The Video Game Critic's
Xbox 360 Reviews M-R

Last modified 2007/11/20.

The Video Game Critic rates games in comparison to other games for the system.
The overriding criteria is how fun the game is to play, although control, graphics, and sound are also taken into account.

Screen shots courtesy of IGN.com.

 Madden NFL 07Grade: C+
Publisher: Electronic Arts (2006)
Reviewed: 2006/9/11
Rating: Everyone
For years I've complained about EA incorporating minor bells and whistles into Madden without making substantial improvements, so I feel like a hypocrite criticizing this 360 edition with its brand new engine but skimpy feature set. On the field, Madden NFL 07 looks seamless and realistic as runners fight for extra yardage, receivers make sliding catches, and defenders execute game-saving ankle tackles. It's all very fluid and easy on the eyes, but the controls somewhat threw me for a loop. The "highlight" stick offers elusive moves on the offense, but you need to time it just right. The juke, stiff-arm, and spin buttons are supposed to be used in conjunction with the left thumbstick, and that's just not practical. I do like how you can take control of the fullback to open up holes in the line for the runner. The classic kick meter that everyone loved has been ditched in favor of EA's patented "analog swing" mechanism, which everybody hates (in case you didn't know). The play calling screens have been reorganized into a vertical configuration for absolutely no good reason whatsoever (except perhaps to help justify the $60 price tag). This new format not only makes poor use of the screen's real estate, but the tiny symbols are hard to read - even on my 50" high-definition plasma! I can't imagine playing this game on a regular TV. In terms of eye candy, the players look great from a distance, but their faces are pretty rough up close. Between plays you're forced to watch pointless "cut-scenes" of the defenders just standing around. These look impressive at first, but grow tiresome and ultimately disrupt the flow of the game. And no, you can't turn them off. Despite what other critics have said, the action on the field doesn't look dramatically better than the PS2 version. The crowd, turf, and stadiums look pretty amazing, but why does the camera keep panning over to that empty tunnel? I keep expecting Elvis to walk out of there for some reason. The number of customization options is slim, and with no auto-save it's a hassle to save your season. Perhaps the game's worst atrocity is its lack of decent play-by-play. It's particularly hard to fathom when you consider that the freakin' game was named after a commentator! Instead you get is some generic "radio voice" which has been digitally altered to make it sound like it's emanating from the bottom of a 100-foot well! Other than that, the audio (particularly the crowd noise) is much better than the PS2 version, and there's less annoying music. Purists will notice lot of minor elements missing (like nets behind the goal posts) and the coach's challenge feature is so schizophrenic you never know when it's going to be available. It sure is easy to nit-pick Madden 07, but there's no disputing one thing: the game is fun. There's a lot of room for improvement, but Xbox 360 owners should be satisfied overall. © Copyright 2006 The Video Game Critic.
Check for Madden NFL 07 on EbayAmazon1 or 2 players 

 Madden NFL 08Grade: B-
Publisher: Electronic Arts (2007)
Reviewed: 2007/9/11
Rating: Everyone
Using the same engine as NCAA Football 08, this new Madden features brighter, crisper visuals and faster, smoother animation. There are also less annoying pauses. As usual however, EA has incorporated a lot of unwanted new features while overlooking a few that were sorely needed. One new feature is "player icons" in the form of symbols appearing beneath players with special abilities. A fullback may have a truck icon for example, and a solid defender might have a brick wall. These are meant to help you exploit match-ups, but generally just tend to clutter the screen. The controls are more conventional than last year, assigning the stiff-arm to A and the hurdle button (not even available in last years' game) to Y. There are plenty of obscure new moves, but only a few (like using A to strip the ball) are necessary. I think most gamers will agree that Madden was already complex enough! The play-calling screens have been neatly reorganized and are much easier to read. On the field, passes seem to have more zip and runningbacks are slipperier than ever. Madden 08 plays a solid game of football, but instead of adding more controls, I wish EA had put some effort into the game's presentation. Unlike its sister NCAA football game, which features awesome two-man commentating, Madden's is limited to some generic guy with a muffled voice. I thought he sounded like the guy working at my local Burger King drive thru, and my suspicions were confirmed when he slipped up and asked, "Can I take your order?" Not only does this guy sound awful, but he doesn't really have anything interesting to say either, other than obvious stuff like "The Ravens are now within field goal range". This is John Madden's game, and he does color commentary for a living, so why in the [expletive] is he not in this game!? Other glaring omissions include a lack of a half-time show, no cheerleaders, no fan close-ups, and no chain measurements. It's not immediately apparent when you call a timeout, and the "remaining timeouts" indicator is really hard to find! Want to know how to "bluff" your play calling? Well, that cheap-ass four-page pamplet of a manual won't help! Is this game really $60? The "coaches challenge" feature is erratic, and when you really need it, you can rest assured it will be "grayed out". You occasionally see head coaches on the sidelines (doing some kind of chicken dance), but there's never anybody else within 20 feet of them! Injured players on the field writhe around in agony all by themselves as their oblivious teammates simply go on with their business. Madden NFL 08 plays like a professional football game, so why can't EA make it look like one too?? © Copyright 2007 The Video Game Critic.
Check for Madden NFL 08 on EbayAmazon1 or 2 players 

