
Game On <gameon>
"console yourself"
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| Guitar Hero: World Tour review | 385 Tage her | |||
| Typing this might take some time, my friends, I think I might have a nasty case of RSI coming on. Though I was once reluctant about playing Guitar Hero, after getting World Tour on Thursday my life has been plunged into a relam of gurning bass faces and the sound of clacking fret buttons. If you ever thought you might take the plunge and try to prove yourself a Guitar Hero, now is most definitely the time; Activision have stepped up to the full-band stand, and they've absolutely nailed it. So, what does World Tour do different? Well, for one thing the set list is brilliant - there's something for everyone in there, whether you fancy belting out some Bon Jovi, or even getting your mosh on with KoRn. As for other innovations, drums, bass and vocals are all new arrivals to the fret pounding family, but they haven't stopped there: the guitars have been treated to a fun new gadget - the neck slider. It's basically a touch sensitive pad that acts as another fretboard, coming into play for stylised solos and some seriously slick licks. It's challenging stuff, as changing between the fret buttons and the slider without dropping a note is pretty tricky, and it's quite hard to control at first. Veterans of the series will certainly appreciate it, as it brings a whole new dynamic to the gameplay. As one might expect, the bass is set out in much the same way as the guitars, which is a shrewd choice - following a different line in the song is enough to set it apart from the guitar without having too many different gameplay dynamics (though you do get to play open notes, which involve you not pressing any buttons and just flicking the strum paddle thingy). The drumkit should seem pretty familiar if you've ever played rockband, as it has the same four tom-pad configuration. However (and this is key), it also has two small cymbal pads on the top: these are a great touch, making the drumming feel like a much more realistic experience and demanding that little extra bit of co-ordination (there were some people seriously struggling at the launch party, oh how we laughed). What's really impressive about the formulation of GHWT is the way in which the vocals are done - they give you an amazingly accurate depiction of what notes you're hitting, and which ones you should actually be singing. I ended up singing a song I didn't know when first playing it, but managed to work out the tune based on what pitch it was trying ot give me. It's seriously impressive, and is more fun than I can even describe. That's the real appeal of Guitar Hero - though people that actually play the guitar might be fond of sneering at it (something I was once guilty of myself), there's just something fun about rocking out and having an influence on how well the song actually goes. Even if you are just prancing around with a hunk of plastic in your hands, playing World Tour with a few friends as a band is a fantastically fun experience: I kept finding myself getting the same buzz that I get playing in my real band (real rocker, me), and to be able to bring that kind of excitement to anyone that fancies a go is a real achievement. Check us rocking out in the latest Gamerzine TV if you don't believe us. All hail World Tour! | ||||
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| Golden Joysticks | 392 Tage her | |||
| So the Golden Joysticks have come and gone, but before the dust from Activision's amazing 6 stick win settles, I'd like to focus on one prize in particular. The coveted 'one to watch award' stick was won by Fallout 3 - however, it came out on the very day it won. So, now Fallout has erm...fallen out, what do you find yourself laying awake waiting for? Here at Game On, we're most looking foward to Little Big Planet and Gears of War 2 (anyone going to fork out the extra dough for the special edition with golden lancer??). The teaser trailer for Bioshock 2 has also got us drooling in anticipation: it looks like the coming 12 months are going to be pretty strong, with some good releases on the way. What can't you wait for? | ||||
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| Farcry 2 Review | 399 Tage her | |||
| Right, I know some of you lurking here at Game On have short attention spans. That's fine, I can deal with that - you don't have to read this whole review. In fact, I'll sum it up in one sentence here, and then you can read as much or as little of the rest as you please. Ready? Ok: you need to buy Farcry 2. I can't remember the last time I started playing a game and then got this excited by the prospect of playing it through to the end. It is, quite simply, excellent. You play as one of a number of characters (you get to choose which at the start, which is a great touch - too many games developers just let the protagonists of first person shooters be totally anonymous), who has been plunged into the middle of a conflict between two warring factions in Africa. You have to find and kill an arms dealer named the