Saturday 27 September 2008

Game Review: Star Wars: The Force Unleashed


Developed by LucasArts, ‘Star Wars: The Force Unleashed’ is the latest game based on the iconic Sci-Fi franchise. With four years of development and the superb premise of “kicking someone’s ass with the Force”, The Force Unleashed had incredible promise, and Star Wars fans worldwide were expecting a game that would finally do justice to the license.

In The Force Unleashed you’ll play as Darth Vader’s secret apprentice. As the apprentice, codenamed “Starkiller”, you’ll be sent across the galaxy hunting the various Jedi who survived the events of Episode III. The game also details the key events leading up to the Rebellion in Episode IV. It’s a compelling storyline complimented by a cast of great characters, and is sure to please fans of the trilogies and newcomers alike.
Killing Wookies as Vader? Who doesn’t love this?

There is a much greater emphasis on using the Force in the game than there has been in any previous Star Wars games. While at the beginning of the game you’ll only be able to use a couple of powers, as you advance you’ll be given greater control over the Force than any other game has given you before, and as a result gives you a great amount of freedom in how you use it in combat. The Force also integrates seamlessly with the lightsaber combat, allowing you to combine the two to devastating effect. With a wide variety of combinations and some incredibly powerful abilities at your disposal, The Force Unleashed offers a fun, smooth combat system.

However, the Force never truly feels “unleashed”. While throwing around Stormtroopers is effortless fun, as you progress through the storyline bigger enemies are introduced. Normally that’s fine, that’s how most fighting games work, but in The Force Unleashed the bigger enemies just restrict what was previously a varied combat experience. Later enemies boast a massive resistance or immunity to some Force powers, and occasionally you’ll find yourself restricted solely to lightsaber combat. These restrictions take away what made the combat fun, which is on of the biggest cock ups a game can make.

Another way The Force Unleashed restricts itself is through the games irritating amount of quick time events, where you’ll be given prompts to perform certain actions during a more cinematic sequence. It goes without saying that quick time events are incredibly dated, but when implemented into a game like The Force Unleashed, with it’s robust physics technology, it feels much older and more restrictive than usual. Admittedly, some of the cinematics in the quick time events look pretty damn cool, but a few pretty animations aren’t about to convince anyone that quick time events belong in any next generation games.
Thanks to quick time events, killing a Rancor is actually boring. Which idiot thought button matching sequences were a good idea in the first place?

While there is a half-decent amount of customisation in The Force Unleashed, the menu system is hardly intuitive. Hell, it’s not even remotely clever. With every customisable option separated by different sections and loading screens (yes, a menu with loading screens), customising the apprentice is often more of a chore than it’s worth.

Another flaw with The Force Unleashed is that the game is riddled with glitches. These aren’t usually minor glitches either, they’re the kind that kill you for no obvious reason. Occasionally you’ll find yourself randomly falling through an apparently solid surface, or sliding off the edge of a level because there’s a slope akin to a 3-foot kiddie slide and the Sith apprentice you’re controlling just can’t handle the gradient. There were even a couple of times where I managed to throw the final boss outside of the level, only for him to refuse to come back in. For the next ten minutes I watched his futile attempts to throw boxes through an invisible wall, hoping he’d somehow manage to glitch himself back in. He didn’t, and I had to start again. Bastard.

While the trailer for The Force Unleashed promised rich, colourful worlds for you to practice Stormtrooper juggling, in reality the game rarely shows off these environments. The levels are dark and unimaginative, which is going to disappoint anyone who remembers the beautiful environments the teasers promised. It doesn’t help that you’re going to be visiting each planet twice, either. What makes up for this is the superb facial animation, which is incredibly subtle and realistic, and easily some of the best I’ve seen in a game.
He doesn’t look like he enjoys coming back here again, either.

As a LucasArts game, The Force Unleashed has all the Star Wars licensing, and it’s taken full advantage. As well as the classic Star Wars musical score, The Force Unleashed is crammed full of film references and major movie characters. It’s a real nostalgia-fest, which fans of the franchise are going to love.

The Force Unleashed is a difficult game to summarise. It has some obvious flaws; the levels glitch, the quick time events are dated, and the AI is dumber than an inbred Gamorrean. But I’d still recommend at least trying it, because once you look past the flaws there’s a lot of fun to be had. The devastating power of the force, combined with decent lightsaber combat and a great Star Wars plot, make for a game experience that Star Wars fans shouldn’t miss out on. While it hasn’t lived up to the hype, The Force Unleashed is still, in my eyes, worthy of the Star Wars license. If only just.