 Major League Baseball 2K6Grade: F
Publisher: Take-Two Interactive (2006)
Reviewed: 2006/4/28
Rating: Everyone
For years I've feared that console games would someday go the way of the PC, with publishers rushing out buggy code knowing they can simply post a patch on-line. Well, with MLB 2K6, my worst fears are a reality. I've only played the game twice, but both times it locked up on me - during the second inning no less! The first incident occurred when I was playing it with my friend Jonathan, and after we realized the game had locked up, we both looked at each other and yelled "F!!" in unison. Locking up is extremely rare for console games, which are usually held to the highest level of quality assurance. I searched Google to see if other users were experiencing the same problem, and sure enough, they were. And they were pretty mad about it. 2K Sport's web site posted a blurb that downplayed the problem, stating a patch was available on Xbox Live. If we've reached a point where that is considered acceptable, then it's a sad state of affairs. What little of the game I did play didn't inspire a lot of confidence. Whenever you're playing a baseball game and can't figure out how to swing the bat - that's never a good sign! As it turns out, you need to pull back on the right stick and release it to swing. Not only is the least intuitive swing mechanism ever conceived, but you have to swing extremely early if you want a chance to hit the ball. You can't even judge the pitch! The pitching and fielding controls are much better however, and Jon Miller and Joe Morgan provide professional commentary. The graphics appear to be of PS2 quality, leading me to believe this was a straight port. The stadiums and scenery look rudimentary, but the fans look far better than what I've seen in past baseball games. Still, any positive aspects are eclipsed by the inexcusable lock-up problem. It's a travesty of the highest magnitude, which should cause Major League Baseball 2K6 to go down as one of the most infamous video games of all time. And adding insult to injury, Take-Two was awarded exclusive rights to this year's MLB license. This should clearly illustrate that it's the gamer who really gets screwed by these deals. © Copyright 2006 The Video Game Critic.
Check for Major League Baseball 2K6 on EbayAmazon1 or 2 players 

 Major League Baseball 2K7Grade: D+
Publisher: 2K Games (2007)
Reviewed: 2007/4/13
Rating: Everyone
This may be the first baseball game I critique for being too realistic. Yes, 2K7 recreates the slow and tedious nature of the sport to near perfection. If you savor every subtle nuance of Major League Baseball, you'll enjoy this game, but everyone else will hate it. As the game loads, the first question you'll ask is "why in the [expletive] is a girl talking?" 2K Sports must have fulfilled some kind of equal opportunity requirement by having a female introduce each game. Otherwise the presentation is first-rate, with professional graphics, flashy camera angles, and players with realistic faces and true-to-life mannerisms. Jerseys flutter nicely in the wind, and impressively low camera angles reveal clumps of dirt and blades of grass. Unfortunately, 2K outfitted some players with really baggy pants, making it look like they have elephantitis or something. Realistic graphics don't really carry the weight they once did, so few will notice the detailed, well-proportioned stadiums. Jon Miller and Joe Morgan provide competent two-man commentary, and there's a customizable soundtrack. It's a shame 2K7's gameplay is bogged down by an overly mechanical, non-intuitive control scheme that's overwhelming at times. Swinging is performed by manipulating the right thumbstick, and the complex pitching process will absolutely befuddle new players (and some intermediate ones). Nothing is simple in this game, which explains why those annoying "tip" screens pop up every ten seconds. These wordy, multi-page instructions explain basic controls like how to swing in seven steps, run the bases in six steps, or sprint in five steps (remember when you could just hit A?). I'm surprised there's not a way to spit tobacco and adjust your cup in nine easy steps. One button lets you "disable all tips", but my friend Scott said he would have preferred a "disable all future 2K baseball game purchases" button. You can't take practice swings, mobilizing your fielders is tricky, and homeruns are called long before they leave the yard (so much for drama). Many features seem downright excessive, like the "batter's eye" that lets you gauge a pitch before it's thrown, a special mode for "payoff pitches", and the "base burner" mode that lets you view the action from the perspective of the baserunner. Hell, you can even initiate arguments with the umpire! More is not necessarily better however, and MLB 2K7 crumbles under its own weight. Even if you turn off the time-consuming bells and whistles, it's hard to sit through more than three innings of this. Unlike last year, it is possible to play more than two innings of Major League Baseball 2K7, but whether you'll want to or not is another matter altogether. © Copyright 2007 The Video Game Critic.
Check for Major League Baseball 2K7 on EbayAmazon1 or 2 players 

 NBA 2K7Grade: B+
Publisher: 2K Sports (2006)
Reviewed: 2006/11/18
Rating: Everyone
After playing EA's NBA Live 07, the visual splendor of NBA 2K7 is almost a shock to the system. The fluid player animation is amazing, and the courts look absolutely gorgeous with neon lights reflecting off of the shiny hardwood floors. Unlike Live, each contest has a professional televised look, and the entire arena is teeming with activity. Players cheer from the bench, spectators walk through the aisles, and coaches patrol the sidelines. Shapely cheerleaders and goofy mascots stream onto the court during timeouts. There's even a guy to mop up the sweat! Unlike EA, 2K Sports understands that the details really do matter. Players clap when they're fouled, dive after loose balls, and drip sweat on the foul line. It's remarkable how the players mirror their real-life counterparts. Ben Wallace's Afro looks amazing, and Steve Nash is constantly brushing his hair out of his eyes. Skin glistens with sweat, but the faces are far less impressive. They all appear to be wearing Richard Hamilton's clear plastic facemask, and Yao Ming looks like a freakin' monster! The flashy presentation is detrimental at times, like when that big Gatorade logo appears on the screen and blocks your view (usually at the worst possible moment). The default camera view is quite good, providing the tightest possible angle while giving you full view of the count. 2K3 demands skill and technique, and unlike Live 07, there are no easy or cheap shots. If you're tossing careless passes or driving through crowded lanes, expect a lot of loose balls. The basic controls are similar to Live 07, except the crossovers are performed with the left joystick (instead of the right), and there's only one shoot button (thankfully). 2K7's foul shooting is a bit simplistic but at least it's not frustrating (like EA's). Calling plays is a breeze, and there's a handy "call for pick" button. Kevin Harlin and Kevin Smith provide competent but understated play-by-play, and there's an elaborate half-time show. It's clear that 2K Sports is truly making an effort to harness the power of the new generation of systems. Playing this game will make you grateful EA hasn't secured the exclusive rights to the NBA (yet). NBA 2K7 is the clear choice for b-ball fans this year. © Copyright 2006 The Video Game Critic.
Check for NBA 2K7 on EbayAmazon1 to 4 players 