jackal, while acquiring as many rough diamonds as possible in order to get hold of more of the vast array of weapons on offer. Oh, you also have a scorching case of malaria to boot, so need to keep yourself nice and drugged up on meds. On the way, you'll get the opportunity to take part in a number of side missions for some of your newfound friends - in return they'll give you access to more weapons, and can even come rescue you should you get downed in a fight. While the fact that you're basically playing blood diamond: the game is totally awesome, it's in the overall feel of Farcry 2 that the real joy is found. The visuals are lovely - particularly the shadows and explosions. Environments are highly detailed, giving it an individual charm and a strong atmosphere. The sound really enhances this effect: weapon noises are satisfying and realistic, and there's a good deal of interesting speech to be heard from the enemy. The musical score is well paced and fantastically subtle - it builds steadily when the heat is on, keeping you from being able to guess when you're next going to come up against trouble. The gameplay mechanics are really well thought out - controls are inuitive and responsive. At first I found looking around with the right stick to be sluggish, but after a while I hardly noticed. There are plenty of different vehicles to run around in, which is a comfort - getting from A to B can take quite some time, which is a bit of a drag. Still, if these are going to be my biggest complaints (they are) then we're definitely on to a winner. In short, Farcry 2 is atmospheric, exciting and incredibly well executed - it's a strong contender for our game of the year. 5/5 | ||||
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| Fracture | 413 Tage her | |||
| I'm going to come right out and say it: this is the game The Force Unleashed should have been. Before I'm confronted with a mob of fanatics at my door with burning torches, let me defend myself. For me, the excellently represented force powers just didn't make up for clumsy gameplay. Fracture, on the other hand, has it pretty much spot on. To give you a bit of backstory, it's 2161. That pesky global warming has gone and split the United States into two seperate islands - humans desperately need to up their game to survive. One half decides that genetic modification is the answer. The other says that's a naff idea, and that technology will save us all. Clearly a war is in order! You play on the technological side of things, and this is where it gets fun. You are equpped with the entrencher - a gun attachment allowing you to take control fo the game's key feature - terrain deformation. Need to get over a wall? Build yourself a hill to climb. Need to get underneath a building? Blast down to the foundations. It's really fun stuff, and makes having a jump button totally useless (relax - there is a jump button). There are also several kinds of grenades based around this idea, meaning you can crush someone's genetically modified ass against the ceiling with a great big dirty boom. Of course, this being war and guns being useful, you get some lovely firearms as well. There's a nice amount of variety here, with each one feeling both distinctive and satisfying. This being a third person shooter, they've gone for an over the shoulder close shooting style a la Gears of War. They haven't quite pulled it off though - shooting for the most part feels a bit clumsy. Fracture is also in desperate need of a cover button (though doubtless some will point out that you can just create a hill for yourself to hide behind instead. Those people don't know what they're talking about). These setbacks are troubling, as they hold Fracture back from being a really great game. What's also a little hard to shake is that Fracture isn't doing a whole lot other games haven't - in fact it's doing a lot that many games already have. The shield system is identical to Halo 3 (as is much of the aesthetic), and gameplay is incredibly similar to Gears of War. Fracture has a great concept, and it would have been nice to see them really run with it. Nonetheless, playing it safe has meant Lucasarts have produced a solid, well paced game that's familiar, while having novel new dynamics. It's definitely worth buying - though the slightly more apprehensive among you would do well to wait until it's knocked down to £20. 4/5 | ||||
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| Brothers in Arms: Hell's Highway (review) | 416 Tage her | |||