7/10

It has taken every ounce of my self-restraint to refrain from using the parody title ‘The Farce Unleashed’, and as a result I’m very proud of myself.

Thursday 18 September 2008

Game Review: Spore (PC)


After eight years of development and three years of hype, Spore finally hit the UK shelves last week. With the incredible concept of designing and raising your own species combined with the epic scale, Spore was promising to be one of the greatest achievements of all time. But could it deliver on those promises?

You’ll begin Spore as a single celled organism. As a cell, you’ll be taught the basic skills of Spore: how to eat and how to adapt. It’s incredibly basic, with the gameplay simply being “swim here and eat”, and learning to adapt a simple process of adding as many extras as possible, but it’s still enjoyable and accessible.
You’re probably best off avoiding the big ones…

After playing as a cell for about thirty minutes (or several billion years, whichever way you want to look at it), you’ll reach the Creature stage. While the gameplay is essentially the same as the cell stage (except instead of just eating other species, you can now become friends with them), the creature creator part of the game is improved a thousand fold. Anybody who has played, or even seen the Spore: Creature Creator in action will know just how deep and intricate it is at this stage. The only limit is your own imagination, and while it may sound like I stole that line out of ‘Willy Wonka & the Chocolate Factory’, it’s true nonetheless, and evident just through browsing the online Sporepedia. Just the Creature Creator alone is enough for me to recommend Spore, because it’s absolutely superb, original, and allows you to be incredibly creative. Or to just build a race of penis-people, whatever floats your boat.

Unfortunately, what is easily Spore greatest feature is cast aside after a couple of hours, when your species enter the tribal stage. This is the point where Spore stops being a monotonous, repetitive simulation game, and becomes a monotonous, repetitive strategy game. While there are a few charming aspects to the tribal stage, such as performing musical ceremonies for other tribes, it’s otherwise mediocre. Collecting fruit, attacking enemies and building a settlement is dry and repetitive, and since every settlement looks the same it’s even a boring visual experience - which was unexpected after the brilliance of the first two stages.

Eventually your species will become bored of miraculously turning fruit into wooden buildings, and decide to found a city and begin the Civilisation stage, and you’ll find that there are more ways to play the game as opposed to the simple “kill or befriend” strategy in the previous stages. Now there’s a choice of religious, economic and violent expansion, but this apparent variety is more than a little misleading. Each kind of expansion plays exactly the same: build as many vehicles as you can and send them to take over an enemy city, which so mind-numbingly simple it becomes boring after only a few minutes. Granted, there are a few new customisation options available, and you’ll now be able to create your own vehicles and buildings. But after the depth and intricacy of the Creature Creator, it feels incredibly simplistic. It’s like being given a massive box of Lego, but after using up all the small, interesting pieces on building something unique and interesting, all you have left is the big, red, square blocks to build a house with.
"Now if I put this big block on top of this big block..."

By the time I’d reached the Space Age, I’d become so disillusioned by Spore that I didn’t feel like having a proper go with it. I’ll hold my hands up and admit I didn’t give it the time it may have needed, but only because I felt it didn’t deserve it. Video game snobbery at it’s finest.

The ultimate goal of Spore is take your species into space, and explore the galaxy. As the captain of a solo spaceship (I made mine look like an X-Wing, because I’m cool like that) you’ll explore and colonise new worlds, to expand your civilisation across the galaxy. The stage’s epic scale is overwhelming at first, you’ll soon discover that, unfortunately, the linearity of the gameplay undermines the grand scale significantly. What’s the point in giving you an entire galaxy to play with, if it’s just going to tell you where to go? It’s like Mass Effect boasting it had an entire galaxy of gameplay, but only five of the planets served any relevance. This along with the boring, repetitive (how many times have I used that word in this review now?) objectives, makes for another lacklustre gameplay experience that only EA can serve up so consistently.
Remember, the only reason you're there is because a penis in a top hat told you to go there.

It probably goes without saying that Spore is a letdown. Failing to deliver on just about every promise it made, I can’t think of many who will be truly satisfied with what Spore has to offer at the moment. In trying to make itself accessible and appealing to the masses, Spore has become oversimplified and dull, effectively alienating almost every demographic of gamer. Spore has some charm, and the creative aspect saves it from being an average game, but it’s not enough to overshadow the flaws, and the majority of the game is simply mediocre. Eight years well spent, eh Maxis?