 NBA 2K8Grade: B
Publisher: 2K Sports (2007)
Reviewed: 2007/11/20
Rating: Everyone
Despite being upstaged this year by EA's excellent NBA Live 08, NBA 2K8 still does a nice job of walking the line between fast-paced arcade action and realistic simulation. You can expect a lot of banging under the boards, along with thunderous slam dunks that will have your friends hooting and hollering. It's cool how players tip-toe along the sidelines, writhe on the floor after an injury, and dive for loose balls. The transition game is strong in 2K8, and penetrating to the bucket is much easier than it is in NBA Live. Instead of aggressive moves being called as offensive fouls (which happens a lot in Live 08) the ball tends to get knocked loose instead. The right thumbstick is your "shot stick", but using a stick to shoot never made much sense to me. It's incredibly hard to steal the ball in NBA 2K8, and with CPU players so strong on the boards, playing defense can be frustrating. The simple foul-shooting system is almost identical to the one in Live 08, except there are more annoying pauses. NBA 2K8's skimpy instruction manual makes me suspect 2K Sports is getting lazy. How do you perform an alley-oop? How does the new "get open" button work exactly? Information like that should be in the manual instead of the worthless fluff they have in there. Holding in the right bumper causes the player icons to appear, but could they possibly be any smaller? And why is the replay system so [expletive] complicated? When a computer scientist with multiple degrees can't figure it out, something is wrong. In terms of graphics, NBA 2K8 features slick floor reflections and naturally flowing uniforms, but player faces look plastic compared to Live 08. The fans in 2K8 are more angular but also far more enthusiastic, and can even be seen leaving their seats. Other neat bells and whistles including cheerleaders, mascots, and vendors in the stands. Kevin Harlan and Kenny Smith provide a solid two-man commentary, but the half-time show is pretty lame. The end of each game offers some brief but informative highlights, including "player of the game" and a diagram of "hot zones". The fact that your season is saved automatically once you quit your game is a welcome feature that's been needed for a long time. NBA 2K8 also features an inspired soundtrack, including the old-school classic "Sucker MC's" by Run-DMC. It's largely a matter of taste between this and NBA Live 08, but based on my experiences with friends, Live gets the nod. © Copyright 2007 The Video Game Critic.
Check for NBA 2K8 on EbayAmazon1 to 4 players 

 NBA Live 07Grade: C-
Publisher: Electronic Arts (2006)
Reviewed: 2006/11/18
Rating: Everyone
Judging from the scathing reviews this game's been receiving, the backlash against EA must be in full swing. I wouldn't call NBA Live 07 a bad game, but it certainly suffers in comparison to 2K Sport's NBA 2K7. Live 07 seems promising enough at first with a high-tech intro and head-bopping music. I was really surprised how you can practice your moves with T-Mac while the game is loading. Finally, they've come up with a good use for those excruciatingly long EA loading screens! Next you're treated to a flashy player introduction sequence with lifelike player models with realistic faces. After that things head downhill. This tip off system is the first one I've experienced where players have difficulty making contact with the ball! The referee sometimes needs to toss the ball up several times, and it's actually quite comical. The gameplay is okay but its engine seems firmly entrenched in the previous generation. The camera seems a bit jumpy, and fast breaks tend to unfold in slow motion. At the other extreme, when players attack the rim, they move like lightening while barreling through defenders. The default camera angle (from the far end of the court) seems too far away from the basket, and even after fiddling with the options, I never found a view I was really comfortable with. The controls haven't changed much from previous editions of the game. I like using the right stick to execute crossovers, but having three shoot buttons (jump shot, layout, dunk) is ridiculous! You'll routinely find yourself accidentally hitting the lay-up button at the three point line, resulting in some of the longest fighter-rolls ever. Live's awkward foul shooting mechanism makes me nostalgic for the old days of the "T" meter, which EA employed in the early 90's. Live 07 lacks polish as well. Brain-dead players will attempt jump shots from behind the backboard, and the directional controls for calling plays are clumsy and unintuitive. Static statistical screens are displayed between periods, and the arena is so dull that the players might as well be playing in an abandoned warehouse. For a series that's over 12 years old, the lack the bells and whistles is hard to justify. Yes, on-line users can watch real NBA highlights, but I didn't buy this game to watch ESPN. Marv Albert and Steve Kerr offer insightful commentary, and it's especially funny when they critique your button pressing. There's some fun to be had with NBA Live 07, but most gamers will prefer NBA 2K7. © Copyright 2006 The Video Game Critic.
Check for NBA Live 07 on EbayAmazon1 or 2 players 

