Review: Dragon Age 2- Mark of the Assassin

 

How's it going you filthy nug-humpers!? Mark of the Assassin is the second content DLC for Dragon Age 2. Apart from five new dungeons/zones to explore, MotA features a brand new companion named Tallis; a female elf rogue/assassin that is just as customizable as your other companions, and can be romanced!

Release Date: 11/Oct/2011

Platforms: Pc, Xbox 360, PS3.

Price: $9.99 for PS3, 800 BW pts/ MS pts for PC and 360.

Total run time: 5 hours (Blood/Force Mage Hawke, Tallis, Anders, Varric).

Difficulty: Moderate (The only tough encounter I had was at the beginning. I ran a 3 mage team, with varric, and I had no time to prep, before being thrown into battle).

Accessibility: Act 2, statue in your library, near the "Legacy" statue. Must install v1.03 (the DLC can install it for you too)

Summary: Though you start off in Hightown, 95% of MotA takes place in Orlais, in one of their picturesque mountain regions (or as Tallis puts it, in the middle of nowhere). Sadly, I can't really say much without spoiling it for anyone who hasn't played it yet. Just know that this DLc is much better than Legacy in most aspects, and is definitely worth the $10. Visuals/Audio: If you've been reading my other articles, or at least have seen my "screenies", you know that I'm a sucker for cool lighting; and we're on no short supply of that in MotA! Due to the fact that this DLC requires you to update to v1.03, you can be assured that the old graphic problems in 1.01 and 1.02 are a thing of the past. Not a lot of new things in this department, seeing as we are still running on the same engine, and this is a DLC and not an expansion. There are a few noteworthy things though; the score is awesome. Like the scores in the previous games, this does nothing more than enhance the gaming experience. It doesn't get in the way, and it doesn't sound out of place. Another thing would be the abundance of cleavage on Tallis... Sure, this makes me sound like a perv, but you've got to admit that it's a nice distraction, once in a while. 8/10

Story: The story revolves around, you guessed it; Tallis! For once, we're not forced to shove our heads into Hawke's family history, in search of answers as to why he/she is just so god damned bland. Tallis enlists your help to relieve an Orlesian duke of an item that he has no business possessing. But wait a second! Why would The Champion of Kirkwall know an Orlesian duke? Well, one of the many perks of being a Champion, is the fact that nobility find you to be an irresistible curiosity, and they're more than willing to send you invites to private parties, and whatnot! So all you have to do is mosey on down to his shindig, having Tallis as your "plus one" (more like a "plus three" really). And in true Bioware fashion, you'll eventually end up having to do a bit of killing now and then...it's all good fun, really. 10/10

Gameplay: As all balanced games strive to do, MotA encounters span from piss-easy to bat-fuck insane (all depending on your difficulty setting). I for one found the first encounter hard, because I usually run with a three mage team, along with Varric; meaning, I need to have my passives up, in order to survive (I wasted 3 Mythral's Favors). Some encounters were quite challenging, but none of which that can't be remedied with good strats and a bit of micro, here and there. This DLC has less trap interation, more head-on battles (that require a bit of micro), and an actual stealth mission. All in all, I find this DLC to be a bit more entertaining that it's predecessor. 9.5/10

This DLC offers a few new pieces of gear to play with, a few of which are...

- One Mage armor set

- New weapons for all three classes

- One rogue jewelry/trinket set

- Jewelry upgrade for Varric

Lastly, there are quite a few cameo appearances from old favorites; after all, would a trip to Orlais be complete without seeing everyone's favorite bard?

Total Score: 9.17/10

Buy it, what's $10 for 5 solid hours of unbridled entertainment?

Review: Dead Island

Dead Island review

Ever since the first cinematic trailer of the fresh-looking Dead Island came out, I’ve been massively hyped for the release of the game. An open world zombie survival horror FPS co-op game with RPG elements, focused on melee gameplay? Sounds like a surefire winner, right? Well, truth be told I got everything I wanted out of the game, but perhaps owing to its far-reaching ambition, Dead Island has tons of glitches, issues that prevent it from living up to the huge hype and expectations surrounding it.

Just forget about the story and enjoy…

Sadly, it’s best to do so and whether you like it or not you will find yourself occasionally skipping what NPC quest-givers or main characters are trying to say.