7/10

(This is the first review I’ve written which works to word limits and a set style, so there were a couple of teething problems. Sorry if it’s not up to my usual standards, I'll work on any problems brought up for when I write my next review.)

Sunday 14 September 2008

Film Review: Pineapple Express.


With the recent successes of ‘Superbad’ and ‘Knocked Up’, it’s not surprising to see Seth Rogen launching another comedic assault on the box office, this time with the oddly titled ‘Pineapple Express’. With Superbad’s production team reunited, Pineapple Express promised to be another hit at the box office.

Pineapple Express stars Seth Rogen as Dale Denton, a twenty-something stoner who seems to have it all going for him; his relationship is working well, he’s got an easy job, and he’s high on the best marijuana he’s ever smoked: Pineapple Express. It’s all going swimmingly, until he witnesses a gang related murder and inadvertently lands himself and dealer Saul (James Franco) right in the middle of a drug war. The story permits for just about everything from shootouts, to family meals, to two guys smoking weed in the woods, and as a result the film never becomes boring.

Pineapple Express reminded me of two of my favourite comedy films; 2007’s Hot Fuzz and Rogen’s own Superbad. The humour is very similar to Superbad; loaded with the gross out, crass and slapstick comedy that we loved in Rogen’s previous outings. But, like Hot Fuzz, the ending half hour of the film is a brilliant and hilarious action romp, full of comedic fight scenes and whacky violence. It’s a brilliant combination, and while it never really meets the standards set by either film, it provides a hell of a lot of entertainment trying.

The stars of Pineapple Express are Seth Rogen and James Franco suit their roles brilliantly. This is the kind of role that was tailored to fit someone like Rogen, so it‘s no surprise he worked so well as the lead. Franco was equally impressive as Saul, but again I’m not that surprised after his seemingly drug-induced performance in Spiderman 3. Both Rogen and Franco have superb comic timing and are incredibly convincing throughout, and I honestly can’t imagine better choices for the lead roles.

With a variety of very good songs, the stand-alone soundtrack is good. But when working with the scenes as well as it does in Pineapple Express, it’s a damn good soundtrack. This is the first film soundtrack that I’ve genuinely considered going out and buying, which I feel says a lot about just how good it is.

Pineapple Express is the funniest film I’ve seen in a while. While it’s not quite as good as Superbad or Knocked Up, it’s still very good, and definitely worth watching if you’re a fan of those two films. A brilliant mixture of hilarious comedy and action combines to create a damn good film.

3/5

See the trailer here.

Sunday 7 September 2008

Film Review: RocknRolla


After the success of 1998’s ‘Lock, Stock, and Two Smoking Barrels’ Guy Ritchie’s films have constantly been trying to rediscover that winning formula, without much success. If anything, it’s earned him a bad reputation as a director who, while constantly trying to recreate former success, ultimately flops every time. Hopefully 2008’s ‘RocknRolla’ would rekindle some of the old flair, and restore Ritchie’s ever flickering dignity as a director.

RocknRolla’s plot could easily be misinterpreted as Guy Ritchie’s personal two-fingered salute to Russian billionaire Roman Abramovich. Essentially, a Russian business and property tycoon arrives in London, and is progressively fucked over by everyone in the city who has any previous experience in fucking people over. There are various sub plots revolving around paintings, junkies and, bizarrely, American Crayfish, all connecting to the Russian in one way or another. The plot as a whole is so disjointed and nonsensical that you’re probably best just switching off and enjoying the comedy and violence. Yes, it may be shallow, but what man doesn’t love tits and guns?

The films characters are hardly the deepest bunch, they’re merely variations of one asshole. But, for a reason that completely evades me, they’re engaging. I didn’t like any of the characters and I certainly couldn’t relate to any of them (apparently I’m the only variation of asshole that wasn’t worth including), but somehow each one had me completely hooked. As far as I’m concerned that’s a damn impressive feat by any director’s standards. The characters are portrayed solidly by the cast which, I should add, has been selected brilliantly. Honestly, I can’t think of many that would have been suited better to the roles than the crop Ritchie has chosen.

Action has always been an important element in Ritchie’s films, and RocknRolla is no different. The usual guns, knives, and fists all play their part, as well as golf clubs and a very sharp pencil. I’m not kidding, someone gets slashed up with a pencil, it's awesome. While RocknRolla hardly raises the bar for violence, it’s still an incredibly gritty experience, and one I thoroughly enjoyed.