| Right then. It's 1944. Err...again. The war against the Nazis rages on, and you, being one of the dashing fellows in the 101st airborne, are right in the thick of it. The well scripted, interesting cut scenes at the start of Brothers in Arms: Hell's Highway plunge you head first into an involving plotline, making this quite a rewarding title to play. That said, the character modelling is pretty strange - it's hard to take the characters seriously when they resemble, to quote Cliff Richard, living dolls. This aside, visuals on the whole are pretty good. Environments are nicely detailed, and the lighting effects really add to the game's atmosphere. On the downside, though it may be a matter of personal taste, the colours in some of the outdoor levels are really vibrant, which can be distracting: WWII games normally feature muted colour palettes, and the cheerful apperance given to the maps is a little jarring when compared to serious way the game approaches warfare. Speaking of warfare, the gameplay mechanics are slick and satisfying. Those that played Bioshock will find themselves largely at home with the way the controls feel from the off: this is thanks to the unreal engine which powers both games. The only real issue with the controls is that (especially on the xbox version) the cover button is in a pretty weird place: until you're a few hours in, you'll spend most of your time getting shot faster than you can say "achtung". An interesting feature of Hell's Highway is that of suppressing fire. Once identified, enemies develop a little red clock above their heads. Returning fire will make them take cover, and give you precious seconds with which to make ground or make a passionate speak to a dying comrade. I've not seen this kind of dynamic in many games, and I must say it impressed me. However, I did feel it made combat a bit too systematic, detracting from the authentic warlike feel. In a nutshell, Brothers in Arms: Hell's Highway is a well thought out, solidly built game that largely achieves what it aims for - it's a gritty, immersive game that deals with the realities of WWII with style and aplomb. Despite this, I have to say it's a little underwhelming: this game would have been an instant classic two years ago, but unfortunately it doesn't really hold water now. 3/5. | ||||
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| Johnny hits the big time with Guitar Hero: World Tour | 430 Tage her | |||
| The lights were down at the Electric Ballroom. Dry ice hung in the air. My hands were shaking, but I knew I was ready to make rock history. Me and my microphone, we were about to show the world how to do it like a pro. Suddenly, I was bathed in a brilliant blue light: as the guitars started up, the crowd went wild. I took a deep breath and surveyed my kingdom. My destiny was right there in front of me, waiting to be seized. ...Ok, so maybe there was no crowd and we were playing on plastic guitars. Whatever. To be perfectly honest, while I was playing Guitar Hero: World Tour, I didn't give a monkeys. Admittedly I'd never really spent much time with the activision series before - despite actually playing guitar, I always found it fiendishly difficult to get to grips with: bad news for any self respecting rocker. With the arrival of the full band capabilities that fans have long been crying out for, however, I began to see why Guitar hero is so popular. There was something about ripping through 'eye of the tiger' with three of my mates that was both absolutely ridiculous (not to mention hilarious) and yet strangely exciting. Maybe the stage and the outfits helped, but still - World Tour on the whole feels like a much more impressive game, giving you an easy way in to that feeling of satisfaction when your entire band is playing tighter than the seals on a submarine. Anyway, a picture says a thousand words, so if you can put up with the awful singing, check it out in the next Gamerzine tv - I promise you won't be disappointed. | ||||
| 2 Kommentare | ||||
| Star Wars: The Force Unleashed (review) | 439 Tage her | |||
| Everyone loves the Jedi. Everyone wants to be one, even you. Don't play dumb, you know it's the truth. Well, Star Wars: The Force Unleashed is about as close as you're going to get to being a disciple of the force without waving a pole around a room like Star Wars kid. This game has been built up to impossibly high levels of anticipation, being the first prominent console based Star Wars game for a good while. But what everyone needs to know is does it measure up? Well, for the most part, yes. The Force Unleashed (or TFU if you're lazy like me) is a truly refreshing dip into the Star Wars universe, awash with innovative new features and a storyline that (unlike Haden Christensen's acting) doesn't put the brand to shame. You join the game between the two trilogies, as Darth Vader's secret apprentice. It turns out Vader is power hungry, and is secretly plotting emperor Palpatine's demise - a task he alone cannot accomplish. He needs you to become the strongest sith you can be in order to help him destroy said wrinkly-faced tyrant, and so it's your job to kill your way to the top. One of the more surprising and rewarding aspects of TFU is the sheer range of customisation options you can choose from over the course of your progression through the game. Experience points can be spent on acquiring and strengthening new abilities, physical attributes, and can even be used to vary your lightsaber and clothing. This enables you to play the game very much in the way you want, making it a much more rewarding experience. Undoubtedly the best part of this venture is the use of force powers - I really can't stress