So, this time the zombie apocalypse happens on a paradise island called Banoi, a famous vacation spot for celebrities and rich folk. The four main characters, after a long night partying, wake up in a hotel surrounded by zombies. As you escape the hotel (pretty much the tutorial part of the game) you’re aided by a voice on the radio. Unfortunately, you get bitten but are luckily saved by a group of survivors before you get eaten alive. You then find out that the four main characters from the hotel are immune to the disease. Then there you go! Free roam starts and you can start to save people, receive quests, and more importantly, kill zombies!

Dead Island Review

The story of Dead Island tries its best to be engaging and emotional, but it simply wasn’t enough to make me care much. Towards the end, I found myself more engaged in discovering what we had to do or kill next than wondering how we were going to escape the island. When the credits started rolling I definitely felt a sense of satisfaction - not from the story, but from the gameplay and how fun it was. The story was completely forgettable and felt like it was placed there simply for the sake of having one, something that kind of betrays the tone of that first trailer.

Melee combat can actually work for FPS

Admirably, developer Techland tried to make the game realistic as possible, whatever that means in a game where you battle the living dead. With the goal of realism in mind, Dead Island’s gameplay is all about melee combat. Guns aren’t the stars of this zombie game. Melee weapons are all you need to survive Dead Island. While guns are present in the game, there’s not enough lying around for them to be a main weapon of choice. While Dead Island’s devs say ammo is limited, it really isn’t if you use it wisely. It’s just that the damage difference between guns and weapons is huge, so you’re better off rocking most of the game with melee weapons and saving up your guns for later.

Controls are pretty responsive for a game focused on melee combat. Everything you do relies on stamina so you have to play smart, knowing when to swing, dodge or run away from a group of zombies. All you need to engage a zombie up close is built into the game mechanics, and when you get bitten or hit it’s mostly at your own fault for over-extending or using too much stamina by swinging like a madman. When you engage a zombie, a cursor indicates what part of its body you will hit if you swing your weapon so it’s pretty fun and easy if you’re attempting to behead a zombie, or simply chop its arm with precision. You can also kick them off their feet, which I think is broken since it’s the only move that doesn’t require stamina. Early on in the game you can expect to see tons of new players kicking zombies to death to preserve the durability of their weapons.

Dead Island Review

RPG aspect of Dead Island…

There’s four characters to choose from, each with their own back-story and specialization. Logan specializes with throwing weapons, Pugna’s great with firearms, Xian with sharp weapons, and Sam B’s the expert on blunt weapons. There are three skill trees – Fury, Combat, and Survival. Each character has the same skill trees but with different skills in them. There’s not much variety since there’s enough skill points to go around with the level 50 cap and there are skills that are pretty much useless, but what’s good is that each player plays differently. Each character is outfitted with a unique Fury ability, and skills that only they have. For example, Logan has the boomerang passive skill that gives him a chance to pick up his weapon instantly after he throws it, or Sam B’s shoulder ram ability. The Fury acts like an “Oh shit” panic button when you get overwhelmed.

There’s a huge variety of melee weapons to choose from. Like they’d teach you in a self-defense class, there are two types - blades or blunt weapons. Blades provide more damage but weak force (stopping power) and durability, while blunt weapons aren’t as strong but last longer and can stop any zombie running straight at you. What type is best? Well, it’s a matter of preference and it depends greatly on which character you’re playing since some characters specialize in those types of weapons.

Durability is very important in Dead Island and can be a pain in the early stages of the game. You need to repair constantly; every attack you inflict on a zombie with a melee weapon reduces its durability. When your weapon wears out from constant swings, you’re better off using your fists even though you’re holding an epic axe, simply because damage becomes laughable. For the first hours, you’re constantly switching from weapon to weapon since they don’t last long. As you get further in the game you find better weapons that last longer, but the cost to repair them hurts so much that you’ll likely consider saving your legendary crowbar for a tougher foe.

Dead Island Review

The weapon system is given some depth by the ability to create mods for your weapons, and by upgrading them. As you complete quests and explore the island, you encounter weapon mods or blueprints that improve your weapons and can give them special attributes (lighting, fire, poison, etc). Each item or mod requires certain materials you need to gather, and a bit of money. There are a lot of materials scattered around the island so it’s not hard at all to find 3 nails for your ‘Nail’d’ mod or a bunch of batteries, duct tape, and wire for your ‘Shock’ mod. There is no limit to how many materials your character can carry which is dumb considering that they limit you on how many weapons you can carry. Just keep looting for materials; you can carry x99 bolts if you want. The fact that there’s no limit on materials defeats the purpose of having item storage present in the game.