At a glance, RocknRolla’s soundtrack is an uninspiring, generic selection of average rock tracks. But in the film, each one works perfectly with the scene. Once again Ritchie has nailed the soundtrack, integrating what would otherwise be a throwaway score perfectly with the visuals.

RocknRolla, while being unoriginal and shallow, is still a damn entertaining watch, and I genuinely enjoyed it. The dark humour and gritty violence really worked for me, and definitely whetted my appetite for the upcoming sequel ‘The Real RocknRolla’. If you’re a fan of Guy Ritchie, or just like a bit of violence, check this one out, because I doubt it will disappoint.

3/5

See the trailer here.

Thursday 4 September 2008

How many reviews!?

I’ve never really liked limiting myself to one subject so, as well as the scheduled game reviews, this month I’ll also be writing a few film reviews. I can’t say exactly how many since I’m terrible at keeping tabs on film release dates, but I can guarantee there will be at least two, which will be ‘Rocknrolla’ and ‘Pineapple Express’. I might also be looking into reviewing ‘The Strangers’, if I find myself with too much time.

Rocknrolla hits UK cinemas tomorrow (05/09/08), and I’ll be seeing that at the weekend. Hopefully I’ll have the review up by late on Sunday, or early Monday, so that I can knuckle down with the Spore review during the week.

Pineapple Express will be showing from the 12/09/08. I realise it’s been out for a while in the US, but I’d still like to see this and get it reviewed. Even though you might have seen the film and made your mind up, I hope you’ll read the review anyway. I’d like to think you read what I write for entertainment value, not just because you want to hear my opinion.

After the fairly disappointing Hellboy 2 review, I think I’ve picked myself up, and really upped the standards for my last two reviews. I’m really happy with what I’m writing at the moment, and hopefully you guys enjoy reading it. As usual I appreciate all your feedback, whether it’s in the comments section of the review or in the forums I visit.

Thanks for reading,

Tom

Wednesday 3 September 2008

Game Review: Too Human (Xbox 360)


After almost ten years of development riddled with exclusive partnerships, lawsuits, and hype, Silicon Knight‘s ‘Too Human’ finally hit the UK shelves. After playing through the demo a few times, I figured Too Human was definitely worth a look. Hopefully all the time that the game had in development hadn’t gone to waste.

In Too Human you play as Baldur, a cybernetically enhanced god, as he leads the struggle against Loki, who has turned on Baldur’s family, the Aesir. As well as Loki, Baldur and the other Aesir must deal with the advancing machine army, whilst protecting the increasingly disillusioned humans that they serve. If you’ve just read that and thought “that sounds like a great premise for a game storyline”, then I’d have to agree with you. Unfortunately, the end result is something of a train wreck.

Let me try and summarise it for you: Too Human is essentially a retelling of Norse Mythology, but with the Marines from Halo, and the Geth from Mass Effect. Whoever thought of combining these ideas should be sent a box of chocolates, but the dimwit who wrote the plot and accompanying dialogue should have that box shoved up his arse. The story is told through infrequent (which I suppose I should be thankful for) and dull cutscenes littered with cliché dialogue, full of stereotyped characters with about as much depth as Jamie-Lynn Spears autobiography. Oh, snap.
"Ew, gross."

Normally, a bad plot wouldn’t bother me that much, so long as the gameplay holds up. But when the gameplay is pushed aside purely to advance a bad story, then it annoys me. Even though you can skip the cutscenes by randomly mashing every button on the controller, it’s still such a chore walking (yes, walking. No fun involved, just walking) to the locations and waiting for the loading screens, you might as well watch the damn things in the end, since you’ve wasted over ten minutes getting there. I don’t think that a games story should be the focus at the best of times, since I play a game for the actual gameplay, but when a game like Too Human tries ramming a bad storyline down my throat, it puts me right off the game. Still, if the gameplay holds up, it becomes a little harder to criticise, so how did Too Human do on that front?

As an action-RPG, Too Human’s gameplay is split into two distinct elements of lightning paced combat and detailed role playing. Seeing as my reviewing OCD has kicked in again, I’ll go through both elements individually.

If you’ve ever played an RPG before, you’ll already be familiar with what Too Human offers. As with all good role players you’ll start by choosing a class, each with their own unique abilities and skills. As you progress through the game you’ll level up, increasing your skills and enabling you to use better equipment.

