Monday, March 22, 2010

Kratos' insatiable Thirst for Divine Blood


Kratos is back:) Unlike Fisher, his thirst for bloody vengeance can only be satisfied by divine blood: the blood of the gods.

Once you have violently ripped the Minatour to pieces, leaving it pitiful and miserable, this is your time to reign supreme.As it writhes on the ground, you sprint over and take hold of its piercing horns. With muscle-tearing effort, you grapple with the monster, twisting its neck as it desperately tries to break free of your hold. A horrific snap echoes across the room: You have won the fight. His limp body falls pitifully to the ground, forgotten as you run off to your next conquest.

GOW III relishes death like few other games, glorifying the downfall of mythical beasts, rock-solid Titans, and actually quite vulnerable gods in grotesque and ultimately satisfying fashion. The visceral combat and overwhelming sense of scale that have become the hallmarks of this brutal franchise have been pushed further than ever before in GOW III, creating an experience so explosively fun that it will haunt your memory for years to come.

Kratos has serious parental issues. After being killed by his father, Zeus, at the start of GOW II, Kratos has spent every waking hour trying to return the favor. His quest for vengeance is unwavering and deadly.

The majority of the cutscenes are centered on angry exchanges between Kratos and an opponent who is cut down mercilessly. No matter how powerful his enemy is, Kratos' wrath will rip him to shreds in time.

The motivation that pushes Kratos forward is easy to understand, but the repetition of his uncanny fury dulls the impact after a while. It's hard to relate to his actions after he gruesomely disposes of yet another mythical opponent with the same wicked scowl plastered on his face. For much of the game, the story hits just this one note. But things open up late in the quest, giving the game the heart it so desperately needs. When Kratos reveals a side beyond violent retribution, it makes his character more empathetic and gives the story much more weight.

Ultimately freed from its overreliance on cold-blooded vengeance, Kratos' story becomes powerful and moving in unexpected ways, peaking in a thrilling conclusion that successfully touches on many different emotions and provides closure for this epic tale.

GOW III begins right where you left off in GOW II. Kratos urges Gaia and her fellow Titans to climb Mount Olympus and strike down the gods once and for all. This incredible scene follows the trend set by the previous games in the series, kicking off your journey with a jaw-dropping experience that will immediately suck you into this epic adventure. The defining characteristic of your plight as you climb this sacred mountain is a breathtaking sense of scale. The Titans you are traveling with are gigantic. Kratos is but a mere speck on their colossal bodies, and the camera zooms and pans so you can fully appreciate the size disparity of these reluctant allies.

The very ground you run across is part of a living creature, flexing and swaying as you dispatch the enemies who dare stand in your way. The game seamlessly shifts from a bird's-eye view of this epic climb to an extreme close-up of Kratos in combat, and it's simply stunning that there are no dropped frames or other graphical oddities to lessen this effect. The feeling that you're riding a towering giant is conveyed brilliantly, and the journey only gets better from there.

The amazing conclusion to this fantastic sequence is one of the most violent deaths ever seen in the series. Kratos is no stranger to blood, but the stunning visuals in God of War III make his penchant for beheadings and disembowelments so much more gruesome. By initiating a quick-time event on a wounded foe, you can rip out the entrails of a centaur, de-wing a harpy, and tear the eyeball from a Cyclops, complete with optic-nerve snapping. Some of these death animations have been recycled from previous games in the series, but seeing them re-created here in meticulous detail will elicit equal doses of nausea and sadistic joy.

The one and only downside to these horrific death sequences is that there is only one way to mutilate each type of enemy, even though you have four weapons in your arsenal. So while it is amazing to slit a gorgon's neck the first time, it loses its impact after a dozen or so identical viewings. Even with the repetition, the brutality of combat is one of the most satisfying aspects of God of War III.

Much like previous GOWs, combat involves button mashing till the enemy is severely weakened followed by a dramatic execution blow. Should the blow be missed, more button mashing is required:) The combat in God of War III hasn't changed significantly from its predecessors, but new moves and a few control tweaks make it even more fun to slice up your enemies. It's no longer a problem when cowardly adversaries keep their distance from Kratos' whirring blades.