Upgrading is pretty straightforward. You can upgrade any weapon up to four times, simply increasing the damage and stats. Some are pretty costly (especially guns) so you need to be picky in terms of what you need upgraded. Weapons are everywhere so I ran into those dreaded instances were my new upgraded baseball bat could be easily replaced with a machete ten minutes later. Repairing, creating mods for weapons and upgrading them all happens at workbenches scattered all over the island. There’s always one nearby when you need it. The only issue is finding the money to repair, mod and upgrade.

Survival is my default mindset when playing something like Dead Island, but for a survival game, the various materials and weapons are easy to come by. Why? Well because some items found in the world can respawn. Need duct tape? Well there’s this one place where you can get two and all you need to do to loot them again is to fast travel somewhere and fast travel back to respawn the two items. There’s no sense of scarce resources in this game, which is ironic since it takes place on an isolated island. Looting luggage will either give money or random materials, but if you go somewhere that invokes loading and return, that same luggage will be there unopened and ready to be looted. This destroys the all-important sense of survival that I find crucial in these kinds of games - you have no fear of using up that certain item or material.

Dead ISland Review

Death is also an issue in Dead Island, or rather, the lack of gravity associated with it. Low on health? Kill yourself to get back your life; you only lose a fraction of your money anyways. There’s no big consequence when you die in this game. When you die, all you lose is a little money, something that can be earned easily after a few loots. The game doesn’t instill that sense of fear, doesn’t ever put you in a situation where you have 3 bars of life left and you’re desperately struggling to not meet your end.

As for the dead themselves, don’t think you’ll be fighting against the same bunch of zombies over and over again. They have a variety of different zombies to keep you on your toes. While you’ll experience the normal sluggish zombies at the start, you’ll then experience zombies that run, explode, charge, spit, and tough-guy zombies that knock you down with one swing. These kinds of zombies do sound awfully familiar to a game with a somewhat similar concept, but they are just what this game needs to keep the killing fresh.

Cooperative play is a must…

Okay, so not entirely a must - it’s just the best way to play Dead Island. Seriously, given the choice, would you play this game without a friend? Then again, some might. I’m not judging! Point is, this game is structured for co-op play, with a drop-in, drop-out feature that works like a charm. If you set your game for public co-op play, the game will always inform you if there is a player nearby that’s on the same quest. In a press of a button, you join the player’s game and there you go - co-op - with the same progression (and hopefully the same level) too. It’s the same with other players: if they see you, they can instantly jump in and join your game.

When you have other players joining your game, the zombies’ health increases so you’ll need a couple more swings compared to your solo play. The enemies’ level is also based on the hosts level so if you joined a game with a player two levels under you, you’ll be fighting zombie at that level.

Dead Island

Great visuals, amazing lighting, and zombie chopping

Dead Island’s visuals are surprisingly amazing at first glance, from the sandy beaches of Banoi to the jungles inhabited by natives. There are four acts in the game, and each act brings you into another huge map, giving you a brand new setting to explore. They made the game look amazing, but in an open world like this, bugs are found everywhere. You’ll see graphic tears here and there and spots where you can get stuck if you’re not careful.

Zombies in this game are perfect. There are different looks to each zombie as you progress and some have weapons at times that fly at your direction if they swing your arms. Cops that have become the walking dead are protected by body armor, and you’ll also experience native zombies later in the game.  You won’t get bored of seeing the same old zombie look as you’re always likely to happen upon a new variety of flesh-eating undead just waiting for you to put your axe in them.

This game is also one of the most brutal zombie games yet.  Since it’s mostly melee, the carnage is seen up close and personal. The ability to pinpoint what part of the body you can hit affects how the zombie takes damage and it’s possible to methodically lop off individual zombie parts. Head, arms, legs; it can be pretty damn messy. The end result after doing some mutilation is the best I’ve seen so far. Yeah, it sounds kind of wrong to point that out, but let’s face it: we’re talking about zombie meeting a deadly weapon of your choice. It should look gruesome, and it does.

The games ambience is not the best. While the game gives that eerie feeling as you walk in a narrow, unlit corridor, it’s hard to notice how effective it is when you have three other people chatting to you with different volume levels. As for solo play, the sound design sure does its job, but when a buddy joins in, how the game sounds is out the door.

