Last modified 2009/12/20. Screen shots courtesy of IGN.com.
The overriding criteria is how fun the game is to play, although control, graphics, and sound are also taken into account. |
I've been less than thrilled with baseball games in recent years, but MLB 07 won me over with its brisk gameplay and no-nonsense control scheme. The Show's graphics are sharp, and even the crowd is composed of minutely detailed fans. Unlike other sports titles that favor tight camera angles to show off their fancy visuals, The Show keeps the camera pulled way back, giving you an optimal view of the action. Players move and react with the utmost realism, and do a terrific job of emulating their real-life counterparts. Swinging is as simple as pressing a button, and while the pitching meter isn't bad, I prefer the "classic" pitch mode where you just aim and hit a button. Fielding and running controls are extremely responsive, so turning 6-4-3 double plays is a pleasure. The menus are rich with options, but the expertly designed interface makes them a breeze to navigate. An amazing instant replay option allows you to examine tags from merely inches away. For casual players like myself, The Show offers a "fast mode", allowing you to bypass the tedious pauses between pitches and the time consuming instant replays. The problem is, not only does this bypass the boring stuff, but a lot of the good stuff as well, like batters charging the mound or the pageantry of a homerun. And there's a lot to see, including players goofing off in the dugout and outfielders chasing beach balls. Oddly, the fast mode still forces you to sit through long foul balls, which take forever to come down. A worse flaw is the fact that when a homerun is hit, all you see in the player breaking into his homerun trot, totally eliminating the drama of watching the ball sail over the fence! I noticed a few minor visual flaws, like deserted bullpens (which should have pitchers), or the empty Eutaw Street outside of the homerun fence in Baltimore. The Show's two-man commentary isn't bad, but not quite up to professional telecast standards. It's easy to nit-pick, but The Show delivers were it counts, and that's with quality gameplay. This is one of the few sports games that successfully caters to hardcore and casual baseball fans alike. © Copyright 2007 The Video Game Critic.
It's hard for a baseball game to be realistic without being boring, but The Show pulls it off. Much like last year's edition, this game is a pleasure to play. Expect to see everything you'd see in the real game, from base runners reacting emotionally to calls, to broken-bat base hits, to beach balls being batted around in the stands. It's easy to judge incoming pitches, the number of foul balls is reasonable, and hits are distributed uniformly over the entire field. MLB 08's simple control scheme eschews gimmicks for a more traditional approach. To swing, you just hit X - how refreshing is that? An easy three-press meter is used to pitch - not unlike those used in older golf games (and Hot Shots Golf). Tracking down fly balls and tossing the ball between bases is a breeze. I love how the first baseman will lunge for throws that are off-target. The right stick can be used to perform every type of slide you can think of. Only the controls for diving and stealing bases did I find counter-intuitive. Thanks to vibration support, you can even feel your heart thumping when batting in crucial situations. Six-Axis motion support provides alternate controls for jumping and diving, but as usual, it's a joke. The Show is easy for novices to pick up and play, and experts can indulge in advanced features like directional swinging, pitcher/batter analysis, and the never-popular "guess the pitch". The graphics are excellent, with accurate stadium representations and life-like crowds that reach for foul balls. Player uniforms look stiff, but the shadow effects are amazing - especially on sunny days. The commentators are rock solid yet unobtrusive. Not only do they recognize the various stadiums ("He was swinging for the warehouse that time"), but they even reference previous games ("He had three hits yesterday"). One menu option near and dear to my heart is "fast play", which cuts out those time-consuming animations between plays, keeping the games well under an hour in length. Sadly, fast play also eliminates some of the dramatic animations you want to see - like home run trots! The Show's menu interface is well designed, so tinkering with options, substituting players, and viewing instant replays is no problem. The game actually saves every replay, so you can go back and watch any hit or out at any time! After each game the winning team lines up for high-fives, while the losers look dejected in the dugout. The Show plays a great game, but I did notice a few minor glitches during rare plays (like passed ball third strikes). The poorly written manual (which is mostly credits) makes no attempt to explain the myriad of options, and doesn't even explain the basic controls. The Show's initial load times are very long, but once you get going it's smooth sailing. Whether you're looking for a deep simulation or a quick contest against a friend, The Show has all of its bases covered. © Copyright 2008 The Video Game Critic.
When my friend Steve and I first sat down to play MLB 09, little did we know it was going to be the better part of a half-hour before we threw our first pitch. What is this, a PC game? Between the mandatory system updates, game installation, and subsequent load times, anxious gamers will have plenty of free time on your hands. It's a great opportunity to catch up on your reading! Steve and I were fuming "this had better be damn good!" Guess what? It is. MLB 09 The Show is an extremely well-constructed baseball title with extraordinary polish and attention to detail. The "fast play" mode is obviously the way to go, allowing you to bypass all of the boring lulls associated with real baseball. The controls are so intuitive, you hardly need to glance at the manual. Try doing that with other baseball games! The pitching meter is simple to grasp, and swinging the bat is as easy as pressing the X button. Fielding is a piece of cake. When the ball is popped up, a large rotating ball image appears where the ball will land, and it looks a little like a UFO is landing on the field. The Show's gameplay is ultra realistic, with subtle animations like a first-baseman holding the glove up to show the umpire after scooping out a throw in the dirt. There are even appeals to the first-base umpire to see if the batter checked his swing. Although the gameplay is remarkably deep, it's only as complex as you want it to be. There are many "game-within-a-game" features like guess-the-pitch, swing analysis, and a "batter's eye camera", but the game doesn't shove them down your throat. While the field looks unspectacular, the scenery outside the park looks great, and the Philadelphia skyline looks downright amazing. The audio is crisp, so you hear every smack of the glove, crack of a bat, and even foul tips. The two-man commentary is intelligent and enthusiastic, and each game ends with a nice post-game wrap-up, complete with highlights. My gripes are so minor, I almost feel petty bringing them up. On a dropped third strike, the commentator will say the catcher tagged the runner, but he clearly never does. Some batters have unorthodox stances that can obscure part of the pitching meter. The six-axis motion control is clumsily implemented as an option for jumping and diving (Good luck with that!). When the action heats up, the crowd gets so loud you'll need to turn the volume down! But at its core, MLB 09's gameplay is pretty much airtight. I love how the season mode allows you to play seasons as short as 14 games! MLB 09: The Show is painful to install, but once you get that unpleasant business out of the way, sit back and enjoy the best baseball game on the market. © Copyright 2009 The Video Game Critic.
