Wanderer5's GameSpot Friend's Reviews Wanderer5's GameSpot Friend's Reviews Wanderer5's GameSpot Friend's Reviews en-us Copyright (c)1995-2013 CBS Interactive. All rights reserved. http://www.gamespot.com 20 Thu, 23 May 2013 22:52:17 -0700 GameSpot Wanderer5's GameSpot Friend's Reviews http://img.gamespot.com/gamespot/shared/promos/misc/gs_logo.gif http://www.gamespot.com 135 40 Sat, 11 May 2013 04:33:39 -0700 chocolate1325 reviewed Luigi's Mansion: Dark Moon for the 3DS... http://www.gamespot.com/luigis-mansion-dark-moon/user-reviews/811202/platform/3ds/ ...and gave it a 9.0!

The first Luigis Mansion was mainly critcised for being to short and being a bit lack in terms of replayability and it was also very easy. Well the sequel Luigis Mansion Dark Moon is a massive improvement.

Story

The game starts where Crystal Shards have been shattered across various mansions. Professor E Gadd notices this and calls back Luigi to help retrieve them.

Gameplay

Luigis Mansion doesn't have a variety of items just your standard Vacuum Cleaner Polergeister 5000 and Torch but things like your torch can be upgraded to have a bit more power to suck ghosts in. You also get something called a Dark Light which lets things that should really be there come back to the area. It is vital because of either doors or wardrobes and sometimes Boos hide in places as well.

There are 6 different themed mansions in the game and that is what the first one lacked. The missions are set out from the word go. You get informed of something wrong in an earlier mission and towards the end find the source of what is causing it such as a boss. The bosses are very well designed and some are really fun and puzzles in themselves but not to hard to figure out.

At the end of each mansion you are ranked on damage,speed,money and are ranked on how well you did but also it is worth replaying the missions not just to get a better rank but to look for jewels in that particular section. The ghosts can make it hard because earlier in the game they are simple to catch but later they might be shielded and the environment can make things tricky as well.

Also throughout each level a bone can be found to resurrect you if you run out of life and also there are little bonus rounds as well.

The game has a multiplayer mode called Scarescraper. One is called Hunter Mode where 4 Luigis work together to get a many ghosts as possible before time runs out. Rush Mode is where you try to reach an exit floor before time runs out and Polterpup mode where Luigis try to catch Polterpups. This adds replay value to the game and makes it feels unlike it's predesscor to have replay value.

Are there any faults with the game. Yes some sections particularly walking on balance beams can be a bit tricky and affect your overall performance in the game. The Polterpups can be a bit of a pain as well and also maybe another slight interference in the game is Professor E Gadd talking to you every 5 minutes at the beginning of the game. Yes if you die you don't get checkpoints but to be honest it's not like each mission is like 2 hours long they are basically up to about 30 to an hour long but that's not a big problem.. Also the Toad sections are annoying but there aren't to many of those missions which is okay.


Presentation

The best looking game on the system at this moment in time. The 3D effects are lovely and with Luigi being a bit of a coward and a bit scared always adds a few laughs to the game. The game has alot of great humor and Luigi really fits this game really well.

Lastability

The main quest about 10 hours possibly but you might play some missions again for a faster time and better rank. As well the multiplayer is fun to and you should get some joy out of it.

Overall Opinion

Luigis Mansion Dark Moon is one of the best games on the system so far with an excellent main quest and the multiplayer being a nice bonus feature. The game should keep you glued to your 3DS for a few weeks. With great humor and impressive graphics Luigi has finally showed he can possibly match his brother high standards. Hope this is the start of many games for the lanky green brother of Marios. A game you should not hesitate in getting for your 3DS. Go buy it now.


Overall Score 9 out 10

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"chocolate1325 reviewed Luigi's Mansion: Dark Moon for the 3DS..." was posted by chocolate1325 on Sat, 11 May 2013 04:33:39 -0700
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Sat, 04 May 2013 06:53:13 -0700 chocolate1325 reviewed Resistance: Fall of Man for the PlayStation 3... http://www.gamespot.com/resistance-fall-of-man/user-reviews/810992/platform/ps3/ ...and gave it a 8.5.

We know Insomniac for making Spyro the Dragon and the Ratchet and Clank series now they have decided to make Resistance that is you hoping to rid the world of the Chimera threat.

Story

You are Nathan Hale sent with your squad mates to help get rid of the Chimera andto find out what they are doing with their intentions are.