Dead Island Review

Overall

Too over-hyped? Maybe. Dead Island gave me what I wanted out of it, which was simply a zombie survival game that can be played with up to three friends. The game has frustrating issues, issues that if addressed would have made this a much more solid game. Even with its many bugs and useless story, I was still able to enjoy running around looting, doing quests and leveling up with a friend or three. If that’s your sort of thing, you’re golden. Honestly, any zombie game fan should pick this up, or anybody that wants a co-op game to play with friends, but if you’re looking for a solo experience with a story worth telling, look elsewhere.

Played on: PC

Score: 70/100

Pros:

-          Amazing melee combat

-          Game’s visuals look gorgeous

-          Great to play with friends

Cons:

-          Sense of survival Is not really there

-          Horrible story

-          Lots of bugs and issues

-          No big consequence when you die

Review: Deus Ex: Human Revolution

Deus Ex: Human Revolution isn't your average FPS/3rd-person RPG stealth game; it’s carefully designed with a focus on the word ‘choice’. Most definitely it is a fully fleshed-out game and I’m happy to say it took up most of my free time last week. Once you find yourself thoroughly investigating every e-mail, drawer, computer, loot, secret pathways, you’ll know the game has got you. The future never looked or played this good.

The world of conspiracies…

It’s the year 2027, and you play as Adam Jensen, a security specialist for Sarif Industries tasked with protecting a group of the company’s scientists who are in the process of revealing their groundbreaking research. But not all goes as planned during the reveal. A group of trained mercenaries infiltrate the building, taking out the scientists and leaving your character close to death. In order for Adam to survive, he undergoes heavy augmentation surgery, to the point where about half his body is made of metal. Six months later, Adam returns to work for Sarif Industries, determined to find out who was behind the attack. Gotta love a good mystery…

The story’s deep enough to keep you curious and motivated. However, I found myself sidetracked. When I first experienced the freedom of leaving the Sarif Industries complex and saw that there were a few side quests waiting for me outside, I felt like a kid let loose at a theme park. It reminded me of that moment in Fallout 3 when you see the wasteland for the first time, and your eyes start to adjust to the sunlight. I didn’t pay much attention to the main quest. I wanted to explore.

After running around, hacking computers and going through vents looking for those secret stashes, I came to see that the world wasn't as big as I’d hoped. Looking at the map of Detroit, I was shocked by how small it was, and the game’s other locations are about the same size.

Of course, Deus Ex isn't really designed for free-roaming. It evokes that feeling at times but it flows more like you’re going from stage to stage, a structure that works very well for this hybrid game. Based on the first few hours, I was expecting a short game, but I was gladly proven wrong when I realized that I hit 30+ hours. It might take less for some, since I personally enjoy doing all the side quests and exploring.

The story builds up really well and actually gets pretty good towards the end. Throughout most of the game, everything is a complete mystery that gets deeper and deeper with no real answer to what’s going on. The hype builds and builds – I expected quite a lot from the ending, a conclusion that would give me goose bumps with its revelations, and I can safely say that the buildup was worth it. Even when all the cards were finally laid on the table, more questions about the story began popping up in my head, something you can’t say about the story in most games. While the truth was satisfying, the last part of the game felt lacking. I guess I wanted to see more of an epic conclusion.

 Frontal assault or stealth? You choose.

Square Enix and Eidos Montreal have been stressing that you can play this game any way you want, and thankfully they weren’t exaggerating. Just like the past Deus Ex games, there’s always an alternate way to reach your goal. They give you enough tools and augmentations if you choose to charge in guns blazing, similar to the lobby shootout in The Matrix where Neo and Trinity go nuts and kick some ass (yes, I just threw in a Matrix reference – be happy it wasn’t from one of the sequels). Or, if you prefer, you can simply save your items and slip past your enemies unnoticed. Knock someone out or kill them, and you might find the passcode to go directly through the door to your objective. You could find that hidden vent covered by a box that leads into the room. If you’re skilled enough at hacking, you can just hack away. The choice is literally yours.

But even with all these options for tackling your objectives, Deus Ex seems to play most naturally as a stealth game. Sure, you can just kill everything like any other FPS, but the level designs feel more suited for stealth play. It’s not a big deal for me; I enjoy the game more when I’m sneaking around hacking stuff. The freedom of choosing how you want to play feels great since you can change the pace of the gameplay anytime you want. During my playthrough, I made the choice early on to progress mostly through stealth, but one day I decided to screw it all and enjoyed a good old firefight in the office floors.