If you want to play baseball but keep the fun and excitement to a minimum, you should try Major League Baseball 2K8. Much like previous iterations, the emphasis is placed on realism, so gamers looking for a fast-paced arcade experience need not apply. After playing MLB 2K8 with a number of friends, I would describe it as 33% brilliant, 33% idiotic, and 33% "what the [expletive]?" As usual, the controls are gratuitously complex, but this year there are some interesting innovations. The ability to throw via the right thumbstick is pure genius. You simply hold the stick in the direction of the appropriate base, releasing when the little throwing meter reaches the desired strength. It's a lot of fun! Equally clever but poorly executed is the new pitching system. Each pitch is delivered using two "motions" of the right stick (think Street Fighter 2) and timing is key. Unfortunately, the circular pitching meter is not intuitive and has yet to "click" with me (or anyone I played against, for that matter). The fielding is unforgiving, so if your player isn't positioned perfectly, the ball will roll right by without even an attempt to snag it! There's quite a bit of slow-down during fly balls, but that's usually to your advantage. Swinging the bat is done by pulling and pushing the right stick, but you need to commit awfully early to get the bat around in time. The number of foul balls is reasonable, but there are far too many homers and hits into the gap. Controlling runners is easy thanks to the logical shoulder button controls and a giant superimposed diamond. As usual for a 2K game, navigating the menus is confusing, and you'll find yourself in frustrating situations like not being able to exit the bullpen screen. Likewise, the replay system is so terribly complex that it's not even worth messing with. 2K8's graphics are about average - nothing objectionable but nothing eye-catching either. Jon Miller and Joe Morgan provide excellent play-by-play (as usual), and the crowd noise is so realistic you can practically hear bits and pieces of conversation. Even so, there's precious little pageantry in MLB 2K8 - you don't even get to see home run trots! The games tend to drag on, with a nine-inning affair lasting an hour and a half or more. You can turn off the cut-scenes and instant replays, but the long pauses between pitches remain. Yeah, you can hit a button to expedite the process, but that gets irritating. And for a game that values realism, the out-of-date rosters and incorrect schedules are disappointing. MLB 2K8's no-nonsense approach will appeal to hardcore baseball fans, but the cumbersome control scheme and steep learning curve will demoralize fun-loving gamers just looking for a good time. © Copyright 2008 The Video Game Critic.
Have you ever come home from work, asked your wife how her day was, and had to listen to a half-hour diatribe explaining every trivial detail? Metal Gear Solid 4 (MGS4) is like that - it won't shut up! Designer Hideo Kojima is clearly living out some kind of movie-director fantasy by overloading this game with never-ending cut-scenes. The self-indulgent dialogue just goes on and on with its non-stop technical jargon and obscure references. It adds little to the experience, but subtracts a great deal. I'm sure there are geeks out there who will actually understand how all of the details tie into the previous three MGS games, but I stopped paying attention sometime during MGS2! In this chapter Snake is afflicted by a disease that makes him look old, although somehow he's retained his buns of steel. His voice is so gravelly that it's unintentionally hilarious to hear him grunt and growl through each line. MGS4's graphics are high quality, but frankly, these war-torn environments looked better in Call of Duty 4. Snake is equipped with a nifty new camouflage mechanism, multi-function goggles, and a miniature robot that lets him scout out locations. With so much great technology, why in the hell is his cell phone set to ring?! The basic Metal Gear gameplay is unchanged, and that's a good thing. As you creep towards each objective, it's best not to attract much attention. There are constant shoot-outs in the streets between rival factions, and since it's hard to tell who's who, it's best to sneak through abandoned buildings and alleyways. You have the option to cut loose with some run-and-gun action, but after getting mowed down a few times you'll appreciate the merits of a cool, calculated approach. It's almost imperative to study the 37 pages of controls before diving in. There's plenty to master, but the context-sensitive "action" button is clumsy when things heat up, and the aiming mechanism is all over the place. MSG4's clear highlight is its fantastic cast of original, creepy villains. Each of these twisted creations will toy with your senses and strike fear into your heart. MGS4 has a lengthy installation process, and you'll have to install again several times over the course of the game. You can save your progress at any time. Metal Gear Solid 4 is very good when you're actually playing it, but if I couldn't skip the cut-scenes, I wouldn't play this at all. © Copyright 2008 The Video Game Critic.