Gameplay

The game practically plays like your typical first person shooter with lots of shooting. Your weapons are mainly stuff you would find in certain other games but there are some interesting ones like an Auger that can shoot through walls. Also most of these guns have an alternate fire and can really tip the balance in your favor on the battlefield. As with the Ratchet and Clank games Insomniac has made some awesome firepower to take down the Chimera.


The game does have a mission structure so you don't get lost and mostly it is shooting but you shall at certain points in the game be allowed to drive vehicles to help you get around the area quicker and take down stronger enemies

The game itself lacks in variety it's mainly shooting and cover based gameplay but there are some cool scenes and such. You get certain dialogue and other collectibles along the way. The multiplayer is well as you'd expect a solid experience.


Presentation

For an early PS3 exclusive it looks amazing the attention to detail and even at this early stage in the PS3 era it was a technical marvel.

Lastability

About 10 to 12 hours to beat but there are harder difficulties to play and Skill Points to go for.

Overall Opinion

Resistance Fall of Man is a good title for the PS3 if you find it somewhere on the cheap why not give it a whirl.

Overall Score 8.6

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Mon, 29 Apr 2013 13:21:57 -0700 jg4xchamp reviewed BioShock Infinite for the PC... http://www.gamespot.com/bioshock-infinite/user-reviews/810834/platform/pc/ ...and gave it a 8.0.

The thing that stuck with me most about Bioshock Infinite was that I wanted to replay the game instantly after being finished with it. It's rare that a game causes this kind of reaction, and it's even rarer for that game to be a big triple-A blockbuster. Yet here I am, and I can't just go through it once. Even after trying to explore every little nook, alley, or trash can, I need to find the stuff I overlooked. After taking as much of the atmosphere and narrative in as I could, I still needed to go back to see what I missed. For the first time in a long time, a big triple-A game genuinely made me wonder what was coming up next.

Bioshock Infinite starts a lot like the original Bioshock did. A man named Booker Dewitt who travels to a lighthouse. This lighthouse contains some cryptic writing, and before long he's well on his way to a city unlike anything he could have imagined. Only this time you're ascending high into the sky and entering the world of Columbia, not sinking down into the depths to find Rapture. Whereas the original Bioshock was about discovering a city that was already in ruins, Infinite is about a city that is still going strong.

Columbia isn't a haunting city in ruins as much as it's something almost awe-inspiring. This sense of old American nationalist pride permeates the city as it is decked out in the colors of old glory. Where Rapture was built on science, Columbia is built on faith. It's fitting for a city high enough to be in the heavens, and for those opening moments you're just taking it all in: the raw vertigo that comes from being that high in the air, the incredibly well-done production values, the prayers of the priests in the opening church, the white supremacist nature of this society, and even aspects of the city that just feel wrong.

The game is set in 1912, but there is an uncanny anachronistic aspect to this opening, aside from the the fact that Columbia is a city in the sky. Early on, there is a quartet of singers sharing a piece of music that has no business being in 1912. You're playing a character who has no idea this city even existed, and yet the city already knows him as a anti-Christ known as the False Shepard because of the mark on his right hand. On top of that you're here to capture a girl (Elizabeth) who is so valuable she can wipe away Booker's debt from men who you don't want to owe money to. It's a city that can be as uncomfortable as it is inviting, and it's a feeling that stays strong through out the majority of the experience.

Before our two leads ever meet, we first get a glimpse of the game's main antagonist: Zachary Hale Comstock. He is to Columbia what Andrew Ryan was to Rapture, but he is more a man driven by faith, and presents himself as a prophet to a society that is blindly willing to follow him. He is a well-meaning man that can be downright frightening because what his ideologies drive him to do. He truly believes in what he is doing no matter how flawed his actions seem when compared to what he is preaching. Like Ryan was an example of the potential dangers of Objectivism, he is a take on the potential flaws of religion when taken to extremes.

Religion isn't the only theme at play in the early going. The game also wants to handle racism. It won't be long before you also start dealing with the Vox Populi, the rebel force that is trying to save the non-white members of this society, who are living life at the bottom of the barrel. It gives you the impression of a game (like the original Bioshock) willing to make a statement on these real-life themes by showing us extremist interpretations of them. Sadly, it never quite takes these themes as far as it could as the narrative is about the mystery behind the girl.