The AI can be an issue. Sometimes opponents can be tough and outflank you, but at other times you can lure them in a doorway and just stun them one by one. It can be hilariously easy or frustrating at the same time, so there’s some inconsistencies. I still don’t understand, for example, how the indoor enemy AI don’t respond to firefights happening outside once the alarm is triggered.

Deus Ex also has the feature now common in most western RPGs when it comes to the NPC interactions, or the so-called social aspect of the game. In some critical conversations, if you can win the discussion and convince the NPC to either give you what you need or let them understand the error of their ways, you might be treated to an easier way in, or more information about the story. It’s easy enough to convince characters to cough up information, or make them realize that what Adam is saying is true. It gets even easier if you acquire the augmentation that assists you during conversations.

On the topic of conversations, voice acting in the game is top-notch, with the only problem being that you might encounter the same voice actor for different NPCs; it can be pretty hilarious talking to one guy and then discovering another one sounding exactly the same at the other end of the city.

Deus Ex is such a great experience, but unfortunately they had to include some absolutely terrible boss battles that don’t add much to the game – in fact they detract from it. The bosses have a few tricks to them but there’s only one way to take them down. You kill them. In a game surrounded by choices, the boss fights don’t offer much variety. Especially if you suit up your character for stealth, the whole endeavor just becomes frustrating. If there were different ways of damaging the bosses or alternate ways to deal with them, then maybe the fights would be engaging. But as it stands, the bosses were a waste; they take the game from instant fun to pure irritation and ended up being more of an obstacle I was forced to power through to enjoy the rest of the game.

Customize your very own Jensen

You earn a point to use in the augmentation tree every 5,000 XP, and almost everything you do earns you XP. Go through a vent, you’ll earn ‘traveler’, rewarding you 100 XP. Hack a door or computer and you’ll get XP.  Find a new path, more XP. Of course, killing or knocking someone out earns you XP, but you earn more if you do it in a non-lethal way. This supports my theory that the game is more tuned for stealth. What would you choose: killing someone with a sniper rifle and getting 20 XP? Or knocking them out for 50 XP? Well, I’d take the shot myself, but you get my point.

The augmentations (character perks) seem at first to have limited options, but as you progress you’ll see that you’re led to either be more prepared for gunfights or sneaking around. I thought I would be able to end up somewhere in-between, but there isn’t an option to be the all-around kind of guy. Regardless of what augmentations you pick, it doesn’t hinder the choices you have to achieve your goal. In fact, they give you more options. Even if you don’t have the perks like cloaking or the skill to see through walls, stealth can still be an option if you’re tired of dying in gunfights. It just takes a bit more effort.

As for the weapons, Deus Ex’s arsenal is quite limited. Don’t get me wrong, there are enough weapons to choose from, but there is only one type of combat rifle or one type of sniper rifle. The only variation you’ll get is from upgrading them with your weapon mods. Sadly, guns you loot or pick up will always be plain old vanilla versions, so if you spend a couple of weapon damage upgrades on a pistol and decide to toss it, you won’t find another beefed-up weapon like that in the game. Weapon mods and upgrades felt rare, so you need to choose wisely. With no storage in sight, and a neat but limited inventory space (think Diablo-style inventory), I had to carefully decide which guns I wanted to bring around.

Overall….wait, this is a prequel?

Deus Ex is simply an amazing game. So many different elements were worked into the gameplay, making it whatever you need it to be. With such a great buildup, I was scared that the story might fall headfirst off the deep end and not live up to the hype, but I was deeply satisfied when the credits started rolling. The conspiracies and mysteries in the story are worth experiencing. Gameplay is flat-out fun (even though I was just hacking and sneaking around most of the time) and with the different ways of tackling certain objectives, replay value is quite high. The world feels alive and looks glorious. This is an RPG any gamer can enjoy. It’s so good that I’m looking for a copy of the first Deus Ex.

Anybody out there want to share their copy?

Score: 92/100

Played on: Playstation 3

Pros:

-          Great story

-          The freedom to experiment and explore

-          Game performs surprisingly well, thanks to your having different viewpoints

-          Gameplay is satisfying no matter how you play it

Cons:

-          Bosses don’t fit well in Deus Ex

-          AI inconsistencies

Review: Dragon Ball Z: Shin Budokai

Publisher: Atari / Bandai Developer: Dimps Platform: Sony PlayStation Portable Release: 03/07/2006

When Sony first announced the original PSP, I promised myself that I would own one. But as with every major purchase, you'd need a large driving factor to keep you motivated. After watching my friend play a full 3D Metal Gear Solid game without a power cable attached or a TV to view it on, I saw the beauty of the PSP.