When reviewing the same game for both the 360 and PS3, I usually prefer the 360 version due to faster load times and better controls. Thankfully, the PS3 version of Midnight Club Los Angeles (MCLA) has proven to be every bit as good as its 360 cousin. Not only does this game spare you from a lengthy installation process (the norm for PS3 games), but the modest load times aren't any longer than the 360 edition! The controls are another pleasant surprise. Most developers simply mirror the 360's control scheme, but Rockstar was smart enough to realize the PS3 controller is a different beast. Instead of using the right trigger to accelerate, the right stick is used to accelerate and brake (and turbo, when you press it in). Add in the R1 button for use as the handbrake, and you have a very simple, comfortable control scheme. Whether you're freely cruising around town or barreling through the streets at breakneck speeds, Midnight Club is a joy to play. You're challenged to races during both night and day, although I personally find the night races more exciting. Your path is lit by tall yellow flumes which also feature easy-to-read arrows to indicate turns. The races are ideal in length (a few minutes each), and the game automatically saves your progress. The auto-repair feature is a great idea, and you have to love the handy "restart race" option. A more subtle aspect of the game is its forgiving collision detection, which keeps the head-on collisions (and frustration) to a minimum. When you're not racing, it's fun to see the sights around LA. A cool inside-the-car view is available for maximum realism, but it's not very practical. Unlike most racers which I can pick apart for days, I found it hard to find fault with this. When it comes to realistic racing action, Midnight Club Los Angeles is as good as anything I've played. © Copyright 2008 The Video Game Critic.
Critics have heaped praise upon this title for its bold originality, but as usual, they forgot to take into account if the game is any fun. Mirror's Edge may be innovative and stylish, but it's also awkward, confusing, and occasionally nauseating. You play the role of an Asian chick named "Faith" on the run from the law in a futuristic, totalitarian society (not unlike Half Life 2). In her free time Faith enjoys leaping between buildings, infiltrating offices, smashing through glass windows, and subduing generic bad guys. Mirror's Edge tries to convey the frenetic, visceral experience of being on the wrong end of a police chase. The graphics look beautiful! The cell-shaded scenery is extremely clean and well defined, with bright colors used sparingly for effect. Faith performs all the moves you'd expect from a 3D platform game like Tomb Raider - and more! She leaps, grabs, swings, climbs, rolls, slides, shimmies, and (prepare to roll eyes) runs along walls. Leaping between ledges at dizzying heights is tough enough from a third person perspective, so imagine what's it like to do them from a first person viewpoint! Now imagine being shot at by a helicopter the whole time. Now how much would you pay?? I'm sorry, but even die-hard FPS fanatics will tell you that first-person and jumping do not mix! Expect a lot of crazy camera angles and "what's going on moments" as Faith scrambles up walls, dangles from ledges, and tumbles amidst a rain a bullets. That brings me to another fundamental flaw with Mirror's Edge: how can you run non-stop when you don't know where you're going? The designers use a few techniques to keep you headed in the right direction. Pipes, ramps, doors, and other helpful objects are highlighted in bright red. If that's not enough, you can hold the O button to get oriented in the proper direction. These techniques get the job done, but they make the game feel contrived - like you're being strung along. The control scheme tries to shoehorn too many functions into the shoulder buttons. L1 alone performs five functions! And whose bright idea was it to put the "turn 90 degrees" button next to the attack button? Not cool! The right stick controls the camera, but it stops working at the most inopportune moments. And guess what's used for the tight-rope walking sequences? (Prepare to cringe) Six-axis motion controls! These motion controls are so hideously terrible that if they couldn't be turned off, they'd drag the game into F territory. Sony needs to ditch this whole Six-axis thing before any more games get ruined! Mirror's Edge does have its moments of adrenaline rush, and it's amazing how fast you can navigate areas you've already been through. But this is one of those rare well-executed but ill-conceived titles. As the old adage says, good intentions pave the way to hell. © Copyright 2009 The Video Game Critic.
I've always thrived on fast-action racers with simple controls (Virtua Racer and Hydro Thunder come to mind), and MotorStorm delivers the same brand of high-octane bliss with absolutely phenomenal graphics. In the awe-inspiring opening sequence, a camera rises over a huge mesa to reveal a massive carnival-like scene bustling with activity on the other side. And MotorStorm's in-game graphics fully live up to that high standard. The rocky desert scenery is practically photo-realistic, with fantastic lighting effects that accentuate the soaring cliffs, rocky gorges, and reflective mud puddles. It looks so good that I found myself wondering if the Xbox 360 had finally met its match. The game itself is a series of off-road races with a mix of motorcycles, ATVs, buggies, stock cars, trucks, and even big rigs. The vehicles look slightly less real than the scenery, but the manner in which they attract dirt, model damage, and explode on impact (flying bodies included) is sensational. The eye candy is further enhanced by a silky smooth framerate and realistic physics. You really need to moderate your speed to avoid losing control, although the landings are far more forgiving than they'd be in real life. The eight expansive tracks are loaded with multiple routes, ramps, and breakable barriers. I like how mud temporarily gets kicked onto the screen while tailing opponents, and the sense of immersion would be complete if only the PS3 controller supported vibration. The controller's motion-sensing capabilities can be used to steer, but it doesn't work well. The abrasive, guitar-driven soundtrack is repetitive and irritating at times, but the inclusion of Nirvana pretty much compensates for the lapses in quality. MotorStorm's load times are fairly extreme, especially on the vehicle selection screens. You can race against others online, but my friends were totally bummed out by the lack of a split-screen mode. Had Sony even attempted some sort of split-screen action, I would have been tempted to slap an "A+" on this bad boy. MotorStorm is an adrenaline-soaked thrill ride from beginning to end. Some critics have called it shallow, but if that's the case, I wish more games were this shallow. © Copyright 2007 The Video Game Critic.
