities, with Microsoft, EA, and Ubisoft holding their conferences. I wasn't there of course, but I have read the news and watched the streams, and I'll get you all up to speed on what happened during the first day of E3 '10, and offer my thoughts on the proceedings so far. We'll start with:

Microsoft:

Microsoft's conference set the tone for the first day of conferences, and that tone was not a good one for people more interested in games than hardware. The star of the show was Kinect, formerly known as Project Natal, the motion controller for the Xbox 360 that uses a camera to read the player's moves and mimics them on-screen. Kinect demos took up a big chunk of MS's conference, but the games on display did not impress, looking like little more than imitations of Wii Sports and Mario Kart. MS's announced that Kinect would be available come November, but have yet to give it a price tag. Rumors have set it at around $150-$180, which is a lot for a piece of hardware with no must-have games in the works. For that price I could buy a used Wii. MS also announced that they had signed a multi-year deal with Activision that will give early access to future Call of Duty map packs to 360 owners. A nice boon to 360 owners, I guess, but I don't really see the point. I can't see someone buying a new Xbox just to get a CoD: Black Ops map pack two weeks earlier.

Only a handful of non-Kinect games were shown, including co-op gameplay for Gears of War 3, Fable 3, Halo Reach, and Metal Gear Solid: Rising. The most talked-about of the three, Rising, an action game MGS spin-off starring cyber-ninjafied Raiden, debuted at last year's E3, and showed up this year with a much-buzzed about gameplay trailer. The cutting mechanic looks really cool, but it remains to be seen if there is substance to match the style. Microsoft closed the show with one last major announcement: A new "Xbox Slim" 360 bundle. For $300, the same price as a current Elite bundle, the new Slim is quieter, smaller, has a bigger hard drive, and comes with built-in Wi-Fi (wireless adapters for older models cost an insane $100). It hasn't been confirmed if the new model still has the ethernet port, but if it does, the new Slim model is a very attractive option and, for me, the biggest announcement of Microsoft's press conference.

Final Thoughts: A big, fat scoop of meh. Microsoft's conference placed an undue degree of emphasis on Kinect, with too little focus on games, ostensibly the entire point of E3. Kinect has potential, but the current crop of games only squander it. While Rising looks great, the rest of the games on display just weren't enough to carry the show.


EA:

Oh look, games. Yes, after Microsoft's dismal show, EA stepped up to actually show games. Mostly. Their conference started with the reveal of Need for Speed: Hot Pursuit, a new NFS developed by Criterion, creators of the Burnout series. The developer and franchise are a perfect fit for each other, so this may be exactly what the NFS series needs to become relevant again. Next up is Dead Space 2, and boy does this footage look great. The first Dead Space was a very solid horror/action game, and the sequel looks to be on the right track. There was a 24-player multiplayer demo for Medal of Honor, which looked scarily similar to Call of Duty 4. That's not necessarily a bad thing. The beta begins in a week on June 21, so we won't have to wait long to sample the gameplay.

There was a lot of EA Sports stuff, including EA MMA (which includes a neat feature that allows players to upload videos of them talking smack to their opponents before having a fight that is broadcast to other players on consoles and through the internet) and Madden 2011, which claims to simplify and shorten games while adding more depth to them. Sounds like a paradox to me, but we'll see. There was a weird, rambling speech on the nature of playing god in The Sims 3 or something, which I honestly tuned out completely. The Sims 3 is coming to the PS3 and 360, whatever. Crysis 2 and Bulletstorm were demoed. Crysis just looks like a very generic FPS, but a pretty one (and in 3D). Bulletstorm has a cool, arcadey, way-over-the-top style, but the main character's constant corny one-liners were almost unbearable. Finally, there was a new CG trailer for BioWare's Star Wars MMO The Old Republic, which looked amazing. No gameplay footage, and only a passing mention of the PVP element of the game but, jeez, just look at that trailer!

Final Thoughts: Some solid games on display. Dead Space 2 looks fantastic, EA MMA and Medal of Honor are promising, Crysis 2 and Bulletstorm are a bit meh, and The Old Republic gets cool trailers. The lack of Dragon Age or Mass Effect is disappointing, though.


Ubisoft:

Not a lot to see here. The announcement of a Laser Tag game that requires hardware that will probably cost an obscene amount. Rayman Origins, a 2D sidescrolling platformer that goes back to the series' roots. A new Ghost Recon, a trailer for Assassin's Creed: Brotherhood (essentially AC2.5 featuring multiplayer), a new Driver game, and, uh, Michael Jackson: The Game. Really.