 NBA Live 08Grade: B+
Publisher: Electronic Arts (2007)
Reviewed: 2007/11/20
Rating: Everyone
In years past NBA Live has been bogged down by sloppy programming and sparse features, but this year the franchise has improved considerably. Live's graphics are hands-down better NBA 2K8, especially with regard to player faces. Live plays better too. Without having to adjust any options, the game flows like a real basketball game, with a proportionate number of fouls, dunks, steals, and blocks. You can even block from behind. I love being able to perform cross-over dribbles with the right thumbstick, and holding in the left trigger to guard makes playing defense a lot easier. Having two buttons to shoot (dunk and jump shot) is confusing at first, but it gives you the option of driving the hoop or popping a short jumper. Live 08 features outstanding low-post play, with players that pivot, fake, and hop with amazing grace. The simple foul shooting system (pull back and push up on the right stick) is not the best I've seen, but it's satisfactory. Performing alley-oops by tapping the right bumper requires good timing and is a lot of fun. Holding in the left bumper brings up your player icons, but it takes a full second for them to appear, which is unacceptable. Making adjustments between quarters is pretty easy thanks to handy sliders that pop up, letting you apply pressure on defense and crash the boards on offense. Live's graphics are smooth and lifelike, with players that react appropriately and even congratulate each other after the game. The crowd is tame but looks realistic enough, and it's cool how you get occasional glimpses of players on the bench. Marv Albert and Steve Kerr deliver television-quality play-by-play, and they are simply the best in the business. There's no half-time show (boo), but there is a nice "highlight reel" at the end of the game. The saving process is inordinately complex, and many of the game's options are not explained well - if at all. Hey EA - that's what the instruction manual is for - use it! But even so, I have to credit EA for delivering the best-looking and best-controlling basketball game of the season. © Copyright 2007 The Video Game Critic.
Check for NBA Live 08 on EbayAmazon1 to 4 players 

 NCAA Football 07Grade: D+
Publisher: Electronic Arts (2006)
Reviewed: 2006/8/1
Rating: Everyone
For sports fans concerned that EA would slack off once they secured the exclusive rights to NCAA football, you were right. Instead of elevating their critically acclaimed college football series to the next level, EA really fumbled this 07 edition. The basic gameplay is fine, but there are too many irritating details, and EA unwisely decided to "fix" a few things that didn't need fixing! Let's start with the play-calling screen, which now arranges the plays in a very unintuitive vertical configuration, making it hard to differentiate between pass and run plays! The excellent three-press kick meter that was honed to perfection over the years has been unceremoniously dumped in favor of EA's "analog swing" mechanism. The new control scheme takes some getting used, thanks to odd button assignments like A for juke and Y for stiff-arm. There are numerous graphical glitches, including players that go down without being touched and passes that leave the quarterback's hand at the wrong angle. The "coach's challenge" is berserk - you never know when it will work. Upon calling a time-out, there's no feedback at all, leading you to wonder if it even registered! Last year game magazines raved about how much better EA's football games look on the 360, but I'm not so impressed. If not for the gleaming sweat on players' arms (visible only in close-ups), this might be mistaken for a PS2 game. Admittedly, there are some nifty new animations, like players who hop over down linemen, and receivers who fight off tacklers for extra yardage. There are also impressive shots of the stadiums, although the coaches, sign-holding fans, and cheerleaders are nowhere to be found. EA is famous for adding superfluous, unwanted "features", and this year is no exception thanks to the new "jump snap" (waste of a button!) and "momentum meter" (worthless!). And why is this game titled "07"? How many college football games are scheduled after New Year's day? Two? On a positive note, the game does have a wonderfully insightful two-man commentator team. Because it's football, I will play NCAA 07, but this is still a disappointment. © Copyright 2006 The Video Game Critic.
Check for NCAA Football 07 on EbayAmazon1 or 2 players 

 NCAA Football 08Grade: C+
Publisher: Electronic Arts (2007)
Reviewed: 2007/9/11
Rating: Everyone
Last year's NCAA football game was a weak effort, but this year Electronic Arts has tightened up the gameplay substantially and dispensed with some of the more superfluous features. The animation is noticeably faster and smoother, although the graphical detail is about the same. The core engine is the same as Madden, so both games offer the same caliber of realistic football action. The controls now favor a more tradition scheme, using A to stiff-arm, X to dive, B to spin, and Y to hurdle. I really like how players automatically execute "up and over" dives at the goal line. The play-calling interface is much easier to navigate and read this year, although it still doesn't make optimal use of the screen real estate. Before snapping the ball I usually like to review the pass routes, and this year that requires holding the right trigger while pushing the right thumbstick up, which is kind of a pain. One unintentionally hilarious aspect of the game occurs a player gets hurt on the field and all the other players totally ignore him! The game boasts about its "real-time" weather conditions, but when it's raining that apparently translates into fumbling the ball on every other play. Gone is that annoying "momentum meter" from last year, and this year it's easier to tell when a team calls a timeout. As usual, NCAA Football's spirited two-man commentary is fantastic. There's a "quick save" option on the main menu, but it's anything but quick as you're forced to wade through a series of unnecessary prompts. NCAA 08 nails the action on the field but fails to properly convey the pageantry of the college game. You never see any coaches or cheerleaders - only the mascots going nuts on the sidelines. There's no pre-game, half-time, or post-game shows. At the conclusion of each contest the players just stand around like a bunch of idiots. The game tends to stutter between plays and there are minor glitches here and there. This year's edition seems to focus on collecting trophies and highlight reels, but who cares about that stuff? Another unwanted new feature is "snapshots" taken during big plays, which usually turn out looking like pictures my wife would take - not good! In many ways this game is two steps forward and two steps back. EA got a little lazy with NCAA 08, but at least they got the basics right. Its solid gameplay should satisfy most college pigskin fans, but all in all NCAA 08 seems awfully vanilla. © Copyright 2007 The Video Game Critic.
Check for NCAA Football 08 on EbayAmazon1 or 2 players 