The simply amazing bow you acquire early on isn't tied to your magic meter anymore, making it a handy option when a lumbering Cyclops is using his deadly reach to his advantage. If you charge your shot first, you ignite the arrow, and keeping a few enemies alight while you whale away on closer foes is a sadistic distraction during large-scale battles. You can also latch on to enemies and propel yourself toward them with a shoulder charge, and this painful technique is instrumental in stringing together long combos. Planting yourself in the middle of a swarming mass of undead may seem like a bad idea, but you can just grab on to any grunt and carry him around the battlefield like a battering ram, smashing into other enemies until his mushy body loses its usefulness.

One of my favorite updates in GOW III are the alternatives to the Blades of Exile. You unlock four unique tools of death by the end of the game, and though their basic move sets don't differ significantly, they feel so distinct that it's a blast to use them all. You can now switch between every weapon at the touch of a button, and it's incredibly satisfying to swap out your long-reaching Blades of Exile for bludgeoning cestuses and pound your enemies into a bloody pulp.

The very real, very physical pain your enemies are feeling is communicated beautifully. Every hit you dole out feels as though an angry man-god is behind the action, and the bone-cracking impact makes it a joy just to hack and slash your way around the arena with malicious intent. Defense is also more fun this time around because countering not only provides a devastating retaliatory blow, but is far more consistent as well.

The insane timing needed to deflect an attack is much more forgiving now, so luring your enemies into attempting the first swing and then slamming them back in the face is always fun. Super-precise controls provide the perfect backbone for your actions. Whether you're peppering a harpy with arrows, deftly rolling away from a fire-breathing Cerberus, or countering a sword strike from an undead skeleton, every single response is deadly and fulfilling.

All in all, Kratos contines to reign majestic death from above, if only you'll let him for $64.99 at your local store:P

Owning a PS3 has never been so fun!

Gameplay: 10.0
Storyline: 8.0
Awesomeness (boredome meter) : 9.7
Soundtrack 7.0
Graphics: 9.5

Overall: THis is getting old but another great conclusion to an epic series. A definite must-get!

Final Grade: 9.7

Sunday, March 21, 2010

Fisher is to be Feared, Again:)


SOtherwise, cower under your beds, cowards! --- Just kidding:)

Fisher kicks ass. The first minutes of the game not only offer a slick tutorial of Sam's potent abilities, but they let you flex those muscles in inventive new ways ways. Human shields, clever misdirection, and brutal interrogation techniques are all everyday events and are just as slick and easy to execute.

Splinter Cell: Conviction starts off dramatically. A redheaded woman with a gun to Fisher's head, an interrogation inside a secure facility, and ghostly images of Sam's daughter all flashed by while the cacophony of the event drowned out any expository audio. When the game proper began, you find yourself in a street-side cafe, populated by a bustling crowd of people. The wildness and insecurity create a wildness unlike previous SCs. This is something brand new.

This strong visual impression continued as I made my way into the area where fruit vendors had set up stalls. It soon became clear that the market was the first training ground, and with the help of unobtrusive onscreen prompts, I soon became comfortable with moving in and out of cover. If you pull the left trigger, you'll stick behind cover just like Gears of War. The cover indicators are similarly placed. They are visible enough to catch your eye, but not big enough to intrude on the environments. The demo is online on the X360 Marketplace as of tonight.

The overall effect of this style is to draw your attention to the environments. It essentially trains your eye what to look for, so pretty soon you are sliding between cover positions without even noticing the indicators.

This same philosophy extends to story exposition and character developments. When Sam is interrogating someone or having a relevant memory, a black and white projection will appear on whatever surface Sam is looking at. This impressive visual style is so striking and smooth, you feel you are in the midst of an A-rated Hollywood thriller. Ubisoft does not dissapoint.

Just as one is getting the hang of movement, Sam had a very vivid flashback that takes you back to his daughter's bedroom. Young Sarah (approximately five years old) is scared of the dark, so Dad sits on her bed and explains how the dark is nothing to be frightened of. Though it was hard to hear the actual conversation because of the noisy event venue, the scene still conveyed a touching sense of fatherly devotion.