enough how much fun electrocuting a stormtrooper before throwing him off a cliff edge is. The variety of ways in which you can kill people (and the rewards you get for being creative) make this title a non-stop rampage that is probably a little bit too fun. The gameplay feels pretty shallow on the defensive side, however, leaving it up to just one button: you either stand still, deflecting laser fire ad nauseam, or dash about a bit and hope not to get hit too much. In addition to this, some of the more stubborn enemies you encounter can put a real dampener on things, having only one specific weakness - this closes down the otherwise tremendous sense of freedom. The camera is also rather irritating - sure, it can be centred behind the player with the press of the button, but I'd rather not have to do this quite so often. What is lost in gameplay, however, is quickly made up for by the richness of the environments - right from the opening chapter, I was truly impressed by the amount of environmental material that could be messed with: stripping the bark from trees with the use of force push and so on. While there's something a little lacking about the playability of TFU, the visuals are absolutely stunning. The same meticulous attention has been paid to the authenticity of the audio as well as the visuals, which is fantastic. The familiar look and sound both go a long way toward making the player feel settled into TFU, and will most likely satisfy even the most die hard of Star Wars fans. Of course, it's those same die hard fans that will be feeling the biggest sense of disappointment over The Force Unleashed. This game was hyped up to such incredible heights that it almost certainly won't meet their expectations. I must say it didn't quite meet mine. The problem is that if the basic game had been turned into a non-Star Wars release with a totally different story line and character roster, it would undoubtedly be a great big success. The Force Unleashed as it stands is, of course, a success, but my point is that no matter how good a Star Wars game is, it will never truly satisfy the sense of longing these fans have to be a jedi. The Force Unleashed is a truly impressive game from both a storytelling and technological perspective, and an absolute must for Star Wars fans. However, don't kid yourself for a second that you won't pause this game at least once and think 'I was I really DID have these powers though'... | ||||
| 3 Kommentare | ||||
| Review: Viva Pinata - Trouble in Paradise | 451 Tage her | |||
| Before we delve into the painfully sweet world of Viva Pinata: Trouble In Paradise, I think it's best to say a little about its predecessor. The original Viva Pinata revolved around you cultivating a garden in order to coax in some of the local residents, Pinatas. These critters would be black and white until you convinced them it was worth living with you, when they'd become delightfully colourful and you could rename them. With some encouragement, you could even get two Pinatas to fall in love and have children, following a funky and oftentimes unsettling 'romance dance'. The original was great fun, but with one frustrating setback - it was all quite fiddly and more often than not the player wasn't really sure what to do next. (Do I force the Pinata to eat the 'romance sweet' now, or do I hold back on this bizarre animal viagra for a bit? I don't know. Blast.) Though a relatively minor setback, it was enough to cancel out my enthusiasm for the garden after a week or so. Enter then, Viva Pinata: Trouble In Paradise - saviour of the scatter-brained gamer such as myself. Obviously learning from the original (it was clearly meant for kids but actually proved more popular with adults owing to the fiddlyness), Rare have made a Viva Pinata game that is less confusing, more fun and, amazingly, even cuter. Players are eased into the game by a few challenges, helping them get familiar with the way the Pinata work, and how to get what you want out of them. The new plot is also a big help, adding a vital sense of purpose (and some more depth) to the game. For those not in the know, Professor Pester deleted all of the computer records at Pinata Central and is generally causing trouble for everybody. It's your job to rebuild the computer files by getting Pinatas to full 'candiosity', then sending them away in a cannon to parties. In the meantime, the Prof will try and stop Pinatas getting to your garden, and will occasionally try and mess with the ones that are there. This is exactly what Viva Pinata needed - an actual mission. I found really myself caring about which Pinatas I could convince to stay next. You might think that's sad for a grown man, but I really don't care. Sometimes when I fire up my Xbox, I don't really feel like killing things, or making things explode, or even driving somewhere quickly. Trouble In Paradise fills that gap brilliantly: it's simple, steady-paced fun that is an absolute joy to look at. Every frustration I had with the original (except one, but I'll get back to that) has been ironed out. True, Viva Pinata won't be all