Final Thoughts: Rayman Origins will likely be worthwhile, and everybody loves Assassin's Creed. Everything else? MEH.


So What's Next?

Tomorrow wraps up the "Big 3's" conferences, with shows presented by Nintendo and Sony. Nintendo will certainly be showing off the rumored 3DS, their new handheld that is speculated to feature gaming in 3D. There will also be footage of the upcoming Metroid: Other M and the new Wii Zelda, as well as some info on the new Golden Sun for the DS that was announced at E3 '09. Sony will be demoing the Move, there own motion controller. One can only hope it proves more impressive than Microsoft's Kinect. Sony has already announced several major exclusives, including Killzone 3, InFamous 2, and LittleBigPlanet 2, leaving many to wonder what else they'll have in store for their conference. I'm guessing there will be some info on the new PSP God of War game Ghost of Sparta, and The Last Guardian, the new game from the creator of Ico and Shadow of the Colossus. The announcement of a Team Ico collection has also been rumored. We'll see tomorrow.

Stay tuned.

~Nick

Sunday, May 30, 2010

Review: Red Dead Redemption

“This is America, where a lying, cheating degenerate can prosper.”

The Wild West. It's a setting that conjures images of roving bands of outlaws on horses, wide-open prairies, saloons with player pianos, and duels to the death at high noon. And yet despite it's allure and despite the fact that it has been a staple of movies and television for decades, the West has never really been much of a presence in video games. Enter Rockstar, creators of the Grand Theft Auto series, with the ambitious plan to transfer GTA's wide open world into turn-of-the-century western America. How well did they succeed? Is this a trip out west worth taking? Read on to find out.

Red Dead Redemption
Developer: Rockstar San Diego and Rockstar North
Publisher: Rockstar Games
Release: 5/18/10, for the Xbox 360 and PS3 (version reviewed)


Set in western America in 1911, Red Dead Redemption puts players in the role of cowboy and former gang member John Marston. Marston left his violent gang years ago to settle down with his family, but his wife and son have been kidnapped by federal agents to blackmail him into hunting down his former fellow gang members and friends. A reluctant killer, Marston has no problem putting a bullet into a guy who deserves it, though he freely admits he doesn't enjoy it. He's a likable character, an outlaw forced into doing things he hates doing for the sake of his family. Other characters, however, run the gamut from interesting and capable to two-dimensional caricatures. Marston's likability, and the interesting secondary characters, make for a very enjoyable story with an ending that hits like a sledgehammer (no spoilers!).

The story elements are enhanced by some quality voice acting (with one pretty notable exception, which I will leave unspoiled), and top-notch presentation all around. The graphics are excellent, with each of the three main areas of the game featuring their own distinct look. New Austin, a fictionalized version of southwestern America before any states were established in the area, is part grassy plains and part cactus-filled desert. Nuevo Paraiso, a simulacrum of northern Mexico, has a similar desert terrain, except with a redder color palette and more mountainous geography. West Elizabeth makes up for being the smallest area by being the most visually diverse. It consists of wide, flat plains, a modern (for the time period) town, a dark pine forest, and a frozen lake at the base of a snowy mountain range. No matter where you travel in the game, there is something gorgeous to see. The sightseeing alone is often enough to justify the time spent traveling miles on horseback, as is the similarly fantastic soundtrack.

The gameplay succeeds as handily as the story and presentation. Open-world sandbox games often fall into the trap of having too little too do besides wander around and do story missions. Of course, you could just wander around taking in the sights and do the story missions at your leisure, but RDR dodges this problem by offering the player an wealth of things to do. There are a variety of Old West-style minigames to be played for cash, such as blackjack, Texas Hold 'Em, liar's dice, arm-wrestling, and more. Strangers may ask you for various favors in towns or out on the trail. They might want you to help foil a robbery, stop some escaped convicts, or help save their kidnapped wife. A rowdy gangster might challenge you to a duel. Jobs like bounty hunting and night watches can be completed in many towns for good money, which can be spent on new weapons, safehouses, and other provisions. Ambient challenges test the player's ability to pull off stylish gun tricks, seek out hidden treasure, and hunt wildlife. There is a lot to do, most of it optional, but it is does almost always help the player out and the sheer variety of things to do keeps the game fresh. Just traveling around is rewarding thanks to the game's visual splendor, but if the ride is too far you can easily fast travel using your easy-to-use camp, which also offers a place to save and change outfits. One of the most noteworthy optional quests are stranger missions. These sidequests can be rather dull to play, often being little more than fetch quests. However, they are some of the most interesting narrative moments in the game. They rarely end happily; in fact, they usually result in tragedy, despite or sometimes even because of the player's attempts to help.