It also served to demonstrate the visual filters that Conviction uses to indicate how stealthy Sam is being. When the world around you turns black and white, you are hidden from enemy sight. When you are spotted or exposed, the screen is once again flushed with vivid color. A quick jump back to the marketplace showed this in action, but soon it was back to the bedroom. This time, the quiet evening at home turned dangerous, as breaking noises in the other room heralded the arrival of intruders. Sam leaves Sarah in her room and deals with the armed invaders in classic Fisher style. A stealth takedown equals brutal marking executions.

It's a powerful ability and one that is clearly integral to Sam's survival. How many enemies you can shoot in one takedown depends on the gun you are using and how upgraded it is. Conviction has a Persistent system similar to that found in RainSix. This system allows you to upgrade your arsenal in single-player, as well as tweak your guns and outfits in Conviction's cooperative modes. Fisher's single-player loadouts are determined by his progress to an extent, but there is definitely room to increase your gun damage, magazine size, or even the number of targets you can quickly execute.

Points are granted for fulfilling a wide variety of in-game challenges. Some are single- or multiplayer specific, but the points are persistent no matter what mode you are in. Many of these reward actions are what you would normally perform in the course of battle, like performing silent takedowns or quick executions.

However, there are a lot that encourage you to use Sam's abilities to their fullest extent. During your time with the game, you earned some points for taking an enemy as a human shield and then using his head to bash through a door. Using a broken mirror to peak underneath a door before executing the enemy behind it is pure fun.. When you dive back into cover, a silhouette remains of your last known position. Flanking and killing an enemy who was investigating your silhouette brought us one notch closer to the "cat and mouse" reward. Finally, you scored some points for shooting a large chandelier and bringing it crashing down on your enemies' heads. Some very, very good times.

SC: Conviction will crash the local stores April 15th. Make sure you bring your silenced MP5-N and assorted magazines and gadgets:)

The sticky cam is back!

Gameplay: 10.0
Storyline: 9.0
Awesomeness (boredome meter) : 9.5
Soundtrack 7.0
Graphics: 9.3

Overall: Another great addition to the SC series. A must-get!

Final Grade: 10.0

Sunday, February 28, 2010

The Prince is Back! Wait, what? Just for the Wii?? No!!!


The prince is back. With a bang! This game,not related to the movie that is coming out in May is about to blow us out of our seats, literally.

The developers aren’t telling much but what I do know is that they will be throwing you into a crumbling city full of villains with superpowers. Lots of bad guys, very few good guys, perfect venue for an epic battleJ All we know for now is that he has lost his dagger, and the amazing, gamebreaking ability to rewind time. A genie will accompany you and thought it won’t save you from death, it shows you exactly where and how to go.

Throughout the game, you et slowly and slowly more powerful, gaining powers that mortals dread. Instead of looking for the right path to find your way to the next room, this version of The Forgotten Sands is about creating your own path. The first power is freezing enemies, the second to build a pillar of sand and the third is to create a bubble that surrounds and suspends u
You can only use one sand power at any given time, and there's a quick recharge time in between each use. There are plenty of secret areas and getting to them grants you extra abilities, strength and agility.

Games built for the Wii are done slightly differently. This is definitely the case with The Forgotten Sands. Most of the time, you're using the remote to point and activate plates with your sand power. But in combat, swinging the remote correlates to slashing while using the nunchuk correlates to punching monsters in the face. More powerful foes are highlighted and killing them first awards you with a brutal, gamechanging combo that wipes out everyone on-screen. Use this, rinse, and repeat for the full, bloody effect.

The hint system also helps gamers perfect their sandscore. In addition to retrieving bloody combos, the hint system allows you to achieve team combos that are even more blazingly amazing to watchJ

Similar to the other next generation Prince of Persia games coming out, this one has a distinct Sands of Time feel and look to it. You will hear Yuri Lowenthal's familiar voice as he banters with his genie companion while you make your way through once splendid-looking castles that are now decaying. The game storms the world on May 18!