 NCAA March Madness 07Grade: D-
Publisher: Electronic Arts (2006)
Reviewed: 2007/3/1
Rating: Everyone
Electronic Arts, if you intend to be a contender in the NCAA basketball video game market, you at least have to make an effort! The rampant glitches, herky-jerky animation, and blatant omissions of March Madness 07 make it seem like a half-hearted effort at best. In contrast to the smooth, polished College Hoops 2K7, the players here look like they're running under a strobe light, and their lack of speed seriously undermines the term "fast break". EA really should have overhauled their outdated basketball engine, but that would have been hard, so instead they added a bunch of superfluous features like the ability to upgrade arenas or interact with the crowd. All that matters is the action on the court, and March Madness is awkward, sloppy, and unbalanced. The rosters are fairly up to date, but the players look like senior citizens and their uniforms are awfully stiff. I'm a huge Maryland Terrapins fan, but I had no idea who the players on my team were supposed to represent. The only things that look good in March Madness are the amazing wooden floors and shapely cheerleaders. Even the arenas seem dull and uninteresting. The controls could use some work as well. You can't call for a pick, and it's confusing how two buttons are used to shoot the ball (expect a lot of lay-up attempts from the 3-point line). You can drive the lane pretty much at will, and it's far too easy to draw a foul in the process. The players do display a lot of emotion, but it's often inappropriate for the situation. The foul shooting mechanism is simple enough, but much less fun that the "T-meter" EA originally patented in the mid-90s. In terms of audio, it's always great to hear the excited commentary of Dick Vitalle, but the play-by-play guy is pretty repetitive. March Madness 07 is a raggedy game, but what will infuriate fans most is the game's complete lack of coaches. How do you expect to recreate the feel of real NCAA basketball with no coaches on the sidelines?! It's especially glaring when a timeout is called and the players simply "huddle up". I wasn't expecting EA's first college basketball for the 360 to be perfect, but this is madness!! © Copyright 2007 The Video Game Critic.
Check for NCAA March Madness 07 on EbayAmazon1 to 4 players 

 NHL 07Grade: C+
Publisher: Electronic Arts (2006)
Reviewed: 2007/1/10
Rating: Everyone
It's not a "pick up and play" title like NHL 2K7 (2K Sports), but EA's NHL 07 offers a deeper, more realistic brand of hockey. If you're patient enough to master the new "skill stick" controls, you'll get a lot of satisfaction out of this. 07's graphics won't blow you away (the rink looks somewhat dull), but the action feels like a real NHL game. The innovative new control scheme allows you to use both thumbsticks to control your body and hockey stick at the same time. It's not particularly intuitive, but once you master it, you can pull off back-hands, behind-the-back shots, and one-timers with ease. On defense the right thumbstick is used to deliver body checks, and that works great. Unlike NHL 2K7, it's easier to maintain control of the puck on offense, and you can unleash some truly devastating slap shots. There's no turbo button (it's really not needed), so the right trigger is used to pass the puck instead. If that's too confusing, rest assured that the "classic controls" are still available in case you need to fall back on them. One big negative about NHL 07 is how easy it is to lose track of the puck. Those small triangles that are meant to indicate control and possession just don't cut it. Passing and switching between defenders is less responsive than 2K7, and be sure to turn off the fighting, which is a complete waste of time. 07 does boast excellent, professional commentary and animated loading screens that nicely explain the new controls. Hockey games have become somewhat stagnant over the past few years, so I'm glad EA took some chances with NHL 07. Those looking for instant gratification may gravitate towards NHL 2K7, but purists who give NHL 07 a chance will appreciate the depth and realism it has to offer. © Copyright 2007 The Video Game Critic.
Check for NHL 07 on EbayAmazon1 to 4 players 

 NHL 2K7Grade: C+
Publisher: 2K Sports (2006)
Reviewed: 2007/1/10
Rating: Everyone
I've been an avid video game hockey fan since my dad bought me Ice Hockey (Activision 1982) for my Atari 2600 as a kid. Hockey games have certainly progressed in terms of graphics, but their gameplay hasn't improved appreciably (if at all) since the 16-bit days. NHK 2K7 is a decent but unremarkable title with arcade flair. You can expect flashy graphics, smooth action, torrid pacing, and familiar controls. There are few stoppages in play due to minimal penalties and goalies that opt to "kick out" the puck instead of holding it for a face-off. The body checks are jarring, and the passing controls are exceptional. The right-trigger "speed burst" is fairly useless however, since you tend to hold it in for the entire time. Maintaining possession of the puck is tough, and there's little technique involved in shots on goal. This lack of shooting technique is especially problematic during overtime shoot-out situations, which tend to go on forever. NHL 2K7 has a real "up-and-down" style of play, like a basketball game with nothing but fast breaks. While certainly exciting, it can become tiresome and monotonous after a while, so you'll want to keep your contests short. In terms of graphics, 2K7's shiny rinks and realistic players look terrific, but the visuals have clearly reached a point of diminishing return. Up close, the players' skin and stubble looks amazing, but their freaky, wide eyes make them look absolutely psychotic. Since the camera is pulled way back during play, most of the minute details are inconsequential. 2K7's commentary keeps up with the action, but you'll hear odd lines like "that's the Dodge play of the game" (in the first period?), and "remember, he's not trying to hurt his opponent" (why the hell not?). 2K Sports is known for its robust option menus, but lately they seem to be getting out of hand. I found it necessary to adjust many basic options (like goalie control and shot aiming) from the start, and you can get lost paging through them all. Upon finishing a game in season mode, you're prompted to save your profile, but not your season. Instead, it reminds you to save your season from another menu that you need to hunt for! All in all, NHL 2K7 will definitely appeal to a mainstream audience, but real hockey fans looking for more substance should investigate EA's NHL 07 first. © Copyright 2007 The Video Game Critic.
Check for NHL 2K7 on EbayAmazon1 to 4 players 