If there is one thing to complain about, it's the less stellar variety in the more important missions. Story missions are often short and kind of dull, consisting too frequently of “go here and shoot dudes until I say stop” or “ride with me in this wagon and shoot any dudes that shoot us.” At least the shooting dudes part is fun. RDR's gunplay takes place in the third-person over-the-shoulder perspective, much like GTA, Gears of War, or Uncharted. Players can duck behind cover and blast enemies with a variety of pistols, revolvers, rifles, and shotguns. An auto-target system ensures that anyone can feel like a competent gunslinger, and can be turned off if you like your shootouts a little more challenging. Marston also has a helpful ability called “Dead-Eye,” which allows him to temporarily slow time and, at higher levels, mark specific spots to hit, which allows for neat tricks like shooting a robber's gun out of his hand or his hat off his head.

Another major part of the game is the fame/honor system. Players can gain honor by helping others and taking the high road when given the opportunity, and lose honor by stealing, killing, and being an evil jerk. Fame is increased by doing missions and completing challenges and can never decrease. Both of these aspects influence how people interact with Marston and higher levels of each offer benefits such as store discounts and the ability to commit certain crimes with impunity. The purchasable bandanna throws an edge of gray into this typically black-and-white set-up by allowing players to remain anonymous, preventing their fame and honor from changing no matter what you do. If you need to commit a crime for any reason and want to remain a good guy, you can do it. Conversely, if you want the easy money that comes from helping a stranger but don't want people to start liking you too much, you can do that as well.

Aside from the expansive single-player experience, there is also a multiplayer component to RDR. It offers the typical fare such like deathmatch and capture-the-flag modes and the like, as well as the less-structured Free Roam mode. Free Roam drops you into a stripped down version of the vast single player map with a group of players and lets you, well, roam free. Players can group up into 8-man (max) posses in order to pick fights with rival gang members, challenge other posses, or raid gang hideouts. Getting kills and completing challenges earns players experience points that unlock new weapons, skins, mounts, titles, etc. Unfortunately, there is nowhere near as much to do in Free Roam as there is in single-player. It would have been nice to at least be able to play poker or blackjack with friends. Regardless, RDR's multiplayer is a lot of fun, especially Free Roam, despite it's smaller amount of content.

One last note about the gameplay: It's glitchy. Now, normally I would be raging at the lack of quality control in a major blockbuster game like this, and some of them, like the invisibility glitch in multiplayer are annoying, but some of them are just so funny. Seriously, just YouTube “Red Dead Redemption glitches” some time if you want a laugh.

TL;DR: Gamers have been itching for a worthy Wild West experience for a long time, and Rockstar has finally delivered a game that capitalizes on the promise of the concept. Some of us might have been satisfied with a “good” Wild West game, but Rockstar gave us something truly special. Red Dead Redemption has so much to do and so much to see, and so much fun to be had, both alone and with others, that it would have been excellent in any setting; as it stands, the unique setting is just icing on the cake. RDR is so great, even it's glitches are awesome. How many games can say that?

Headshot:
-Huge variety of things to do
-Fantastic presentation
-Tight gunplay
-Excellent story with likable characters and a powerful ending

Drawing Blanks:
-Story missions are sometimes dull to play
-Marston can't swim (a minor issue, admittedly)
-Some unfair surprise attacks and cheap deaths
-Glitchy (could almost be a positive, but some detract from the experience)

Final Score: 9/10 (Excellent)
9's stand out above the crowd as all-around excellent experiences. Some minor flaws hold are holding the game back from timeless status, but nonetheless they are more than worth your time and money.

Saturday, May 29, 2010

A New Beginning

So this is my first blog. Having come here through another secret project, I figured I might as well use the tools here to practice some writing, and I've chosen a topic near and dear to my heart: The vidya games. I am merely a humble average gamer, but I suppose it wouldn't hurt to share my thoughts on the medium with others. With a little luck, maybe you will take something away from my posts, whether it's some advice on whether a game is worth your hard-earned money, or if it's just some insight into the industry we all love.

Future posts in this blog will feature reviews on full games, first thoughts on things like demos, betas, and the like that I get my hands on, some previews for upcoming games that I am excited for and why you should be as well, recaps and thoughts on upcoming trade shows (including the upcoming E3 2010 in June), maybe some reviews or thoughts on semi-games related stuff such as game movies, collectibles, and merchandise, and my musings on video games in general. My first project will be a review of RockStar's latest offering Red Dead Redemption, and after that I have some ideas for future posts. Stay tuned.

~Nick P.