Graphics: 9
Soundtrack 8
Gameplay: 9
BoreMeter: 10
Story: 9

Overall: A great addition to the Prince of Persia legendary gameline. A must-get.








Monday, February 22, 2010

Bad Company 2: Battlefield - The Giggles Remain the Same:)

Overall: 9.1

Sound: 9
Graphics: 9.4
Gameplay: 7
Story: 8
Awesomeness (excitement meter): 9

Despite various glitches, most gamers enjoyed Bad Company I for its wild humor and laughable conversation. Interspaced between epic battles, you squad, labelled "bad company" by Command repeatedly gets into hilarious situations where you find yourself out of breath due to too much laughing:)

In the sequel, you find the exact same format:), albeit better. Better graphics, better story and overall gameplay. A couple of familiar faces resurface and the laughs are just better and classier.

Whether it is rushing a Taliban stronghold in Afghanistan or squirreling out dirty bombs in the jungle of North Korea, BC 2 remains a strong piece by DICE.

The cutscenes are high-quality and lay a good basis for the plot involving global shipments of arms and guerilla warfare throughout the world. Hilarious conversations revolve around the Dallas Cowboy's terrible losing streak, arguments over the best scenes in Predator and how Russians always seem to have fat(their word) women.

Put this against a backdrop of global warfare and you find yourself in a strangely weird yet hilariously funny scenario. The game yanks you around the world so often, your head is often left spinning senseless so its good to have humor to dwell on.

Whether you're simulating an attack against a snowed-in Russian village or launching a naval attack against a Syrian port, the action is tense and awesome. The scenes in the sequel carry more atmosphere and character through the use of next-gen effects such as particle fog, a fully rendered moon and rag-doll physics.

Although level-design is more linear than the original, there is still variation if you choose to utilize it. For example, in a dramatic sniper sequence, you can choose to mask your shots by synchronizing them to thunder or flank the enemy and knife them in the back.The choice is yours.

Destruction makes the much anticipated return. DICE has pointed out that entire buildings can be brought down either by an artillery strike or rocket attacks. We are assured destruction in the scale of 9.11 (not to be insensitive - my heart goes out to the victims) especially in the game's many city fights. Explosions are generous enough to annihilate multiple buildings…and a helpless cow nearby. And while that sequence was awesome, it has added gameplay considerations. For example, hide behind a truck and it might very well explode and kill you. Find cover behind a brick wall and you're safe from gunfire--for a while--until a tank destroys the entire wall and your squad.

From these first few missions of the campaign, the single-player campaign will be on par with Halo 3 and Gears. The environments are well-modeled and very well rendered, the gunplayjust as solid as ever, and firefights are so much more improved due to the simply amazing destruction engine. Above all, the game keeps you entertained and on your toes throughout the 82 hour campaign. YES, 82 hours! Bad Company 2 will be officially released on March 2 for all next-gen platforms except Wii customers. Sorry Wii lovers!:)


Overall: 9.1

Sound: 9
Graphics: 9.4
Gameplay: 7
Story: 8
Awesomeness (excitement meter): 9

Synopsis: A good sequel to 2008's Bad Company 1 with the expected additions of enhanced graphics and gameplay. Unexpectedly hilarious:) A must-get!



Monday, February 15, 2010

Go to hell, literally


Dante's Inferno - In this epic quest, you descend to the dreaded nine levels of hell in an effort to save your beloved.

Review Score: 8.8

The story begins gloriously. You go to war with Islam in the Crusades. Your loving wife overworries and makes a deal with the devil himself. If you remain faithful to her in your battles, you come home safely. If you cheat on her with a slave girl, your wife is condemned to eternal suffering.

Although you are a badass fighter, you lose your morals and commit adultery. Reaching home safely, your wife is snatched from your fingers and dragged to the depths of hell forever.

You kill the Death Reaper who also comes for you, steal his legendary Scythe and descend to the lower nine levels of the lake of fire to fight for you beloved. Your ultimate goal: to kill Lucifer.

