Yearly Archives: 2013

Aliens: Colonial Marines Review

Posted on January 27, 2013 at 3:50 pm

We write novels. Or rather, the author of this review – who for varied reasons must confer with himself within the plural – continues to be , after two years, within the quite unfathomably long-winded strategy of writing one. Why are ‘we’ telling you this? Well, because there is a parallel between writing a primary book and developing a game in that, as time passes, the work deteriorates when compared with everything else.

In essence, if you are writing a unique for the 1st time, by the point you get to chapter 50, you’ll be magnitudes better at it than for those who wrote chapter one. Likewise, Aliens: Colonial Marines, having been in development over numerous years, placed on hold, supposedly cancelled, rescued, shifted developer, and customarily passed about like a hot, spiky potato, has had all of us or company to get its creative hands on it dedicate themselves optimistically to its rescue.

In a unique you could polish that each one up a chunk, tweak the words. You’re able to try this. But what it’s worthwhile to do is throw every little thing away and rewrite it from scratch; better, stronger, richer. Games move on, get well, overtake and surpass anything stood still in development hell. To show Aliens: Colonial Marines, a game whose development began almost a decade ago, right into a satisfying proposition for 2013, you’re just going to must start again.

But starting again costs some huge cash. Like Duke Nukem, Gearbox’s other try and save a title past its prime, here’s an old game with fusty old values. Spat on, polished, bits of it changed out, but there’s just no getting around it: to supply anything worthy of either the licence or of a 2013 release date, a more destructive, dearer approach had to be taken. Because it is, it stands testament the lowlights of 2003-2006 game design.

Stuff a condom crammed with chicken heads and you will have a way of the way ugly Aliens: Colonial Marines is. Far-off things look almost okay… almost, but pack up, textures are of a resolution so low, so muddy, it’s difficult to fathom how the whole lot isn’t running at 90 bajillion frames per second. We do not expect every game to be a technical marvel, but for a near-premium-priced, triple-A contender we draw a line labelled ‘minimum standard’ and lay it somewhere near Halo: ODST’s jagged, lo-fi feet. This fails to achieve that line.

In Aliens: Colonial Marines fit-for-purpose programming is left wanting. NPCs clip through walls, get stuck on bits of scenery or simply type of judder for ages like stuck VHS tapes. Good programming may additionally have ensured which you cannot be shot by a man whose bullets can magically travel through walls. There’s just no love here, no due care. As though every body involved has done the bare minumum before ticking each task completed.

Hit the button to raise your motion tracker and it scrolls up rigidly like that paperclip utilized in old versions of Microsoft Word. “You seem to be you’re killing Xenomorphs. Do you want any help?” No thanks. The game’s easy enough already. Even on its absolute hardest difficulty level – an area we later turned to searching for some sort of challenge – we were still treated to that telltale beep whenever an enemy was near, whether the motion tracker was ‘on’ or not. Anyone who’s ever had a bit of brother knows that being boo!’d sends heart to throat. If he said, “I’m hiding behind this corner and i am about to leap out,” first? No.

The advance warning of enemies not just diminishes, but utterly destroys the stress. You hope that the narrow corridors will eventually fall down to something more open and fascinating once you’re off the enormous, industrial spaceships whose repetitive interiors constitute a lifeless trudge and little more. But they do not.

There were, in reality, just a couple of rare occasions, when the shooting was particularly frenetic, when the shotgun was well-loaded and the enemy close, that we were ready to overlook Aliens: Colonial Marines’ many shortcomings and luxuriate in it, leaving us thereafter to lament at its wasted chances.

It’s not all bad. Throughout the slow-boil of falling standards, sometimes we found ourselves not hating it as much we probably have to have and, occasionally, there have been glimpses of what Aliens: Colonial Marines might have been, need to have been. It is best at being an intense shooter, but sadly that intensity is all too rare.

As creatives of a kind ourselves, we do have some sympathy when you needed to pick the peanuts from the poo, but that, we’re afraid to mention, hasn’t made them to any extent further appetising.

5/10

Posted in Xbox Games

Borderlands 2: Sir Hammerlock’s Big Game Hunt review

Posted on January 25, 2013 at 3:50 pm

For the reason that Borderlands 2’s endgame is all about peppering gigantic creatures with bullets until they keel over and spill their gun-flavoured innards, we will not imagine an improved fit for a ramification than a hunting theme. And within this type of thing, there can be no better guide inside the Borderlands universe than well-spoken cyborg Sir Hammerlock. But nonetheless the complete jigsaw pieces fit together perfectly, the sorrowful truth is that the image they convey simply isn’t as impressive as Gearbox’s previous works.

With dreams of safari treks, sprawling savannah plains and ponderous beasties, we travelled to the brand new Hunter’s Grotto area only to be let down on all three counts. The fun of the search is nowhere to be seen, the brand new areas – while absolutely massive (maybe even slightly too big) – are one of the most washed-out and drab thus far and despite the title, big game hunting is an extraordinary treat instead of a frequent thrill. That said, the host of recent smaller enemies is the precise yet and from aggressive scorpion-like critters to lolloping spore beasts that cloud the sky, it is a far cry from simply dressing up Bandits in pirate costumes or biker gear.