There are five classes available at the start of the game; the Berserker, the Defender, the Champion, the Commando and the Bio Engineer, each with their own unique traits and skill trees. While different classes don’t offer significantly different gameplay there’s still a decent amount of diversity, and it’s worth testing a couple of the classes before making a full assault on the campaign.
The Champion character class, wearing some gorgeous armour.

Each class’s abilities are organised into skill trees, which allows you to plan how you’ll level up, and create a character that suits how you want to play. I brought me back to the good old days of Diablo 2, when I’d play late into the night trying to level up experimental characters, and the only human interaction I’d have was walking into my brothers room and watching him do the exact same thing. I was so cool. Like Diablo 2, you won’t be able to fully level every skill, instead being restricted to one skill branch. While this is beneficial to the action gameplay, as each skill is mapped to a single button, I felt it took the edge off the role playing element, since there is no need for intelligent levelling beyond a certain point, and you can just fill every available skill before reaching level 50. I know that the general consensus among gamers and developers is that your average console gamer is less sophisticated than the PC gamer, but Too Human makes things too simple.

Too Human boasts a wide selection of armour and weapons. As well as different types of weapon, there is a variety of weapon and armour designs, all of which can be customised to your liking, either with statistical enhancements or a simple colour change. It’s surprisingly deep for a console game. Admittedly the interface isn’t the best, and at the beginning I was struggling to navigate through the inventory to find and upgrade different weapons, but eventually I did get used to it. Just don’t expect anything too user-friendly.

A quarter of the way through the game, you’ll be given a chance to follow a path which will further enhance your character. You’ll have to choose to either enhance your abilities with cybernetics, or to remain “Too Human” and use your natural abilities and spirit in battles. It sounds good, but it didn’t develop as I expected. I was hoping that, after every mission or certain about of level ups, you’d be given the choice again, allowing you to build a character that was either well balanced or completely extreme, but the choice can only be made once. I can’t help but feel that the character development would be significantly deeper if Too Human allowed us to play around with the cybernetic and human sides with just one character.
Follow the human path and learn how to summon giant f**king ghost bears.

On occasion, Too Human does cross the line between “detailed” and “random”. Some of the weapons and armour sound like they’ve been named by a random title generator, and it doesn’t help that, for no obvious reason, each type of weapon has about four different names. You’re not fooling anyone, Too Human, we can all see that a ‘falchion’ and a ‘blood eel’ are exactly the same f**king thing. They might as well have called every item “The Great Thing of Pure Awesomeness”, and left it at that. Yes, I know it’s nitpicky, but it’s true.

While you’re playing Too Human, the majority of your time will be spent smashing, slicing, and shooting your way through hordes of enemies. Thanks to the intuitive control scheme, this is arguably the strongest point of the game.
Explosions, guns, and manic swordplay are all commonplace in Too Human. And they're all awesome.

Melee combat is fought purely with the left and right analogue sticks, and despite it’s simplicity is surprisingly deep. Ranged “Fierce” attacks, finishing moves, and air combat are all incredibly simple to master, but the variety of attacks and weapons allows you to develop your own flexible fighting style. Or just sling it around like a mad ass, whatever works for you. Admittedly the melee combat never really evolves or develops, even if you’re playing as the Berserker, but it doesn’t really need to. Because of how effortlessly satisfying it is to hack your way through a hundred enemies, you probably won’t give a damn about evolution.

Gunplay doesn’t work quite as well. Yes, it’s fun throwing enemies into the air and juggling them Devil May Cry style, and firing two pistols in different directions is still one of the coolest things ever, but the target system is so fiddly that managing to do these things is sometimes a monumental feat in itself. There were times when I’d try and target an enemy adjacent to the one I was already shooting, but attempting to target it with a simple flick of the analogue stick resulted in Baldur flinging his arms around, wildly shooting everything but the horde of enemies in front of me. Thank god there’s no friendly fire.
This gun crossover looks cool, but £5 says that the other laser is firing at a wall.

As well as melee and ranged attacks, each class has it’s own unique Spider Abilities, War Cries and Ruiners, which can be used in a battle to devastating effect. Thanks to the simple controls, these abilities can swiftly tilt the battle in your favour with a quick button press. There’s something about being surrounded by vicious hordes of enemies, pressing ‘Y’ once, and watching everything explode instantly that I really enjoyed, it was just so satisfying causing mass carnage with just one button. Maybe I should look into a career as a pyrotechnic.

