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Title: Playing Rage. Still utterly dumbfounded that a PC I've built is capable of rendering graphics like this.
Posted: August 10, 2012 (05:56 PM)
Users with accounts on the HonestGamers site are able to contribute reviews and occasionally other types of content. Below, you'll find excerpts from as many as 20 of the most recent articles posted by Suskie. Be sure to leave some feedback if you find anything interesting!
The flagship title for a very expensive piece of hardware really shouldn't be thinner rehash of an experience that's already been available for years, should it?
Sit up, look at the screen and save the last humans, or else.
Every mechanic is walled off from the next; a mission could begin with a Shooting Segment and then move on to a Hand-to-Hand Combat Segment before concluding with a Succession of Quick-Time Events.
"Give us feedback," Ubisoft demands. Fair enough. Maybe now they'll finally get the message that these stupid tailing missions have got to go.
The biggest difference is that you can now do all of this with mechs, because if you're going to add one thing to a winning formula, it should probably be mechs.
All they need to do now is throw in an orb-collecting mechanic, and– wait, they did do that? Oh. Well, I guess Saints Row IV is pretty brilliant, then.
This is still Tolkienesque fantasy to the bone. You can throw around made-up words like "vodyanoi" and "Scoia'tael" all you like, but it doesn't change the fact that the elves are slender woodland-dwellers and the dwarves are Scottish beer-drinkers and wow does this all feel familiar.
It's not dull; it's too varied for that. What it's lacking, though, is anything that truly makes it stand out on the gameplay front. It would have only taken one thing to elevate this material, and the memory remix levels almost do that, but there are only four of them, in a campaign that'll run you nine or ten hours to complete.
For a handheld to produce the best Resident Evil in nearly a decade while its console big brothers are all banging pots and setting off fireworks is pretty badass. Now that it's actually on consoles, though, with the higher standards that a port job like this demands, it just feels like another addition to an increasingly long list of missed opportunities.
With every journey to the surface, the Moscow skyline is presented as something awe-inspiring yet imposing, and yet it is only ever seen through the cracked visor of a gas mask – a visor that you must frequently, manually wipe clean of dirt and blood. Should you get too absorbed, the clock on your filter quite literally reminds you that your time spent up here is limited – that for as dank and gloomy as Moscow's subway system is, that's where humanity belongs now.
Whoops! Did you forget to upgrade your interceptors? Because now there's a UFO over Russia that you're not equipped to take down, and transferring or manufacturing more jets will take more time than you have. Oh, and the craft is going to shoot down your satellite. Oh, and Russia will pull its funding if that happens.
The game spooked me on a couple of occasions and frequently almost has enough atmosphere to make its many shortcomings worth overlooking, but then you come across a walker staring at a wall, getting stuck to an object or running in circles due to pathfinding confusion and all immersion is shattered.
I'm used to BioShock games tucking their most important characters away in other rooms, so seeing Irrational put so much effort into someone who's at the very forefront from the get-go works wonders to make me feel more connected to the story's happenings. Booker may be the hero, and he's no slacker in the character development field himself, but Infinite is Elizabeth's show.
Judgment is uneventful. It is a succession of disconnected rooms in which unremarkable firefights take place. We rarely even see our team moving from one area to the next; when a mission ends, we push a button, look over our scorecard, push another button, sit through a load screen, and find ourselves in the next area.
CELL agents are the orcs to your Legolas.
I'll say this about Colonial Marines: had it been released a decade ago, it would have looked passable. The blocky modeling, muddy textures and embarrassing particle effects are all GameCube-quality, and the characters' complete lack of facial expressions would be acceptable in a world in which Half-Life 2 didn't come out over eight years ago.
I don't mind that Dead Space 3 is an action game; I mind that it's a clumsy, uninspired one.
DmC retains the combat that made the series popular but, in stark contrast to the previous release, embellishes it with confidence, audacity and newfound visual majesty. The series creator moved on ages ago to reach greater heights; maybe it was time the series itself did, too.
Even a low-budget, small-scale follow-up to MadWorld is still more of a follow-up than we ever expected. Anarchy Reigns takes the style, audacity, humor and helicopter-throwing lunacy out of its predecessor, then demonstrates that even without those things, it was still a pretty solid beat-'em-up.
Game: The Walking Dead: A Telltale Games Series (Xbox 360)
Posted: January 03, 2013 (12:18 PM)
This is how you write characters. This is how you match tragedy with humor, dread with hope, terror with lightheartedness. This is how you make audiences emotionally exhausted.