Elsewhere, there are indigenous tribesmen (who with reference to fall at the right side of being offensive) to slaughter, infuriating Witch Doctors to murder and a secondary cast of ‘rare’ versions of standard enemies to seek down. And all of those guys are tough too – with enemies whose levels creep into the mid-50s and another two obscene raid bosses to be killed by, that is Borderlands 2 at its toughest.

We wouldn’t say that this can be a bad expansion, rather one who doesn’t live as much as its awesome promise. It is the shortest of the 3 packs up to now, though it makes up for its narrative brevity with a bevy of side missions. Sadly, few of those offer decent rewards (mostly just cash and experience), meaning that players already banging their heads at the level cap will see little reason to undertake lots of them. That is a shame, because there are some awesome missions in there, although they’re perhaps better saved for when the extent cap is eventually raised. Which, by the sound of factors, have to be happening within the next DLC pack, that will be the fourth and final covered by the Season Pass. Not that we will see it being the last…

Between farming The Warrior and Terramorphous and the lootsplosions that celebrated the ends of the last two DLC packs, we’re somewhat spoiled for excellent gear now. Besides , we’re always at the hunt for guns, shields, grenades and mods that just outclass those we’re rocking. Sadly, Big Game Hunt is not the best place to seem, it’ll seem. Outside of custom skins for the hot Fan Boat, we didn’t see a single drop above Blue rarity or even then, there weren’t nearly as many unique items as there were within the other expansions. Shame. Still, with a degree cap increase at the horizon, maybe it is best that we do not get too attached to our level 50 arsenal anyway – it’ll all be obsolete soon.

The weakest of the 3 current DLC packs it is usually, however the incontrovertible fact that Big Game Hunt still outclasses the vast majority of downloadable expansions from other studios speaks volumes on Gearbox’s mastery of its craft. In case you are still for your technique to level 50, it’s worth taking within the sights here along the way in which. In case you are maxed out, however, you have to join the quest after the cap have been raised – it’ll feel a lot more worthwhile in case you do.

Posted in Xbox Games

Hitman HD Trilogy confirmed for early 2013

Posted on January 23, 2013 at 3:53 pm

Square Enix have set a release date for his or her Hitman HD Trilogy (called Hitman HD Collection).

The pack, together with Hitman 2: Silent Assassin, Hitman 3: Contracts and Hitman: Blood Money, can be coming to the PS3 and Xbox 360 at the 1st of February in Europe and the 29th of January within the US and is about to be priced within the £20-£30 funds.

  1. Hitman Absolution features new online mode

Posted in Xbox Games

DmC Devil May Cry: “We do not want the series to die”

Posted on January 23, 2013 at 3:50 pm

Ninja Theory hasn’t exactly had an effortless ride because it revealed the brand new-look Dante that might take the spotlight in its forthcoming reboot. But Capcom’s supervising director and Devil May Cry veteran Hideaki Itsuno is ok with what the studio has done, and explains why it outsourced one in all its most cherished franchises within the first place.

“With DmC this time, we would have liked to prevent the issue that befalls some series where you retain making it with an identical team, same hardware, and it tends to diminish and fans move far from it,” he explains. “We desired to avoid that. We do not want the series to die.”

Us neither – DMC3 remains top-of-the-line games ever made and it might be a crying shame (no pun intended) to peer one in all gaming’s greatest action heroes retire. Well, unless he was retiring from Marvel Vs Capcom 3. We wouldn’t hate that in any respect. Still, Itsuno’s plan was to alter the formula, and that meant getting new blood to work at the project.

“What we decided to do was to feature new elements and search for a brand new developer,” he confirms. “Specifically a Western developer that can bring something new to the series, keep it fresh and perhaps attract new fans in addition.”

DmC Devil May Cry is out 15 January and we won’t stress enough how great a task the recent team has done with it. We’ve finished it. It’s pretty bloody good. But when we inform you any longer, we’ll get in all types of trouble and Capcom will probably set Phoenix Wright on us. We do not want that. So we can’t say to any extent further. Not yet, anyway. Watch this space, though…

Posted in Xbox Games

Dead Space 3 set to boldly go where no Kinect game has gone before

Posted on January 21, 2013 at 3:53 pm

The third outing for Visceral Games’ action/horror/sci-fi/space/survival/shooter Dead Space may be the first co-op game to include Kinect voice commands.

Dead Space 3 is the 1st title within the franchise to incorporate the choice for co-op play, and the Xbox 360 version of the sport will allow players partnering as much as take down the Necromorphs to give one another health or ammo, find objectives, revive each other and more using the Kinect’s voice recognition powers alone.

  1. Dead Space 3 landing in February next year
  2. Plasma Cutter treat for owners of the unique Dead Space

Posted in Xbox Games

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