that popular with die hard fragheads, but for what it is, it's an absolute triumph. However, I did mention one frustrating element that didn't get ironed out from the original: that element is Leafos, the friendly guide to the Pinata world. How I hate her. Her sole purpose on Pinata Island is to be as patronising as possible while making use of an accent that swings from American to Irish to I don't know what. I found myself breeding an army of Preztails in the hope I could set them on her. You'll want to as well - don't bother. Doesn't work. There are also a few elements of Trouble In Paradise that can be cast in a very unsettling light. They are, dear gamers, as follows: 1) Costolot, the local store owner. Call me a Marxist, but I'm just not comfortable contributing to an economy that prides itself on overcharging people. What kind of ethics are we teaching children here?? 2) Lickatoad, an amphibious Pinata. Why oh why oh why are we encouraging toad licking?? Trouble in Paradise is colourful enough without throwing hallucinogenics into the mix 3) Eating. There's a food chain on Pinata Island, just the same as in the real world. You get to watch the bigger, carnivorous Pinatas stalking smaller, more vulnerable ones. That's all fine, except for the fact that when Pinatas die, they break open to the sound of cheering children. I'm not making this up. Even worse than that is the fact that any Pinatas nearby will then rush to eat what's left of its sweet papery corpse. But that's not all - oh no. Assuming the recently deceased hasn't been totally cannibalised, you can make a quick buck selling what's left of the little fellow. It's disturbing. Rockstar wouldn't get away with this kind of thing. So, to conclude, Viva Pinata is bright, it's colourful, and it's got sinister undertones - just like old school fairytales. It's perfect if you fancy something to play on rainy weekends when you aren't in the mood for total gaming carnage. Four stars. | ||||
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| Fable 2's four legged friend! | 455 Tage her | |||
| We're a pack of gleeful gamers here at Game on - Fable 2 is on the way and it looks brilliant. The sheer scale of the game is absolutely massive - if you want to complete everything, be prepared to give up about a hundred hours of your time. Don't believe us? Check out the latest Gamerzine tv and see for yourself. Go ahead, we'll wait. See? Brilliant! Here's something else about fable 2 you didn't know - according to the boys from Microsoft an exciting new addition to the game is unconditional love. The mini map from the first Fable is totally gone, being replaced by a loving canine companion. We're not kidding - your pet dog stays with you for the entire game and is designed to alert you to an enemy presence. We're guessing it's also meant to make you feel all warm and fuzzy inside, too. Anyway, being a savvy bunch, we're aware that not everybody shares our affection for man's best friend, so why not tell us what you think? Gaming genius, or grating gimmick? | ||||
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| Heavy Rain - all just a storm in a teacup? | 466 Tage her | |||
| "In Heavy Rain you don’t watch the story – you play it. The dynamic narrative unfolds through the players actions - not cut scenes - and every action has a consequence. The choices you make and the way you interact with other characters have repercussions throughout the storyline." So says the press release. This all sounds jolly exciting, if you ask me. The obvious appeal of sandbox games like GTA and Destroy All Humans is that you can stuff the story line and be your own boss for a bit, so having a totally non-linear game with an engaging storyline sounds absolutely flipping brilliant. Still, we can't help but wonder - is this really possible? Heavy Rain, out for the PS3 in 2009, claims to fuse gaming with film-noir - the result being a dark, emotional thriller. Surely, if the storyline is so utterly engaging, Quantic Dream must know where they want to take it? It's not that we're not excited about being able to shape the storyline ourselves, it's just that a claim as big as this one seems a little bit far-fetched. This particular rainstorm is starting to smell a bit like a game with multiple endings, rather than the refreshing shower of gaming freedom we're promised. Call me pessimistic, but the thing is we've seen this kind of thing before - take Bioshock for instance. Now, I love this game with every last fibre in my nerdy being. However, we were proudly promised we'd be facing serious moral dilemmas that would affect how we could play the game. In reality, it made precious little difference what choice you made - all it really did was determine which ludicrous ending animation you were treated to. It's like being given a luxury convertible, then saying we're only allowed to drive one of two practically identical roads. It's more than a little disappointing. What do you think? Is heavy rain's promise of freedom a realistic one? Is it even possible? | ||||
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