As a gritty off-road racer with photo-realistic graphics, the first MotorStorm (Sony 2007) really blew my mind. But as impressive as it was, it had its share of issues. This sequel effectively addresses those issues by incorporating split-screen modes, shortening the tracks, and alleviating the difficulty. The load times are reasonable and you don't even have to sit through an installation process! Apparently someone at Sony has figured out how to program a PS3, and it's about [expletive] time! The tracks offer much more variety this time around, with lush jungles, scenic shorelines, high-altitude cliffs, and active volcanoes. There's a hodgepodge of vehicles to choose from, from motorcycles to dump trucks. At first the lack of track markings may leave you confused about where to go, but in fact the tracks are designed to be wide open, with alternative routes and shortcuts out the whazoo. As long as you're heading in the right general direction, you're doing fine. The rough terrain will have you hugging the edge of harrowing cliffs, soaring off wooden ramps, splashing through water, and navigating dangerous crossroads. At the beginning of the "Riptide" track, all of the racers converge on a single narrow ramp, and the chaos that ensues with crunching metal and flying bodies is the stuff of gamers' dreams. The controls are simple, and the complete lack of tricks is refreshing. You have plenty of turbo power, but you'll want to limit it to straight-aways since it severely limits your ability to turn. Physics is not your friend, so try to keep four wheels on the ground and orient your ride in mid-air. As with the original game, Pacific Rift delivers an exhilarating, half-way-out-of-control feeling that's both exciting and addictive. The grudge soundtrack is positively headache-inducing, but thank goodness it's drowned out by the engine noise. I have to give Sony credit for including a four-player split screen - that's pretty rare for a non-Wii game! Pacific Rift is probably one of the best summer-themed games I've played, and a perfectly good excuse to finally break down and get a PS3. © Copyright 2009 The Video Game Critic.
Like its critically-acclaimed predecessors, NBA Street Homecourt is a 3-on-3 basketball competition with no fouls, no out-of-bounds, and goaltending that's not only allowed, but recommended! Players have more "ups" than ever before, soaring high over the backboard in anticipation of alley-oop throw-downs. Don't even think about unleashing a three if there's a defender between you and the basket, because the ball will be swatted away like a fly. You can practically juke defenders out of their shoes, and contested dunks result in some nasty mid-air collisions. It's a good time, but Homecourt's controls are lacking compared to NBA Street V3 (PS2, 2005). There are two "trick" buttons, jumps are performed via the O button, and the right thumbstick doesn't play much of a role. I will admit however that the new "double dunk" move absolutely kicks ass. When you go up for a dunk, a meter appears, and if you hold down the shot button until the meter is exactly full, your player performs a truly imaginative "double dunk". Hold down the button for too long however, and the ball just clanks off of the iron. That's over-the-top enough, but Homecourt goes off the deep end with its "gamebreaker" sequences, which practically turn the game into a silly break-dancing contest. As if there wasn't enough showboating already, you can kick the ball off your opponent's face! Compared to its PS2 cousins, Homecourt's graphics are substantially more realistic with amazing textures and lighting. The NBA players are uncanny models of their real-life counterparts, and the playing surfaces look photo-realistic down to the tiniest cracks. On the downside, the colors look washed-out, and it's often hard to differentiate teammates from opponents. Homecourt's audio is impressive, with constant banter between the players that sounds totally convincing. The only time it lets me down is when someone asks what the score is, and no one answers. If one guy had yelled out the actual score, I would have been tempted to bump this up a grade! Homecourt's multiplayer action is tremendous. This game turns your friends into a bunch of [expletive] [expletive]s, whooping it up and yelling all sorts of trash. You can select not only from NBA teams but also "hometown" squads, including a "B-more" crew stocked with Juan Dixon, Sam Cassell, and Carmelo Anthony. Unfortunately, the single-player Challenge mode forces you to ascend the ranks using a bunch of fictional players like "Carl Archer", "Quincy Teel", and "Junior Santos". It would be far more interesting to bring up a real NBA star like Carmelo Anthony, especially since the game is interspersed with video clips of NBA stars reminiscing about the courts they grew up on. EA really missed the boat on that one. NBA Street Homecourt comes up short on the solo tip, but when you're in a competitive mood with your friends, this game is a slam dunk. Make that a double slam. © Copyright 2007 The Video Game Critic.
Whoa! After playing College Hoop 2K8, this game feels like a shock to the system. With its sluggish players, choppy animation, and dull, muddy graphics, NCAA 08 March Madness is technically inferior. Judging from the way players slide around the floor, you'd think they were all moon-walking out there. The camera view is distant by design, trying to hide the fact that this game is so ugly! Clearly the developers dedicated most of their time on those sexy cheerleaders and zany mascots! The frame-rate is erratic, and the action on the court seems to move in slow motion much of the time. March Madness is still playable however - even exciting at times. It plays a more wide-open game than College Hoops, so it's easier to drive the hoop. But you can't ignore the game's sloppiness, which is infuriating at times. The ball makes no noise at all when it clanks off the rim - although it does "whoosh" through the net. There are serious glitches in the AI, including players who run out of bounds for no reason, and balls that sometimes rocket into the stratosphere. Fouls are sometimes called without any indication why. But the most glaring oversight is the fact that there are no coaches. It looks so dumb when the players huddle around each other during time-outs. Dick Vitalle provides spirited color commentary (as usual), but Brad Nessler says some really inexplicable things, like "This crowd is about to go silly!" NCAA 08 would have been a reasonably good college basketball game five years ago, but EA has a lot of nerve to charge $60 for this. Especially considering how smooth and polished their NBA Live 08 is, this is inexcusable. © Copyright 2008 The Video Game Critic.