Who is she really? And why is she capable of doing the things she does? Elizabeth isn't a normal damsel in distress. She is capable of opening things called "tears" that are like windows to other worlds. But their exact nature is unclear, and the game will make you, and the characters, wonder what they are? The future? Another spin on that time-line, or something else entirely? In search of a way out of the city, Elizabeth and the player go on the run and start getting their answers along the way. And as they go further down the rabbit hole and begin to unravel Colmubia's mysteries, they also see the unraveling of Columbia, and the game world changes to reflect this. What was once a calming blue sky is now a thunderous group of storm clouds creating an ominous darkness over the city. A bustling street and fair now lay in ruins that evoke some of the more terrifying imagery found in the original Bioshock. All this deconstruction and destruction builds up to a fever pitch before you get to the game's conclusion, which is so compelling that it demands another run through, and you'll find yourself viewing what once seemed minor scenes with no real importance now feel like important tidbits that were foreshadowing the grand conclusion all along.

A lot of the story is also conveyed through environmental discoveries by the player. There are secret codes by the rebels that the player must solve to earn gameplay rewards. There are voxophones that give you further insight into the many characters and story beats at play the same way the audio logs did in the original Bioshock. In most cases, they can explain certain tidbits about the city or provide context for gameplay elements, but there is far more interesting stuff as well. For instance, the true story about what happened to Lady Comstock, and her actual feelings in the final few moments of her life may very well be one of the best aspects of the game, and are only available to the player through voxophones.

All of this makes Columbia a city worth exploring, even if you're going to feel that, at times, there just isn't enough of it to actually explore. A lot of the progression in the game is linear, and takes place in straightforward narrow paths. You get some boardwalks, beaches, and the like to explore, but more often than not you get funneled into combat zones.

Which means there also happens to be an action game tied to the story. Bioshock Infinite plays much like the previous Bioshock games. You have your basic weaponry which ranges from pistols, rifles, and shotguns, to heavy weapons, and then you have the Plasmid like powers of Columbia: Vigors. At the press of a button, you can unleash a bolt of lightning, release a flock of crows for crowd control, or deliver a furious bull rush, which provides a more visceral thrill compared to the other powers.

Charging these powers can create other abilities as well, which essentially allow you to set up traps. One such trap can detonate fire bombs, while another can provide an electric barrier if you need to protect something. There are also skylines, which happens to be a form of traversal in the city that also play a role in major set pieces. It provides a vertical dynamic to the combat that just wasn't there in the original Bioshock and makes it possible to escape combat zones more quickly, as well as bring death from higher vantage points.

It all comes together to create this powerful action game that feels far more fluid than the original Bioshock. Where the original felt clunky and almost lacked impact, Infinite genuinely wants you to feel strong. Even the more spongy enemies sell the notion that you can do serious damage, and the entire balance of the game is built with the idea that you play with some offensive latitude as opposed to a more laid-back, strategic approach.

The upgrading system is also a little familiar to Bioshock in that you do a lot of your upgrading at vending machines. With the right amount of money you can either upgrade your powers or your weaponry. These can range from damage boosts to quicker reload times for guns. For Vigors, the upgrades add bonuses effects, such as allowing your charge move to replenish your shield after every direct hit. There is a gear system that allows you to deck out Booker with other advantages as well. The player can wear up to four of these at a time, and they can do anything from increasing ammo capacity or adding effects to actions done while on a skyline.

All of this delivers a combat experience that is far more invigorating than the original Bioshock. Weapons feel stronger, set pieces feel larger, and environments are just big enough to allow proper experimentation with the multiple powers you have. All of this is welcome. The drawbacks come from some potential gameplay elements not found in the game.

If you're wondering if there are any scenarios where the player has the option to avoid combat, there really aren't, outside of one forced stealth scenario. While the original Bioshock allowed for a more "plan it out" approach, Infinite is about pure offense. The weapon wheel is gone and replaced with the often abused two-weapon system found in most FPS games. The addition of a shield also allows the player to play a bit more recklessly without any real drawbacks.

On top of that, you have the addition of Elizabeth who essentially cripples any real chance of a challenge in the game outside of 1999 mode, which gives you limited resources, removes quick revivals, and features more spongy enemies. She is constantly roaming the battlefield and is quickly there to resupply you, making sure the player is in no real threat of running out of ammo for their weapons or salts for using Vigors. Her tears provide some excellent combat options including added cover, automated allies, or even weapon dumps. However, they come with no real penalty. You can just spam them at will, and it creates a combat experience where, on top of all the power you have, you aren't ever really threatened by your enemies.