However, that was not enough. I needed a game that could max out my hype meter and make me crave a PSP non-stop. I grew up watching Dragon Ball and Dragon Ball Z and am always a sucker for any new DBZ game to come out. So watching the opening movie of DBZ Shin Budokai and hearing that awesome song gave me a raging Super Saiyan boner. I wanted to play that game so bad. But that was 2007, and the sequel (DBZ: Shin Budokai – Another Road) had already been released so I ended up playing that game instead; I never got a chance to play the first game until recently, and decided to finally give it a spin.

 

 

Here are my impressions.

 

Story:

 

Those familiar with the Dragon Ball mythos can tell that the story takes place after the Buu saga, basically at the end of DBZ. If you have no knowledge of anything Dragon Ball then you'll still be able to get the gist of things but won't understand a lot of the references discussed as they talk about past events in the anime.

 

Here's the rundown, something has torn a hole between hell and the real world and this is causing the dead bad guys to come back to life. This distortion is also causing rifts in time and space, bringing other characters from different time periods together. It's up to the Z fighters to find the cause of this mess and put a stop to it.

Gameplay:

For those uninitiated in the series, in the Budokai games, characters fight on a 3D plain similar to something like Tekken in that the 3D aspect of it comes from being able to sidestep and circle your opponent. However, there are no walls in this game. Instead you get a sky. Knocking opponents into the air or being knocked into the air lets you hover, and certain properties of attacks and movement differ while afloat.

If you've played the Budokai games on the PS2 then you might notice something different with the combat mechanics. Gone are the Punch and Kick buttons, instead you have the Rush and Smash attacks. Rush attacks let you perform quick and multiple hits. Smash attacks lets you do slower but heavier blows that knock your opponent back, these attacks are also chargeable and can break through an opponent's guard.

Now Dragon Ball wouldn't be Dragon Ball without colored blasts of light. The difference between doing a blast here as opposed to previous Budokai games is that they are performed in real-time and can be charged in order to increase damage. Super attacks and in-game transformations are still present, though also handled a bit differently.

Super moves are also done in real-time and bring forth a more arcade-style feel meaning you pick your character not just based on what fancy attack animation they have, but what their moves are and how you would use them in battle.

 

Another new addition is the Aura Burst. Pressing the R button (by default controls) lets you do an Aura Burst. This drains energy but in return gives you the ability to dash, change up your attacks and power-up your energy moves. This new sense of movement can change the pacing of a match depending on how you use it. This was absent in previous Budokai games and is something that I appreciate very much.

Now this may disappoint some people, but you can only choose to transform into one form per match. I can see why they did this, though, since each character and thus each form has a different set of special and super moves, so this becomes another factor that plays in when choosing who to use. That said, I do miss the campy powering up into each form one by one.

 

Watching your power / Ki meter is important, as you need this to do simple energy shots, specials, quick dodges, teleports, and super moves. You don't want to be caught in a barrage of attacks without enough energy.

Game Modes:

In ‘Dragon Road’, the game’s story mode, you follow a series of matches with the occasional branching path. This is very short and can be beaten in around 2-3 hours (given that you read the dialogue on the way, otherwise it would be even shorter). Aside from Dragon Road you have the standard Arcade mode (which is always welcome in a fighter), Z Trial, Network Battle, and Training.

‘Z Trial’ contains your Survival and Time Attack modes. Nothing special. Network Battle is your standard multiplayer ad-hoc lobby. What's interesting is you can enable "Accept Battle" in the options, and what that does is if you are in a middle of, let's say, a story match and another person who has the same game wants to challenge you he/she can do so by going into the Network Battle mode and spotting you in the lobby.

At the end of every match you are awarded with Zenie. You use this currency to purchase stamps that you can use to customize your Profile Card to share with people through Network Battles. This only amused me for a good 10 minutes.

Final Thoughts:

Dragon Ball Z: Shin Budokai is, in my opinion, a great evolution in the Budokai series. The new combat system is easier to jump into while still retaining enough depth to sink your teeth in and characters don't feel like bricks when you control them. The roster, though small compared to past entries in the series, is well rounded enough and feels solid considering that the game is running on a portable system. A lot of the favorites are present and there is a good sense of overall balance.