The Stanley Cup definitely goes to Electronic Arts this year, delivering a solid hockey experience simple enough to satisfy casual gamers yet rich enough to please hardcore fans. After playing the user-hostile NHL 2K8, NHL 08 feels like an old friend. All of the controls fit nicely on two adjacent pages of the instruction manual, and there are no obscure moves to worry about. The default controls use the right thumbstick to wind up a shot and rocket the puck towards the goal. The right stick is also used to check on defense, but those hits are awfully soft. Personally I'd recommend switching over to the "classic control" scheme, which employs a minimal number of buttons much like the old Genesis NHL games. Not only does it make the game much easier to play, but you'll find yourself clocking opponents with ferocious body checks. NHL 08 also tends to "flow" better than 2K8, letting you maintain control of the puck on offense and execute pinpoint passes. The CPU is very clever, especially with its unpredictable give-and-go moves on fast-break opportunities. The graphics aren't quite as colorful as 2K8, but far more realistic. The players look impressive close-up, and I love how they hang onto each other and celebrate after a goal. The audio is remarkable as well. When the crowd starts chanting "GO DUCKS" in unison, it sounds amazing. The commentators are very much in tune with the action, and even admonished me on one occasion for "going back to the well" and using the same ineffective shot over and over. NHL 08's pop music soundtrack is far more appealing than 2K8's head-banging bull-[expletive]. Between periods the game provides a "scouting report" and even offers advice to each player. Unfortunately, the game lacks that televised presentation that sports fans find appealing, and there are few bells and whistles. Even so, with its user-friendly controls and realistic gameplay, NHL 08 is an easy choice for hockey fans this season. © Copyright 2007 The Video Game Critic.
2K Sports' hockey games are usually good for some fast-paced arcade action, but this year the franchise has hit a wall. NHL 2K8 still exudes a distinctive arcade style, but its convoluted control scheme absolutely sucks. What the [expletive] was 2K thinking? First of all, there are no less than six pages worth of bewildering controls in the manual, giving NHL 2K8 the dubious distinction of being the Mortal Kombat of hockey games. I have no idea what some of these moves are even supposed to do! What's a saucer pass or a wrist dump? What the hell does "stick the ice" mean? The instruction book would be a good place to explain stuff like this, but 2K got lazy and didn't even bother! There are special face-off moves, and you can now pin your opponents against the boards, but you'll need to memorize new sets of moves for those too! On offense R1 is used to shoot, and R2 is the speed burst, which is a really, really bad idea. I mean, c'mon now. The right thumbstick controls the position of your hockey stick, but I didn't find that useful at all. It's difficult to maintain possession of the puck in general, making each contest very chaotic. But despite being clueless about the controls, my friend Steve and I still managed to score 13 goals in our very first game! Yes, it's way too easy to score. A lot of times you'll have your goalie kick the puck out to avoid a time-consuming face-off, and then accidentally score on yourself! The NHL 2K franchise has also fallen behind in terms of graphics. Everything looks very artificial, and those plastic player faces look downright scary! On the bright side, the two-man commentary is sharp and the games move along at a brisk pace. The action is very physical, and I even saw one player get checked into the bench. The loud, abrasive guitar noise is some of the worst background music I've heard in years. NHL 2K8 is an arcade game cursed with the controls of a tedious simulation. As a result, this isn't likely to appeal to casual gamers or hardcore hockey fans. © Copyright 2007 The Video Game Critic.
Based on the Disney Pixar film, Ratatouille follows the adventures of a culinary-minded rat in Paris by the name of Remy. This was one of the few kid-friendly titles in the first wave of PS3 games, and it's mediocre at best. Ratatouille begins with an obligatory tutorial level that's even more tedious than most. It's like one long obstacle course, and when you finally reach the end, you're informed you need to go back and collect a bunch of "charms" you missed. Ugh! The main game offers selectable stages that are mission-based, timed-based, or chase scenes. Some missions incorporate stealth elements, which makes sense considering you're a rat in a kitchen! Duh! The difficulty is reasonable, but I didn't find the game to be particularly fun. Most levels seem to have a lot of sticky muck on the floors that slows you down. Running on a ball or flinging yourself across the room with a straw is mildly entertaining, but too many areas require delicate balancing acts. Pole-jumping and tightrope walking require you to use the Six-axis motion controls - a fate worse than death. There's an option to turn these tilt controls off, but without them the game is even harder! Other than Remy's plush coat and the way his slinky body undulates, the graphics aren't very impressive. You'll scurry through plenty of alleys, kitchens, and sewers, but the angular scenery would be more appropriate for a PS2 game. When you see pipes shaped like octagons, you have to wonder how much of the PS3's power is really being used. The camera controls are awkward and the load times are long. I did enjoy jazzy musical score, and the cut-scenes are done with good humor. Fans of the movie can probably bump up the grade by a letter, but for the rest of you, this one bargain bin title you can safely resist. © Copyright 2009 The Video Game Critic.
I was somewhat apprehensive about this new Ratchet and Clank, expecting the same old platform-shooting hijinks with a fresh coat of paint. To some extent, that is true, as our furry hero (Ratchet) and his robot companion (Clank) leap between floating platforms, smash crates, collect missing parts, grapple between hooks, and deal with familiar hazards like electrified water and timed flames. But Tools of Destruction takes the formula to new heights with astonishing planets and a dazzling array of weapons. The destruction quotient is off the charts, with jarring explosions that release hundreds of collectible "bolts" that gravitate towards you automatically. It's fun to experiment with the imaginative weapons, which include a tornado generator and a disco ball that makes your foes break out into hilarious dance numbers. There are even some exciting space-shooting stages tossed in for good measure. Tools of Destruction has far more depth than previous Ratchet and Clank adventures, evident by the extensive list of moves which consumes about five pages of the instruction manual! And if you think the weapon selection screens are confusing (they are), good luck making sense out of the over-complicated weapon upgrade screens! God bless America! The save system also threw me for a loop, mainly because it doesn't resume your game exactly where you left off (I guess they didn't have the technology). Even so, Ratchet and Clank Future's learning curve is worth the time investment. Its captivating environments are loaded with breathtaking architecture, and before you can become bored with one place, you're whisked off to a whole new planet. The rainy planet Mukow is a tropical fantasyland, and the gravitationally-challenged space station calls to mind Super Mario Galaxy. This game has a lot of substance, and the difficulty is just about right. But what really won me over was the brilliant dialogue and brief cut-scenes which manage to be genuinely funny without being stupid or juvenile. Expect to hear PA announcements like "This is your last chance. Lay down your weapons so you may receive the aforementioned whooping." In one funny cut-scene enemy guards mistake Clank for a toaster. This is a very likeable game. Ratchet and Clank Future isn't the most original platform-shooter you've ever played, but it's probably the best. © Copyright 2007 The Video Game Critic.