Individually, these combat elements would make for a decent action experience, but because it is so easy to combine and alternate between different types of combat, Too Human can boast a very good, albeit slightly flawed, action experience.

While Too Human’s gameplay is good, it’s constantly upset by the balance. Considering every class, except the Champion, is a specialist class, it can make the game almost impossible to play against some opponents. For example, when I was playing against one of the later bosses, I found that the only way I could do any noticeable damage was to stand off and shoot, because going too close would either have me killed, or it would be impossible to land the hit. Normally, I’d be fine with this, except I was playing as a Berserker, which meant I couldn't use the melee attacks I’d specialised in, and because I was so piss weak with ranged weapons, I died about eight times before managing to actually beat the thing. Because of the balance issues I found myself constantly frustrated, and dying far more often that I should have - which is a really annoying process as well. While Too Human lets you keep all your experience, and all the damage you’ve done stays on the enemies, you’ll have to watch this painfully slow cutscene of a ‘Valkyrie’ slowly dropping down, picking up your body, and flying it to Valhalla, as some whiney orchestral music play in the background. Apparently soldiers bring violins to the battle, who knew? Watching this every time you die is so annoying it’s untrue, it’s as if the game never gets tired at laughing at your failure and wants you to suffer that little bit more humiliation. The Valkyrie might as well drop down, teabag your dead body, then slap you round the face.
Yes, I'm dead, I get it. Now f**k off.

The majority of the balance issues that Too Human has are almost fixed in the co-op gameplay, which I thought worked really well. I tried the co-op campaign with various different players and character combinations, and it’s a big improvement on the single player. Working co-operatively, you and your team-mate will have to play to each others strengths to take down the oncoming hordes of enemies as well as the bigger, tougher beasties. It’s surprising tactical, and when playing to each others strengths, it’s incredibly satisfying. With the ability for the guest to drop in and out of the game at will, it’s arguably one of the better co-op experiences I’ve played online.

The main problem I have with the game’s co-op is that it’s limited to two players which, after playing through the four player Halo 3 co-op, feels incredibly restricted. I can’t see why they’d limit it to only two players, when four players would only enhance the tactical co-op gameplay. You could argue that the game might be too easy with four players working together, but I’m sure that just increasing the difficulty or the amount of enemies could have solved that problem. I think that the developers really missed a trick by limiting the co-op gameplay. While it is still an improvement on the single player, there’s still room for improvement, which I can only hope will come in the sequels.

Considering the undeniably epic scale of Too Human, the graphics are pretty damn impressive. Carving your way through a mass of enemies is brilliant to watch. As enemies are hurled into the air and colourful armour dashes around the battlefield, you can’t help but be at least slightly impressed. That said, the environments you’ll be fighting in are hardly the most inspiring. Apart from the Aesir headquarters, which you’ll visit after every mission, every single environment is dark, boring, and ugly. Admittedly the world is supposed to look like that, it still doesn’t change the fact that the Too Human world is uninteresting, generic, and lacks variety.
If in doubt, paint it grey.

While the gameplay looks impressive, the cutscenes aren’t nearly as fluid. Apart from a select few Aesir, every character is so generic that you’ll probably end up disregarding them as unimportant, even the ones that are supposedly relevant to the storyline. The animations in cutscenes also feel incredibly slow, and the opening cutscene almost put me off playing through the rest of the game. Maybe my standards are too high, because I was constantly comparing them to Devil May Cry 4, but it’s just so slow, robotic and rusty. It doesn’t absorb me like other games have managed to do.

The Too Human musical score is probably the strongest feature of the game besides the action gameplay. The music, ranging from heroic orchestral scores to fast paced guitar solos, is excellent, and never rarely you out of the moment. Hell, it actually ploughs you straight into the moment, and it’s the first time in a while I’ve felt so involved in a game, purely because the music sped up. If anyone remembers the part in Halo 2 where Breaking Benjamin starts playing, and how that spurred you on to a mental killing spree purely because that song kicked ass? Too Human did that for me, admittedly not on such a high level, but it’s still damn good. There is the occasional slip-up, but on the whole it's a damn good soundtrack.

I think it’s fair to say that Too Human is not as good as I expected it to be. There are too many niggling flaws with the game for it to be the great game I was anticipating. Amazingly, despite ten years in development for various consoles, Silicon Knights have still managed to make this feel rushed. Maybe they were just absolutely sick of it.