All in all this is a very good fighting game on the PSP whether you are a Dragon Ball fan or not. However with a better sequel (Dragon Ball Z: Shin Budokai - Another Road) already out there is no reason why you should pick this game over the other as Another Road has more characters, content, and improvements that make it a superior game. However, I'm glad I was able to play through this game as I can better appreciate the changes and additions in the game that followed.

Score: 70/100

Pros:

- Great graphics and animation for a portable game

- More accessible fight system

- English and Japanese voice selection

Cons:

- Really short story mode

- Not enough variety and content in game modes

DBZ: Shin Budokai is a great fighting game on the PSP, but if you have the option to play the sequel, DBZ: Shin Budokai 2 / DBZ: Shin Budokai – Another Road, get that game instead.

[youtube=http://www.youtube.com/watch?v=D14TkyHfc48&w=420&h=345]

[youtube=http://www.youtube.com/watch?v=Zmg4oxJ_Uqk&w=420&h=345]

Screenshots from IGN.com

 

Review: Alan Wake

I've always said that once I got my Xbox 360, my first 360 review would be Alan Wake. Well, after only a week of having my 360 and playing Halo: Reach multiplayer, I was able to squeeze in the entirety of Alan Wake, and finish it.

This was one of the must-buy games for me back in 2010 when I first heard of its gameplay and concept. You may remember that it was originally planned as a cross-platform release on the PC as well as the 360, but the PC port was eventually scrapped, making the game a 360 exclusive. As a PC gamer I was bummed out and felt that I was missing out on a great game. Now it’s 2011, and after finally getting my very own 360 I instantly jumped into Alan Wake with no hesitation.

During my initial playthrough, my first reaction was towards how great the game looks; since most of the game takes place at night, the lighting and the atmosphere was done exceptionally well, giving you that eerie feeling familiar to anyone who’s watched or played a survival horror game. It’s designed to make you feel the need to grasp onto your trusty flashlight and make sure you don’t let go. The darkness is the real enemy in this game and you can sense it everywhere.

A story worth exploring

You play as Alan Wake, a famous best-selling writer suffering from a 2-year writer’s block. He ventures to Bright Falls with his wife Alice for a vacation in the hopes of getting his creative juices flowing. Alan grabs a key and map for their rental cabin from a mysterious woman. While settling into the lakeside cabin, a cabin surrounded by a lake. Alan notices that Alice has set up his typewriter and writing equipment. Angered by the fact that she wanted him to try and write he storms out to get some fresh air. Suddenly, Alan hears a scream from the cabin and rushes to his wife – she has fallen into the water, and it appears that something is dragging her under. Alan jumps into the water to save her and suddenly wakes up in his car – he soon realizes that he was just in an accident. It’s dark, Alice is gone, and this is where the mystery starts.

Now I won’t write anything else about the plot, since the story is what really shines in Alan Wake. For the entirety of the game, I found myself sucked into the story, both witnessing and taking part in Alan’s struggles against the darkness. Unfortunately they don’t have the best character models to express the characters’ emotions better, but the voice acting in the game makes up for it by bringing what we need to care about these characters.

The game is divided into episodes, and the developers include “previously on Alan Wake” recaps, as if the player is actually watching an HBO mini-series. It’s a great addition that actually works well since Alan also narrates the story as you’re playing. The narration helps with the mood and setting the game it’s trying to capture, and can also give hints to the player. These hints are for the most part quite useless, since it’s obvious enough what to do in order to progress.

Although gameplay takes place mostly during the night, when morning comes you’re treated to knowledge and gossip about the characters in Bright Falls, and gradually develop a better understanding of the story as Alan tries to figure out what’s going on and get to the bottom of his wife’s mysterious disappearance.

The graphics, lighting, and sounds give that perfect horror setting

Remedy Entertainment and Microsoft seriously did their homework in setting the atmosphere of the game – I felt like I was experiencing a Stephen King novel. Aside from the promise of a great story, I knew I had to immerse myself in this game simply because of how it looked. During the day, there’s really nothing special, but when night falls it’s clear where all the effort went. Perfect lighting cuts through dense fog, and crafts elusive shadows to keep you guessing if there’s something watching you. Together with the soundtrack in the game and Alan’s verbose narration, it’s a perfect horror movie in the making.

The game’s visuals are fantastic, and they get even better as you fight the Fallen: how the lighting reacts when repelling the darkness looks amazing, especially when you use your flares to fend off groups of them.