 Need For Speed CarbonGrade: B-
Publisher: Electronic Arts (2006)
Reviewed: 2007/1/28
Rating: Everyone
I really enjoyed Need For Speed Most Wanted on my 360, and since Carbon has been called "Most Wanted at night", I was totally psyched about it (I prefer night driving). Carbon is set in a fictional town with beautiful lighted skyscrapers and death-defying canyon roads. While clean and detailed, the city struck me as being very artificial, which limited the whole "joy riding" aspect for me. The background story is conveyed through "computer-enhanced" characters that look like live actors enveloped in an unnatural glow. Predictably, the story revolves around an obligatory hot babe who you're trying to win over. The game lets you cruise around freely looking for challenges, or access them directly using the "world map". I prefer the world map option, because running from cops gets really old after while. The challenges offer plenty of variety, including circuit races, sprints, speed traps, and drift challenges. The racing action is fun, and a new feature lets you employ a "wingman" to help you during races. Depending on his skill, he can block other cars for you, provide drafting opportunities (speed bursts), or even scout out shortcuts. I didn't use these guys too much, but they can come in handy. You might think the non-racing drifting-for-points stages sound weak, but I found them strangely compelling. I like how Carbon opens up new areas as you progress, but the overly-difficult "boss" encounters nearly ruin the game. These are actually composed of several races, and losing any one forces you to start the whole ordeal over. Still, I like how you can view your rival's facial expressions in the little window that appears in the corner of the screen. The game auto-saves your progress, but since it never explicitly tells you it's saving, you always get that nervous feeling before shutting the game off. I also need to admonish EA for their flimsy, skimpy instruction manual. Perhaps EA was trying to save two cents per game so their CEO could buy another yacht, but when you charge $60 for a game, cutting corners like that is unforgivable. In fact, this is one game that clearly could have benefited from a decent instruction book, considering all symbols that appear on the screen. Need For Speed Carbon is a good looking game that provides some high-speed thrills, but it left me feeling less than satisfied. © Copyright 2007 The Video Game Critic.
Check for Need For Speed Carbon on EbayAmazon1 or 2 players 

 Need For Speed: Most WantedGrade: B
Publisher: Electronic Arts (2005)
Reviewed: 2006/4/1
Rating: Teen (mild violence)
This urban-themed racer allows you to wreck scenery and avoid police while participating in no-holds-barred street races. It's very satisfying to smash through fences, barriers, construction sites, and phone booths as you whiz past rival racers and avoid converging police cars. The oncoming traffic and amazing sense of speed gives the game a certain Burnout (Gamecube, 2002) flavor. The action takes place in the fictitious city of Rockport, with scenery emphasizing realism over flash, incorporating run-down industrial areas and rendering everything in dull brown hues. The trees look amazing, as do the changing weather conditions. During thunderstorms, rain glistens on the streets and beads on your windshield as thunder booms in the background. While Most Wanted doesn't deliver the polished visuals or instant gratification of Ridge Racer 6 or Project Gotham 3, it may have the edge in long-term play value. The engaging career mode lets you to challenge 15 progressively difficult rivals, each requiring you to complete a number of preliminary races and challenges. You can cruise around town to locate the next event, or initiate each directly from your "safe house" menu. The races are exhilarating at times, although the field is mainly limited to four cars. When a cop first appears on the scene, the screen suddenly freezes and zooms to his position - a very effective cinematic technique. The ensuing chases are fun, although they make you feel like one of those criminal lowlifes you see on reality television shows. I love how you hear the cops communicating back and forth about you on their radios. Escaping police is time consuming but not particularly difficult, and these encounters tend to wear thin after a while. You begin with a modest vehicle, but can upgrade and trade up as the game progresses. Defeating rivals unlocks new cars and locations, as well as mystery bonus items including cash, "get out of jail" cards, and special upgrades. Need For Speed's controls have a loose feel, but that's consistent with the reckless style of the game. It can be hard to avoid oncoming traffic, but if you do wreck head-on, you only need to hit the handy "reset" button to be instantly put back on the road. Most Wanted's soundtrack has an appropriate hip-hop vibe which I found to be better than average. Cut scenes feature actors with a processed "glow" that helps them better blend into the computer-generated background scenery. Naturally, a super-hot chick plays the lead role. One annoying aspect of the game is its email and voicemail functions. It's bad enough to deal with these in real life - I don't want them in my games. Fortunately, you can pretty much ignore the messages as they accumulate in your inbox. A two-player split-screen mode is included, but sadly, you can't play the role of the police. Need For Speed: Most Wanted definitely hits the mark when it comes to streetwise, chaotic racing contests. It may lack the pristine visuals and crisp control of other 360 racers, but Most Wanted's wild brand of lawless action will keep you coming back for more. © Copyright 2006 The Video Game Critic.
Check for Need For Speed: Most Wanted on EbayAmazon1 or 2 players 