Still, Too Human is by no means a bad game. It’s a good game, with too many flaws, and far too much hype to live up to. I’d probably put it in the same bracket as Mass Effect, with games that promised so much but didn’t quite deliver everything. The casual players should probably stay away. This game isn’t user friendly, it’s incredibly fiddly and detailed, and unless you’ve got a lot of patience or experience, it’s probably not for you. However, Too Human is definitely worth checking out for gamers, and I’d at least recommend having a quick play through the demo. If it’s your kind of game, you’re going to really enjoy it. Just don’t yell at me when you’ve got the garbage storyline lodged in your trachea.

7/10

See the trailer here.

Tuesday 2 September 2008

September Preview

After a painfully slow August, which had me constantly rummaging around the back shelves of game stores for review material, I’m really relishing the prospect of September. With the amount of quality games coming out, I’ve got a lot of gaming to get through… it’s going to be hard to ever consider this “work”.

I’ve got at least five game reviews lined up for September, they’re all in a schedule and I can almost guarantee I’ll be able to get them all done.

1. Too Human (Xbox 360) (UK release 29/08/08)

I’ve been following this game for a while and, after playing the demo through about six times, I’m really looking forward to playing through the full version. Considering Silicon Knight have had three years to develop this game since it was announced for the Xbox 360 in 2005, I’d be incredibly disappointment if this flopped.

With it’s innovative controls, great looks and huge customisation options, I’m confident Too Human will be able to overcome a fairly weak storyline and prove to be one of the better games of the year.

Prediction: 8/10

2. Spore (PC) (UK release 05/09/08)

After a years exile from PC gaming, I think it’s about time for me to dive back into the world of CD keys and minimum spec requirements. And if I’m going to do it with any game, it might as well be Spore.

Normally I’m not a big fan of EA, because of the ludicrous amounts of sports games they develop and effectively force the consumer to keep up with. But when it comes to something like Spore, which clearly set a massive bar for itself and had a huge amount of development time, I just have to check it out. I’ve been a big fan of simulation games since playing Sim Town when I was seven, so I’m interested to see how this works out.

I have massive expectations for Spore. Maxis have been given years to perfect this game, and I’ve got a feeling Spore will live up to the hype.

Prediction: 9/10

3. Mercenaries 2: World in Flames (Xbox 360, PS3, PC, PS2) (UK Release 05/09/08)

I remember playing the original Mercenaries a few years ago, and thinking it was an absolute riot. Back then it was another level or carnage and devastation for me, one that I’d never experienced before. This sequel, ‘World in Flames’, seems to have a little bit more to it.

It’s hard to see this one going wrong. With the possibilities for co-operative and multiplayer carnage over Xbox Live, I think I’m going to have a lot of fun with this one. Besides, if all else fails, I’m sure I’ll have fun carpet bombing terrorists.

Prediction: 8/10

4. Star Wars: The Force Unleashed (Xbox 360, PS3, Nintendo Wii, PS2, Nintendo DS, PSP, N-Gage, iPhone)

Damn, LucasArts haven’t missed a trick when it comes to the platforms they’re releasing it on, have they?

As a long-time Star Wars nerd, I can’t help but look forward to this. I’ve done a bit of research on this one, watching trailers and interviews, and I’ve been really impressed with what I’ve seen so far. With the game is based on the most fantastic premise: “Kick ass with the Force”, it’s hard to see this one going too wrong.

I did play the demo and I got a real kick out of it. I did think that the force powers were a little basic, that the environment was a little samey, and that the AI was thick as pig shit, but I’m still confident that the final game will shine. The trailers have shown a variety of environments and a development of force powers, so I‘m definitely going to give The Force Unleashed a chance.

Prediction: 8/10

5. Mirror’s Edge (Xbox 360, PS3, PC) (UK Release 26/09/08)

I’m not sure why Mirror’s Edge is being released in the UK over a month before it’s US release, all I can really say on the matter is “Go suck it, we were due”.

I’ve always loved the concept of free-running, that’s why I loved playing Assassin’s Creed. Mirror’s Edge looks like it’s taking that to another level by removing the HUD and making the game entirely first person. This is as close as someone like me is going to get to free-running, so I’m relishing the prospect.

It seems like EA can’t do much wrong at the moment and I think Mirror’s Edge, with it’s unique gameplay and brilliant looks, could be one of the best games of the year.

Prediction: 9/10