Gameplay is linear and repetitive

Alan Wake is a linear experience; you’re basically going from point A to point B. There’s no backtracking, something you might expect from similar games like Silent Hill or Resident Evil. This game just forces you forward all the way to the end.

Now, it makes sense why the developers would go for a linear approach in such a cinematic game – it works well with the story. Regardless, it’s extremely straightforward for my tastes, and I was hoping for a little bit of exploration in Bright Falls. They created this amazing world, and I wanted to experience it a bit more. Instead, you’re meant to sit back and let the story unfold before you.

The gameplay in Alan Wake is just as unique as the story, but with its own problems that ended up bothering me all throughout. During the night, Alan goes against the Fallen, citizens of Bright Falls that have been taken by the darkness. They’re pretty much invincible until you expose them with a light source. Once you’ve exposed enough of them with light, your guns can finally hurt them. As you progress, you gain access to more light sources to fight off the Fallen. Aside from your flashlight, which burns batteries in a matter of seconds, you get a flare gun, flash bang grenades, flares, and more. Otherwise harmless sources of light are turned into deadly weapons in Alan Wake.

The combat system is initially great, but as you get to the midpoint of the game, you can feel it getting repetitive, and as you progress further it doesn’t get any better. The enemies you face stay the same all the way to the end. Sure, you get boss fights, like the darkness taking over vehicles to kill Alan, or poltergeist-like objects flying at you through the air, but aside from that there really isn’t much variety to be found amongst your opponents.

Another gripe I have is that even though the game cycles from one night to the next, during each new night you start with nothing. It’s like when the last night ended, Alan thought it was a good idea to throw away all the equipment that he picked up. I was playing it safe for the first few nights, thinking that I should save my two flare gun shots or my last flare for later, but then the segment came to an end and I reflected that there was no use in being frugal. Once it came time to face the darkness again, I’d be armed with only my flashlight – nothing carries over.

So basically, I feel it’s necessary to scratch the “survival” title off Alan Wake’s genre card, which leaves it as a horror/suspense game. There’s no sense of needing to be conservative to survive. Each night, there are always just enough batteries, ammo and flares lying around the night for you to pick up, so Alan is more than prepared. I never felt stressed that I had only one flare left going through the woods or five shots left in my revolvers. There’s always enough.

The game’s controls can be a bit problematic at times. There are instances where Alan Wake requires the player to jump from one place to another, but because of the clunky controls, falling caused me numerous nonsense deaths. There are some instances when even after I’ve let go of the stick, Alan still moves a bit, resulting in my falling or getting hit. The shooting mechanics work well, thankfully; it’s really just navigating Alan to where you want to go that’s the problem, and it doesn’t feel nearly as solid as the shooting controls.

The sense of thrill is also pretty bad in Alan Wake. The developers created such an amazing atmosphere, giving the player a creepy, scary feeling during the night, but the game always alerts you if the Fallen are about to attack. Where’s the fun in that? When they show up, the Fallen’s surprise attack has been ruined by a slow-motion camera shot of where the opponent is coming from, and this happens almost 90% of the time. Because of this, I’m never worried at all running around, since the game informs me if an enemy plans to show up. With that and the easy RT dodge system, I actually pity the Fallen when they try to jump me.

It’s good to have some sort of system to warn the player whenever danger is near, such as Silent Hill’s radio static to scare the player, making one look around frantically to see where it’s coming from. Here, they give you all the information you need to defend yourself. Where the Fallen is coming from, how many there are (usually), and the slow-motion shot of the enemy gives you enough time to plan your counter-attack.

Overall

Alan Wake was a good attempt. Most of my issues with it are relating to the main gameplay, which is sad. If it weren’t for the story and the amazing visuals, it would have been hard for me to finish the game. The developers had a great concept, but the execution fell short with its repetitiveness and not-so-scary encounters, thanks to the slow-motion shots of the Fallen. The game clocks in at ten hours, which is a perfect length for a game like this. If you want a horror game that will force you to turn on the lights in order to keep playing, I’m not sure if this is the right game. But if you want to experience an amazing story with great visuals, this will wet your appetite for the time being.

Score: 75/100

Pros:

-          Compelling Story

-          Amazing atmosphere to create that perfect horror setting

-          Great voice acting, interesting characters

Cons:

-          Repetitive gameplay

-          Not-so-scary moments

-          Clunky controls

-          Game gives slow-motion shots of Fallen coming out of the dark to ambush you, making it unnecessarily easier