Of course, as we all know, fighting the devil without God on your side is ultimately futile. You put up a gloriously impressive fight, descending 8 levels with no difficulty.

In the final battle Lucifer kills you with one blow. WHAT????

Although occasionally surprising the journey is mostly predictable. Combat is excellent and tense. Bloody combos constant and beautiful to watch. Sword baby armies will scare the living hell out of most players (babies who die and are not baptized are condemned to hell by Catholic law).

Playing this game is EXACTLY like God of War. This is a good attempt to copy God of War I and II but fails in execution towards the end.

Gameplay: 9.5
Storyline: 8.0
Redundancy (boredome meter) : 5.5
Soundtrack 9.0
Graphics: 3.3

Overall: A copycat God of War. Impressive attempt but ultimate failure

Final Grade: 8.8

Here is the link to the official website


Sunday, January 31, 2010

Mass Effect 2: Blows Our Minds Again


The Best in face-rendering by far.

Mass Effect 2 has arrived. With all the glory and majesty ever attributed to a video game. The vast galazies and nebulas will blow your mind as you explore this endless, vast universe.

With fierce combat, intuitive controls, splendid casting, and fresh leveling, this is the only RPG game you will need this year. Even compared with RPH behemoths such as Final Fantasy XI and Fallout 3, Mass Effect 2 outshines them. Featuring a bewildering 3 discs in its collection, ME 2 offers side missions and a space universe so large, it would take you 9 months 24 hours a day just to visit every single planet.

ME 2 starts of with a dark tone, an attack on the Normandy, Shepard's ship, that looks strangely tragic and ironic. A badly injured Shepard is returned to active - duty by Cerberus, a mysterious group of chain-smoking seers. As entire human civilizations across the galaxy are disappearing, you, Shepard is entrusted with the task of investigating and halting this mysterious decimation of humanity.

As you investigate countless worlds and planets, a strange race called the Collectors appear to challenge you directly. Their attacks, at first seemingly random, become clearly organized and downright brutal. To assist you, Cerberus grants you two teammates, the ever alluring Miranda and the passionate Jacob.


ME 3's 3rd person shooting style is a breeze. Enhanced over its predecessor, battles are downright brutal. Cover is easily found and utilized while shields automatically regenerate unlike ME 1. Special abilities such as pull and push as well as invisibility make combat all the more fun.

Realistic graphics, especially facial expressions make this RPG ground breaking in a number of criteria. Just talking to a bar-tender or pulzerizing a poor helpling for information is downright realistic. Make morally wrong choices and they come back to haunt you during crucial moments. Make the right moral decision and sometimes it is enough to tip the balance in major battles such as through an important ally or a important intel.

All in all, Mass Effect 2 receives a 9.6 for overall immersement, graphics, sound and fun factor. You will not want another game for this year. Mass Effect does it all.




Friday, January 15, 2010

Gaming Crazy!

Modern Warfare 2 has exploded onto the global gaming scene. With 150 million units sold in the first month, profits of this megagame is expected to push upwards of $1.5 billion by the end of this year.

The Campaign Section is short and sweet and hits home but it is the Multiplayer section that really shines. The Campaign leaves off the first Modern Warfare campaign and leads to a global thermonuclear disaster. Dodging snowmobiles, stalking Juggernauts and rescuing the President from an assassin is part and parcel of this 14 hour campaign.

Jump right into multiplayer on Xbox Live or PlayStation Network and you have officially returned home:) Chocked full of weapon assortments, killstreak rewards and even deathstreak awards make this pioneer FPS-rpg style game worth every second. This section will keep millions of gamers up all night, every night for years to come.

Special Ops mode allows you and a friend to jump in online, splitscreen or via system link to engage specific missions that increase with difficulty. After the Multiplayer section, this is the next best one.

Amidst ultranationalist armies and bloodthirsty terrorist, you will be spun around and around repeatedly. Full of realism and danger at every corner, the Campaign will grasp your attention and whirl you around so often that you will constantly want more! Infinity Ward, we are waiting for MW 3!