 Perfect Dark ZeroGrade: C
Publisher: Microsoft (2005)
Reviewed: 2006/7/26
Rating: Mature (blood, language, violence)
In this disappointing sequel to the popular N64 first-person shooter, you assume the role of special agent Joanne Dark. Not only does this shapely redhead look damn good, but she also specializes in high-tech firearms. Perfect Dark Zero's single-player missions emphasize stealth, but I managed to do fine despite blowing my cover again and again. One cool feature is your ability to "take cover" behind obstacles, only exposing yourself when you return fire. Most weapons have some kind of zoom function, so it's usually a good idea to weed out foes from a distance. Enemy soldiers tend to wear body armor, and it's satisfying to blast their vests to pieces. It's far more efficient to aim for the head however. Although the game purports to have an "auto-aim" function, I generally found it difficult to get a bead on my targets. The single-player missions feature some interesting locations including a submerged laboratory and a high-tech club overlooked by towering, sculpted skyscrapers. Unfortunately, the missions themselves are a mess, and if not for white arrows directing me every which way, I'd never know where the heck I was supposed to go. These missions can also be played cooperatively with a friend, but that's even more confusing. Perfect Dark Zero fares far better with regards to multi-player action. In addition to playing on-line, you can challenge your friends to a spirited four-player split screen contest. Better yet, you can toss up to 16 (!) CPU-controlled "bots" into the mix. Even playing solo against the bots can be fun, although they tend to bunch up in certain areas. The graphics and audio are fair but not exceptional. Perfect Dark Zero is not a must-have game for 360 owners, but if you're in the mood to bust some caps, it serves its purpose. © Copyright 2006 The Video Game Critic.
Check for Perfect Dark Zero on EbayAmazon1 to 4 players 

 Pirates of the Caribbean: At World's EndGrade: C+
Publisher: Disney (2007)
Reviewed: 2007/9/18
Rating: Teen (use of alcohol, violence)

Most games based on the Pirates franchise have been complete duds, so I was pleasantly surprised with the rich graphics, intuitive controls, and varied gameplay of At World's End. The awe-inspiring tutorial level is set on a stormy night in the towering sea fortress seen at the beginning of the second movie. You'll creep along soaring cliffs in the pouring rain, revealing some absolutely breathtaking views. Subsequent stages are less spectacular but still impressive, with exotic locations including the town of Tortuga, Port Royal, and the Davy Jone's haunted ship. Enemy pirates are rendered so meticulously that you can actually see the hair on their backs! This attention to detail extends to the fantastic water effects and tiny flies buzzing around lanterns. When the scenery is this rich, exploring your surroundings and hunting for items is a lot of fun. Villages are bustling with activity, but if you look closely you'll see townsfolk disappear as they approach doors - a bit of lazy programming there. You'll control a number of characters on your quest including Jack Sparrow, William Turner, and Elizabeth Swan. Not only are these dead-ringers for the real actors, but they mirror their subtle mannerisms as well. Intuitive controls make it easy to jump, climb, and battle multiple foes at a time. Spicing up the action are advanced techniques that let you toss buccaneers off platforms, roll exploding barrels, and perform well-timed counter attacks. At World's End is gangbusters for its first few stages, but then I hit a few bumps in the road. The occasional one-on-one swordfights slow the pace considerably and control poorly. Several stages require you to control two characters by switching between them on the fly, and this is a colossal pain in the ass. You'll be having a great time swashbuckling as Jack Sparrow, only to be informed that your mission failed because Will Turner (who you forgot about) just got his ass kicked in another part of the tavern! Other stages feature annoying bad guys that continuously respawn until you defeat one specific (and often elusive) foe. Flaws like that tempered my enthusiasm for World's End, but the game does do a lot of things right. The stages are short, and your progress is saved automatically and frequently. Most enemies don't require an inordinate number of hits to defeat. The game features its own unique storyline, although it does borrow elements from the films. Its rousing musical score is very cinematic, and the surround-sound effects are sensational. Should you get lost or confused, you can just press the select button to view your objectives or review the controls. At World's End falters at times, but it's still a respectable effort that stays true to the movies it's based upon. © Copyright 2007 The Video Game Critic.
Check for Pirates of the Caribbean: At World's End on EbayAmazon1 player 

 Pocket Bike RacerGrade: D-
Publisher: King Games (2006)
Reviewed: 2006/12/22
Rating: Everyone
Yeah, I know, you can't expect much from a $3.99 game you get at Burger King. Pocket Bike Racer plays like a third-rate Mario Kart knock-off, which of course, it is. The courses are set in everyday places like a suburban neighborhood, a construction site, a Burger King parking lot, and a farm where huge Whoppers grow from out from the ground. As you cruise around the lengthy courses, you can power-slide around corners, turbo-boost through straight-aways, and unleash weapons on opponents. The characters are entertaining enough, including a bulky hamburger called Whopper Jr., a "subservient chicken", a hot babe named Brooke Burke, and the King himself. There's really nothing wrong with the graphics. The King's flapping cape looks nice, and the puddles in the parking lot look remarkably realistic. The gameplay is the problem. Memorizing the tracks is everything in this game, and novice players will find themselves veering off the course at every turn. The turbo is hard to control, and much like the humorous commercials, King often finds himself plowing into walls. During one race, a friend advised me to check out Brooke Burke's ass, causing me to crash directly into a wall and become permanently stuck. Looking back, it wasn't a bad tactic. Pocket Bike's weapons are unimaginative at best, and irritating at worst. There's the "homing bottle rocket", firecrackers (mines), a "disruptor" that screws with the controls, and a blinding "flash bomb" that makes it look like the game is broken. The races are far too long, and tend to wear out their welcome after a lap or two. The menu music has a fun, whimsical tone, but the races are dominated by generic, grinding guitar riffs (ugh). There are tournaments to play solo and split-screen modes to accommodate up to four players. Since one friend thought the inclusion of mega-babe Brooke Burke was worth a letter grade, I'm bumping this one up to a "D-". NOTE: This game also plays on a regular Xbox, with slightly degraded graphic quality. © Copyright 2006 The Video Game Critic.
Check for Pocket Bike Racer on EbayAmazon1 to 4 players 