An outstanding first-person shooter with a compelling storyline to boot, Resistance is easily the strongest of the Playstation 3 launch titles. The action takes place in a post-World War II Europe, when biological experiments have run amuck and created an invading army of hideous creatures called the "Chimera". You play an American soldier named Nathan Hale helping to defend England from the onslaught. Resistance has a very polished look, with crisp visuals, smooth action, and excellent controls. The Chimera are hideous when viewed up close, with their four eyes, huge Baraka-style teeth, and "cooling hoses" hanging off of their backs. The impressive war-torn city streets reminded me of Call of Duty 2 (Xbox 360), but the water in the canals and off of the piers looks awfully fake. The laboratory stages are reminiscent of Doom, and some of my friends have even described the general gameplay as being like Doom. Still, Resistance has a few tricks up its sleeve. Most weapons have multiple functions, and holding down the R2 button gives you a complete run-down of your current weapon's capabilities. The Bullseye gun lets you first "mark" a target, and after that your bullets zero in on their target with deadly precision. One gun doubles as a grenade launcher, and the shotgun gives you the option of unloading one or both barrels at a time. Several grenades are available (including one that releases hundreds of needles) but the ensuing explosions tend to be so weak it's sometimes hard to tell if you threw one or not. Resistance gives you several opportunities to man vehicles (including a tank), and that's always a good time. Some areas are loaded with flammable objects, making it fun to set off chain reactions. When certain creatures latch onto you, you can literally shake the controller to knock them off. The two-player cooperative mode is superb, and you can even resuscitate your partner after he goes down. The vertical split-screen provides a decent view, but it's not always obvious where you need to go next. I normally couldn't care less about the storyline in a first-person shooter, but the game's cinematics gradually drew me in. I found it especially interesting how the hideous creatures are "manufactured" by putting humans through a "conversion process". Resistance is a terrific game that I can play hours on end. It's a shame it was released at the same time as Gears of War (Xbox 360), which has an edge in terms of both graphics and gameplay. Still, Resistance is the one launch title that makes the PS3 almost seem like a decent purchase. © Copyright 2007 The Video Game Critic.
I like Ridge Racer 7, but I liked it better last year, when it was called Ridge Racer 6 (Xbox 360, 2005). Yeah, this is a pretty shameless rehash, clearly designed to cash in on that wonderful Playstation 3 launch. Like every Ridge Racer title since 1995, the game has an appealing pick-up-and-play arcade feel, with scenic tracks and an emphasis on power sliding. Unfortunately, Ridge Racer 7 is not only a repackaged version of RR6, but in some regards it's not even as good! The level of graphic detail is the same, but this version is plagued by unsightly jaggy artifacts, most noticeable in fences and lines on the road. The "bleeding" effect of taillights in so overdone that you'll think someone spiked your drink. The reworked menu system provides a less attractive interface, and you now need to complete preliminary "manufacturer trials" to open cars. It's also worth mentioning that the Xbox 360 controllers are better suited for racing, thanks to their comfortable molded triggers. It's easy to pick on Ridge Racer 7, but let's not get crazy here - the game is still unquestionably fun and madly addictive. Once you get a hang of the drifting, the cars handle like a dream. The scenic tracks range from mountains to airports to seaside resorts. The turbo boost adds subtle strategy, as you need to decide whether to use it early or hold it until the final stretch. The brand new "slip-stream" feature didn't do much for me, and it gives new meaning to the term "rubber-band physics". A few of the techno tunes sound like a broken record, but thankfully the commentary has been spiced up with a woman's voice (in addition to the black dude). Whether you're playing alone, split-screen, or on-line, the game will keep you racing and upgrading for weeks on end. Xevious is available as a nice bonus game. The loading screen situation is the same as the Xbox 360, which is to say, not very good. Ridge Racer 7 should have probably be called Ridge Racer 6.1 (or maybe even 5.9), but if you're look for pure racing satisfaction, this is a no-brainer. © Copyright 2007 The Video Game Critic.
