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Entries by Brendan T. Smith (238)

Wednesday
Dec012010

Best of the Decade: Guitar Hero

As 2010 draws to a close, I figure it’s a convenient excuse to look over the rather stunning number of awsome games I have been fortunate enough to play over the last decade and choose my favorites. This isn’t definitive and it isn’t comprehensive. It’s simply the games that mean the most to me when looking back over the last decade of my personal gaming experience, presented one a day for all of December with commentary and personal anecdotes and in no particular order. It’s been a great decade for gaming. Please chime in with your own thoughts in the comments. 

Guitar Hero 

Platform: Playstation 2

Release Date: November 8, 2005

Publisher: RedOctane; MTV Games

Developer: Harmonix Music Systems

It’s easy to forget while you read recent news stories such as “Viacom Planning to Sell Harmonix” and “Warriors of Rock Sales Disappoint” that the plastic instrument genre was once a new and magical thing. 

In fact, the whole idea spawned just five years ago, which is pretty incredible when you think about it. It sure feels like they’ve been around longer than that.

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Friday
Nov052010

First Impressions - Fable III

Fable III

Developer: Lionhead Studios

Publisher: Microsoft Game Studios

Release Date: October 26, 2010

Date of Play: November 4, 2010

Stated as politely as I can manage, Fable II was a game I came to rather dislike. Perhaps it was Peter Molyneux’s incessent promising of features he couldn’t deliver, perhaps it was a case of high expectations being soured by a good, not great, game, or perhaps it was simply bad timing. Fable II released a week before the magnificent Fallout 3, after all, giving me only a short time in Albion before being blown away by the openness, freedom, and expansive world to explore in Bethesda’s somewhat wonky masterpiece, leaving Molyneux's world feeling a bit lacking by comparison. 

I would call my time with Fable II enjoyable, to be clear, but I would classify it as good, not great. The ending was lousy. The game world felt small. And it had some issues mechanically that took me out of the experience, such as the absolutely stupid relationship system based on absurd repetitions of dumb animations, or the occasionally frustrating, simplistic combat. 

Still, I liked the idea and the humor of the world, and I hope that Fable III might deliver a better overall experience. I must admit to being highly skeptical of Molyneux’s ability to make this happen, but I’m going to try to keep an open mind. In an interesting twist of fate, the tables are turned from two years ago. Fallout: New Vegas released a week before Fable III and a negative first impression of Obsidian’s lazy sequel leaves the door open to a reversal of fortunes. Can Fable III take back the crown and impress a hardened skeptic who wrties off Fable II as a loss and never even played the original Fable?

Let’s find out.

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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
Oct282010

First Impressions - Star Wars: The Force Unleashed II

Star Wars: The Force Unleashed II

Publisher: LucasArts

Developer: LucasArts

Release Date: October 26, 2010

Date of Play: October 28, 2010

Star Wars: The Force Unleashed was a game I enjoyed playing, but never finished. I got my fill of the spiffy Force powers during my rental period and before I ever got anywhere near the end the repetition, occasionally clunky combat, and frequent frustrating sections put an end to my lightsaber-wielding ways.

I was hopeful when I heard of a sequel that they would improve upon some of the elements that I disliked about the first game and turn the experience into something I might be able to see through to the end. I was also wary that they might simply spit out an easy followup with nary an improvement in sight; something that would be all too easy to justify given the high sales of the first game.

So which is it? Does Force Unleashed II give us perfected Force flinging like we’ve never seen before or does it rest on its laurels and deliver more of the same? Let’s find out.

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Thursday
Oct212010

First Impressions : Costume Quest

Costume Quest (XBLA, PSN)

Publisher: THQ

Developer: Double Fine

Release Date: October 19, 2010

Date of Play: October 19, 2010

Double fine has a bit of a troubled history when it comes to the sales of its stellar titles. Its wonderful blend of humor, original gameplay concepts, and terrific writing produces games that are critically acclaimed, but don’t sell all that well. This is a shame because Tim Schafer and company produce games that every gamer should be able to play and love and cherish.

With Costume Quest, Double Fine begins a new adventure into the realm of downloadable games. Potentially, this could be a match made in heaven. It allows Double Fine to express its wonderful weirdness in a more compact, cheaper form. Games such as these are less expensive both for the company to produce and for the consumer to purchase. This lower cost of entry has worked well for other downloadable titles that veer from the safety of the mainstream, so it could be the perfect fit for Double Fine’s unique brand of entertainment. Should this venture work out, not only might Schafer’s company have a brighter future ahead of it, but we might get to see more frequent releases from the company as well.

Can Costume Quest manage to condense the wonderment brought on by Psychonauts and Brütal Legend into a package that feels both worthy of the company’s history and of your $15? Let’s find out.

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