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Entries in 360 (17)

Friday
Oct292010

Super Meat Boy Review

I love Super Meat Boy. I want to hug it and give it awards and then hit it with something large and heavy until its lifeless body stops twitching and then throw it into a river with cement shoes on. Then I shall dive in after it screaming “I’m sorry!” at the top of my lungs while weeping slightly.

This is the somewhat confusing relationship I have with this brutally difficult platformer. I both love it and hate it. I’m absolutely addicted to an experience that should rightfully have me in tears, not of joy, but of pain and sorrow. Instead, I’m finding that I can’t put it down and don’t quite know why.

Traditionally, a review of a difficult game is supposed to start with a warning. Something along the lines of, “this game isn’t for the faint of heart” or “this game isn’t for the easily frustrated. But therein lies the beauty of Super Meat Boy. Lines like these are not necessary. I am, in fact, “the easily frustrated” and I am smitten by Meat Boy’s masochistic charms.

Through a brilliant combination of precise control, superb level design, and forgiving game mechanics that do not punish death but instead reward skill, Super Meat Boy takes what could have been one of the most maddening games ever to be released upon the gaming public and turns it into a sublime example of pure gaming at its best.

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Thursday
Sep302010

Tales from Reach: Death from Above

Whilst exploring the vast expanses of the planet Reach, my cute little Spartan caught the daredevil bug and decided it would be fun to jump off of a cliff. At first I just thought she was nuts. Maybe the beautiful view had overloaded her brain with too much pretty and she just couldn’t take it any more?

It was certainly a nice view all right. Well, except for the looming inevitable doom represented by the Covenant ships hanging in the background. But besides that very pretty.

It didn’t take me long to figure out what she was after, however. At the bottom of the cliff could be spotted the orange outline of an Elite, minding his own business, probably being bored because he hadn’t killed anything in quite long enough. 

She wanted to assassinate the bastard. From the top of the cliff.

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Wednesday
Sep292010

First Impressions: Dead Rising 2

Dead Rising 2 (Xbox 360 version)

Release Date: September 28, 2010

Date of Play: September 29, 2010

One could accurately say that I’m a little hesitant going into Dead Rising 2. I adore the concept, but historically I have not been such a fan of the execution of said concept. The clunky, outdated mechanics, terrible save system, and difficulty level requiring you to play the game multiple times just to beat it once aren’t up my alley. 

So I head into Dead Rising 2 trying my best to keep an open mind. I hope the game will have changed enough this go-round to let me enjoy the wonderful open world zombie killing antics this series does better than any other, but I somewhat expect that I will be once again turned off and forced to give up. 

We shall see. 

  • The first thing the game does when I press the start button is freeze for long enough to make the think the game has locked up. We’re off to a good start, ladies and gentlemen.
  • I am already disheartened by the fact that there does not appear to be a free roam mode. I was desperately hoping there would be one, because that would stand the greatest chance of letting me enjoy this experience. I can hope one is eventually unlocked, I suppose, but that would require me to play enough to unlock it, a feat of which I am currently uncertain of my ability to accomplish.
  • Let’s see if the game proper can get me playing quicker than Case Zero did. I certainly hope so. Call me crazy, but fifteen minutes of mediocre cutscenes before any zombie killing at all is not what I want out of Dead Rising. 
  • I’m not going to lie, this game is a little fugly. It’s better looking than the first though.
  • Am I over-thinking it when I wonder how in the hell the economy of a zombie goddamn apocalypse can support a reality show like Terror Is Reality, the one featured at the beginning of Dead Rising 2? 

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Wednesday
Sep152010

First Impressions - Halo: Reach

My First Impressions articles so far have been a little too much like reviews under another name, which was not the original intention. I wanted to  accurately chronicle my thoughts at the beginning of a play experience to analyze what games could do better from the outset and why, after just an hour or so of play, some games leave me drooling for more and others leave me cold. 
 
In order to better reflect my intention and not confuse these as reviews written far too early, I’m trying a format shift. I will record, via my trusty iPhone, my thoughts as I go along my first hour or so. I will then transcribe them here for you as accurately as I can so you can get a true picture of exactly what it was that was going through my head as I played. Nothing more, nothing less.
 
Let me know what you think of the change.
 

 

Halo: Reach
Single player campaign
Release date: September 14, 2010
Date of play: September 14, 2010
  • I’ve just started the campaign and I’m already immediately noticing some graphical glitches. This is hardly a new phenomenon for Halo, as I remember similar graphical weirdness with Halo 3, but I’m disappointed it hasn’t been cleared up. I see screen tearing, a little bit of choppiness, and other such distractions. I’m hoping it will go away, because I also immediately notice that this is a substantially better looking Halo than what I’m used to.
  • I haven’t heard but maybe two of the music tracks so far and I’m already impressed. I’m going to have to pay close attention to the music because I have a feeling it’s going to be good.

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Thursday
Aug192010

Alan Wake Review: A Beautiful Nightmare

I once read an article that said game reviewers should make more of an effort to recognize the innovation of imperfect titles. That, for games that strive to do something new and interesting but fall short of perfection, we should try to highlight what they’ve done right rather than focus on what they did wrong.

There’s something to be said for that philosophy, and Alan Wake is a perfect demonstration of why that is.

Alan Wake is a writer with a rather severe case of writer’s block. He comes to the seemingly sleepy little town of Bright Falls with his wife, Alice, to relax and take his mind off of his worries. Obviously things don’t go quite as planned and soon some evil force has possessed the town and most of the people in it and made off with his wife to boot. Wake must find out what’s going on, battle the dark forces at work, and try to save Alice.

This spooky tale is full of enough atmosphere and intriguing plot twists to keep you on the edge of your seat until the credits roll. It accomplishes this using a compelling blend of familiar elements that come together to form a game unlike any other. The front of the box calls it “a psychological action thriller”, which seems about as apt a description as any. It’s not quite survival-horror in that it’s not usually outright scary, but the heavy focus on atmosphere makes it deserving of a label other than “action”. 

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