As a fan of the Time Crisis series since its inception (Playstation,1997), I am truly disappointed with this next-generation effort. The intro depicts a dam in a thick jungle, and I was licking my chops in anticipation of being plunged into some gorgeous tropical scenery. But instead Time Crisis 4 (TC4) begins in an airport - one of the most overused light-gun locations ever! Other uninspired places in the game include a dock, warehouse, cave, forest, and research facility. Time Crisis has never been known for its cutting edge graphics, but the degree of detail here seems more on par with a PS2 game. The storyline is a real snore-fest, replete with two cocky, spiky-haired heroes spouting hackneyed dialogue like "Let's do this!" Like previous Time Crisis games, your character moves automatically as you shoot enemies that come out of the woodwork. Just take care not to shoot your partner in the back of his head - that's really inconsiderate. I find it amusing how two or three terrorists will suddenly pop up right in your face, pausing just long enough for you to blow them away. Ducking for cover lets you avoid incoming projectiles, switch weapons, regain health, and automatically reload. The highlight of TC4 is a high-speed helicopter chase through a city. Not only is it a wild ride as you swerve between skyscrapers, but you fire a gatling gun non-stop at trucks and other helicopters, leaving massive devastation in your wake. A Guncon 3 controller is included with the game, but it requires you to run two sensors along the top of your TV - a real pain in the ass if your PS3 is not close by (I had to use a USB extension cable). The gun's accuracy is decent, but it feels cheap with its wonky thumbsticks and poorly-labeled buttons. Time Crisis 4 would have been respectable had it stuck to the original recipe, but the developers had to get fancy. As a result, you'll spend an inordinate amount of time blasting swarms of "Terror Bite" beetles (a la The Mummy). Ugh! Who in their right mind came up with this stupid idea?! Also, certain stages force you to fight enemies on multiple fronts, aiming off-screen to "swing around". Not only are these sequences unresponsive control-wise, but they are just irritating and pointless. In addition to the standard arcade mode, there's a new story mode that plays like a first-person shooter (FPS) - from hell. Lacking both the raw thrills of a light-gun game and the fine control of a FPS, it's a complete disaster. Time Crisis 4 offers a two-player mode, but each player gets his own small screen, which is lame. I don't ask much from my light gun games, but Time Crisis 4 failed to meet even my modest expectations. © Copyright 2008 The Video Game Critic.
Since making a name for itself on the Nintendo 64 in 1997, the Turok series has long been in decline, but this new chapter may reinvigorate the franchise. The first-person shooting (FPS) action begins when Turok and his fellow space marines crash-land on a planet crawling with enemy troops and dinosaurs. The jungle scenery would have been more impressive if I hadn't already played Halo 3 (Xbox 360, 2007), but the lush, organic setting is still pretty awesome. The high, rustling weeds offer plenty of places to hide, yet convey a paranoid feeling that you're being stalked. Turok must not only contend with soldiers who offer a tactical challenge, but dinosaurs who prefer to go for the throat. If you're lucky, dinosaurs will wreak havoc on an enemy camp, or better yet turn on each other. Naturally, the T-Rex steals the show, and from the first glimpse, you know it's only a matter of time before you'll have to face him one-on-one. The dinosaur animation is completely convincing, and the texture of their skin is amazing. The first-person shooting action is typical, employing stealth attacks, sniping, grenades, and dual weapons. But instead of a health meter, your vitality is reflected by redness that creeps in from the edge of the screen as you take damage. Taking cover allows you to heal - a concept lifted straight from Halo (I won't even bring up the "spider tank". Whoops.) Turok's primary weapon is his bow which reflects his American Indian heritage. The longer to pull back, the harder the shot, and it's really satisfying to pin a soldier against a crate! One glaring issue is the touchy aiming. The analog stick of the PS3 controller is sensitive enough as it is, but moving, firing a weapon, or taking a hit throws your aim way off. As a result, during intense firefights you just tend to spray bullets and hope for the best. Turok deserves to be applauded for its violence and gore. The splattering of blood against walls is spectacular, and special knife attacks (presented in third-person view) are Mortal Kombat-worthy. The audio is also exceptional, with an adrenaline-pumping soundtrack and expertly recorded voiceovers. Turok is a linear game, but does a wonderful job of hiding it, as you never feel like you're being led around. An auto-save feature kicks in regularly, except in really hard areas, where it seems nowhere to be found! It's bad enough to replay long stretches, but reloading the last checkpoint is slow (thanks a lot Blu Ray!) Turok's multiplayer mode supports up to 16 players on-line. It took a while for this game to grow on me, but my friends were crazy about Turok from the start. No doubt I'll be getting a lot of flak for not giving this game an A. I don't think it's quite as fun as Halo, but Turok is consistently intense and exciting, and shooter fans will have a hard time putting down their controller. © Copyright 2008 The Video Game Critic.
Uncharted 2: Among Thieves
Many critics failed to recognize the greatness of the first Uncharted, but now I see they've all jumped on the bandwagon. Better late than never boys! No question about it, Among Thieves is an exotic adventure that hones the Tomb Raider formula to perfection. This time our hero Nathan Drake (hey, isn't that Nick Lachey?) is on the trail of Marco Polo's lost expedition in search of a mythical stone in the Himalayan Mountains. At any given time, you can expect Nathan to have a shapely chick - or two - at his side, and who's complaining? Uncharted 2 has a substantial initial load time, but once the action kicks in, disk access is undetectable. The game's diverse environments include a war-torn city, a dense jungle, a Turkish museum, icy mountain passages, and a snowy monastery. There are elaborate tombs with immense statues, gears, and pulleys. The scenery is astonishing, and there were many times when I wanted to stop and look around but couldn't due to the breakneck pace of the game! Cleverly-designed stages constrain your movements without having you feel constrained. The city stages offer breathtaking views and realistic details like pigeons that flutter away as you approach. The jaw-dropping "shootout-on-the-train" stage defies description - it's incredible! Uncharted 2's gameplay offers an ideal combination of stealth, exploration, climbing, puzzles, pulse-pounding chases, and chaotic shootouts. The controls are supremely forgiving. Nathan will automatically grasp ledges while falling and reach out to indicate if the next ledge is close enough to leap to. The ability to fire a gun while hanging from any ledge adds a whole new dimension to shoot-outs. You can save your progress at any time, and frequent checkpoints ensure you'll never have to repeat long stretches. Among Thieves places a heavy emphasis on the story, with frequent cut-scenes that initially give you the feeling of being strung along. That would be a liability in most games, but Uncharted 2's cinematics are a real treat. Yes, they latch onto every action movie cliche you've ever seen, but it's all in good fun. The likeable characters are rendered with subtle facial expressions, and the voice acting is fantastic. Whoever wrote this dialogue is brilliant! I love it! The characters consistently toss out genuinely funny one-liners, and the profanity is thankfully restrained. Last but not least, the triumphant orchestrated musical score is momentous - worthy of a Hollywood blockbuster. The game clocks in at about 11 hours, and while many adventures pad their playing time with repetitive, time-consuming tasks, Uncharted 2 has zero filler. Among Thieves is so grand and well produced that pointing out minor glitches like awkward camera angles or stuttering animations seems almost petty. When it comes to making a playable video game, the Naughty Dog development team really "gets it", and with Uncharted 2 they've delivered one for the ages. © Copyright 2009 The Video Game Critic.