 Project Gotham Racing 3Grade: B
Publisher: Microsoft (2005)
Reviewed: 2006/4/1
Rating: Everyone
You'd think a "realistic" racing franchise like Project Gotham would be ideal for showing off the Xbox 360's graphic prowess, but initially my friends and I were not impressed. Yes, the cars look shiny and the scenery is nice, but judging from the standard behind-the-car point of view, it would be easy to mistake this for a regular Xbox title. Over time however, I did come to appreciate Gotham Racing 3 for its realism, and the fact that you can select from an assortment of quality automobiles right off the bat. The career mode stages are divided into conventional races and specific "challenges", each with a selectable skill level. These challenges include crossing a checkpoint at a certain speed, passing a number of opponents within a set time, or tediously weaving through cones (ugh). The track locations are realistic, set in New York, Tokyo, London, and Las Vegas. Being skilled in the previous two Gotham Racers, I thought I could dive right into this, but came to realize the controls feel a lot different. Specifically, the cars have a truer sense of weight and momentum, forcing you to rely on the brake and initiate power slides earlier. Even when you become accustomed to it, you'll still find yourself fishtailing and banging into guardrails. The cars model damage slightly, and but cannot be "tricked up" in any way. The VGC loves eye candy, and colorful locations like Las Vegas and Tokyo didn't let me down. While the degree of detail in the surroundings is not readily apparent while racing, using the right thumbstick to look out the side window reveals layer upon layer of rich, realistic scenery. Fortunately, the tracks tend to have long straight-aways that allow you to peek without smashing into a wall. You also have the option of racing at night, and the cities light up beautifully. On the downside, I noticed some unsightly alias effects in the distance, and the tree leaves look awfully chunky. The polygon spectators look rough up close, but at least they're an improvement over the cardboard cutouts we've seen in past racers. If this new generation of racers has progressed in any way, it's the elimination of that annoying pop-up (also known as "draw-in"). In Gotham 3, you can see buildings looming from a mile away, and they scale in very smoothly. One issue that has not been fixed by this generation is load times - they're back and longer than ever! Gotham 3's music is forgettable, but the sound of other cars creeping up from behind is amazing. A four-player split screen mode is available, but switching between user profiles is a complete fiasco. You actually need to backtrack all the way to the top menu to switch profiles, which is insane when you have to navigate about eight screens just to start a freakin' race! Still, if you're in the market for a racer with real cars and actual locations, PG3 is a quality title. © Copyright 2006 The Video Game Critic.
Check for Project Gotham Racing 3 on EbayAmazon1 to 4 players 

 Ridge Racer 6Grade: A-
Publisher: Namco (2005)
Reviewed: 2006/4/1
Rating: Everyone
I'm been a huge fan of the Ridge Racer (RR) series since its debut on the Playstation One in 1995. After a few terrific sequels, the franchise stagnated after the disappointing RR5 (Playstation 2, 2000). Thankfully, this sixth edition has the series back in good form. Realism be damned, Ridge Racer 6 features bright, clean, scenic locations and the most responsive, forgiving controls you'll ever encounter in a racer. As long-time fans would expect, there's an abundance of eye candy in the surfside resorts, winding country roads, majestic bridges, and soaring downtown skyscrapers. Certain locations look similar to those in previous RR games, but the degree of detail is far beyond anything seen in those. The racing action is as tight as ever, incorporating a new "nitrous oxide" meter that fills as you drift around each corner. The nitrous element fits Ridge Racer's arcade style nicely, and it's satisfying to whiz past opponents on your way to the finish. The controls feel second nature - just tap on the brake and you'll kick into a long slide that can be controlled all the way through. Since you're racing against 13 other cars, there's plenty of passing and jockeying for position involved. Cars are not customizable and don't model damage, but gameplay is king, and Ridge Racer 6 has it in spades. The madly-addictive single player mode features a huge, branching tree of racing challenges, with bonus cars awarded after every few contests. The split-screen mode lets you compete against a buddy head-to-head, but there are no CPU racers, which is disappointing. The diverse soundtrack is a mixed bag. While I enjoyed the laid-back jazz numbers, the bouncy techno tunes with high-pitched voice samples got on my nerves. The commentator is somewhat annoying, providing shallow remarks along the lines of "Get ready for some crazy nitrous! Booya!!" Namco fans will notice plenty of fun references to classic Namco games, with names like "Asteroth", "Grobda", and "Toy Pop" painted on the sides of cars. You even get to play a round of Pac-Man during the initial load. My main issue with Ridge Racer 6 lies with the convoluted user interface and its excessive number of menus and prompts. Between races in the single player mode, I had to wade through 10 screens, 14 prompts, and 4 load screens! Still, with its unrivaled playability and unapologetic arcade style, Ridge Racer 6 is my favorite of the initial crop of 360 racers. © Copyright 2006 The Video Game Critic.
Check for Ridge Racer 6 on EbayAmazon1 or 2 players 

Select a new range of Xbox 360 reviews: [Previous] [A-E] [F-L] M-R [S-Z] [Next]

Return to Xbox 360 main page.

Return to The Video Game Critic's Main Page.


© Copyright 1999-2008 The Video Game Critic. The reviews presented on this site are intellectual property and are copyrighted. Any reproduction without the expressed written consent of the author is strictly prohibited. Anyone reproducing the site's copyrighted material improperly can be prosecuted in a court of law. Please report any instances of infringement to the site administrator.