When I think of summertime activities, I think of going to a ballgame, relaxing on the beach, playing tennis, and raiding ancient ruins for treasure. Uncharted: Drake's Fortune is to video games what Indiana Jones is to movies. Gamers should be falling over themselves with unbridled joy over this gorgeous game. Man, we are some spoiled bastards! Uncharted was developed by Naughty Dog, the good people who refined platform gaming with their PS1 hit Crash Bandicoot (1997). And here they go again with another first-rate jungle adventure! Uncharted is jam-packed with amazing sights, exciting shootouts, and one death-defying stunt after the next. You'll also cruise jungle rivers on a jet ski and embark on a high-speed jeep chase. Uncharted's scenery really steals the show with its dense foliage, partly submerged ruins, crumbling monasteries, and fortresses rising up at the edge of the sea. Jumping between crumbling cliffs is a lot more exciting when you're staring over the top of a magnificent waterfall! I often found myself gawking at the scenery, and with 60 hidden treasures, you'll want to explore every nook and cranny. The star of the game is a likeable, wisecracking guy named Nate (Nick Lachey?), and he's joined by a blonde reporter (Helen Hunt?). Nate really puts his whole body into his leaps, and it looks amazing. His clothes become visibly soaked when they get wet, and gradually dry. While similar to Tomb Raider, Uncharted's pacing is faster, the puzzles easier, and the controls are practically idiot-proof. This is one of the few games I've completed without once looking the manual or an FAQ, partly due to an ingenious hint system (hit L2) that prods you along before you get stuck. Wall climbing and ledge-jumping has never been so effortless, and the shootouts combine a Gears of War-style cover system with simple aim-and-shoot mechanics. Let's face it - in most games auto-targeting is used to compensate for lousy controls, but here they aren't necessary. Granted, enemy thugs can absorb a lot of bullets, but that's okay, because so can you! There's no health meter, but the screen loses color as you take damage, and you reconstitute health by staying out of harms' way. Uncharted's plot is compelling, and the dialogue features true-to-life lines like "Sweet - that's why I'm talkin' bout!" (after finding an Uzi) and "Where'd all these guys come from?!" (after an ambush) Uncharted's single misstep occurs late in the game when it temporarily becomes a Resident Evil knock-off for no good reason. It's a shame a game this fresh had to fall back on such a tired formula. Even so, Uncharted is a summer blockbuster of a game that had me absolutely riveted from beginning to end. © Copyright 2008 The Video Game Critic.
How the mighty have fallen! Once the reigning champ in the world of one-on-one fighters, this hastily assembled fifth edition drops Virtua Fighter squarely into the realm of mediocrity. Yes, I realize Virtua Fighter 5 (VF5) has received glowing reviews from other sources, but I get the impression that those critics made up their mind before they even played the freakin' game (you know the PS3 cheerleader types). The sharp-looking characters are meticulously detailed, but they don't mesh well with the underlying game engine. If anything, the increased resolution just accentuates their stiff movements and lousy collision detection. Most hits feel soft, and some register when clearly no contact was made. In one extreme example, I actually witnessed a guy pick up and throw a chick without even touching her! The skin textures look remarkable, but the rigid, expressionless faces aren't even in sync with the dialogue. The controls are less responsive than VF4, the characters poorly balanced, and the matches lack the same "flow". Throws are hard to initiate, and side steps are also problematic. There's no shortage of hot babes, but there are no "jiggle" effects, and worst yet, the most revealing outfits are locked from the outset (curses!). And where's the innovation? Couldn't Sega make fighters that model damage, or at least grow tired as their health wears down? VF5 is also saddled with the most poorly-designed, counter-intuitive data loading system in recent memory. The first time you play, the game prompts you to create some kind of mysterious user data, warning that "the process will take several minutes to complete". What the [expletive]?! After that ordeal, whenever you load the game you'll be interrogated by a series of load prompts, and sometimes it takes forever to reach the title screen. The main menu offers the familiar modes, including arcade, versus, quest, and practice. In versus, each player needs to create additional data to save his progress, and the interface is horrible. In order to simply enter a name for your data you must exit versus mode, access the options menu, and then traverse a "customization" menu. So when did Sega forget how to design video games? If you forgo the user data, the game doesn't record statistics, and that stinks. The news isn't all bad for Virtua Fighter fans however. The rounds are ideal in length (read: short), so even best of seven contests seem reasonable. There are a gazillion moves to choose from, and they're all listed in the manual as well as the pause screen. The waterfall and outdoor party mansion scenes are magnificent, but most stages are far less interesting, and many are boxed in by unsightly fences. There's still some competitive fun to be had, but after ruling the previous generation, I was expecting Virtua Fighter 5 to set a new standard, not play second fiddle to Dead or Alive. © Copyright 2007 The Video Game Critic.
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