There is this familiarity to Bioshock Infinite that makes it feel like a game in which Irrational focused more on fixing the combat of the original Bioshock, and less on creating something that was new and belonged entirely to Infinite. On top of that, aspects of the game just feel stripped down or even further simplified. The hacking mini-game from the previous games is now replaced with a simple lock picking mechanic that just requires you to scavenge a certain amount of lock picks. Upgrade paths are more straightforward and limited, and the Vigors can be borderline game-breaking with the right upgrades. It's not anywhere near the thinking man's shooter Irrational hinted at as much as it's right in line with the many adrenaline fused action games on the market.

So, of course, there are some drawbacks along the way. The final combat sections aren't nearly as strong as some of the more intense shoot-outs in the middle of the game. The final stretch of gameplay is a tedious endeavor that is drawn out far longer than it should have been. You have to deal with the disappointment that the Songbird is a potential gameplay obstacle the player never has to deal with. There are story elements that just don't gel with the rest of the game or feel like outright filler. Plot swings sometimes make very little sense, and other major characters come off a little underdeveloped given their importance. Columbia never lives up to Rapture in terms of exploration, and Comstock never quite delivers monologues on the same level as Andrew Ryan.

The game misfires more than a truly great game should. Instead of being graceful all the way to its conclusion, it gets there stumbling, tripping over itself, and at times falling flat on its face. Yet, it won't be those moments that stick with you as much as the moments where the game completely knocks it out of the park. It's going to be the part where the city drew you in immediately with it's absurd and almost majestic nature. It's going to be the combat that, while never challenging, makes you feel powerful in ways most standard triple-A action games rarely ever do. It's going to be an ending that changes the way you look at entire scenes throughout the game. It's a conclusion worth thinking about, and one that is effective enough to make you want to go just one more round to see what you missed.

Bioshock Infinite isn't as deep as it could be, or as concise as it needs to be to be truly effective. It doesn't live up to all the ambition that was shown in its many previews before it released, and it doesn't provide anywhere near the same commentary the original Bioshock did. What it does succeed at is showing you that there is still some wonder and excitement to be found in the triple-A action game. And that makes it an experience worth playing, warts and all.

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"jg4xchamp reviewed BioShock Infinite for the PC..." was posted by jg4xchamp on Mon, 29 Apr 2013 13:21:57 -0700
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Thu, 25 Apr 2013 22:39:48 -0700 DarkLink77 reviewed BioShock Infinite for the PC... http://www.gamespot.com/bioshock-infinite/user-reviews/810680/platform/pc/ ...and gave it a 9.0!

"Bring us the girl, and wipe away the debt. That was the deal. I gambled, and now I owe money to men you don't want to be in debt to. I come here to pay it back."

That's the premise of Bioshock Infinite, summed up by protagonist Booker Dewitt. The deal he refers to is what sets the events of Bioshock Infinite in motion. The details, are by now, well known to you if you've spent any stretch of time following Infinite's protracted development. "The girl" is, of course, Elizabeth and the "here" is Columbia, a floating city founded upon religious principles, white supremacy, and the inherent greatness of America by a man named Zachary Hale Comstock, whom the people of Columbia hail as The Prophet.

It sounds like a deceptively simple request. Unfortunately for Booker, the people of Columbia believe that Elizabeth is the Lamb, Comstock's successor, who will cleanse the Sodom Below (a universal term applied by the people of Columbia to everywhere that is not Columbia, but mostly America itself) of evil. Further complicating matters, Comstock has forseen that a man from the Sodom Below, whom he calls the False Shepherd, will come to take Elizabeth away, and corrupt her in the process. To prevent this from happening, Elizabeth is locked in an ivory tower, and guarded by a mechanical monstrosity called the Songbird, until the time comes for her to fulfill her destiny.

It's a familiar set-up, isn't it? A hero, a girl, a protector, a man, and a city. There's always a man and a city. These are the constants of the Bioshock universe. Throw in some social commentary, and you have the formula for a Bioshock title. It's a formula Infinite revels in, and one the game's opening pays homage to, as Booker is rowed out to a lighthouse by a man and a woman the game does not initially deign to name. But there is one key difference between the two games, and one Infinite reveals to the player as soon as the game begins: something about all of this isn't right.

It's not a particularly subtle suggestion, the way Bioshock's opening moments cleverly hinted at the significance of "Would you kindly?" No, Infinite's is almost impossible to miss, and in hindsight, it's easy to see that the game's opening isn't designed for first-time players. It's designed for the player who is on his second, or third, or fourth play-through. If the kind of opening that tells you that there's something more behind the curtain, but gives you little context as to what that might mean.

And so, you forget about it. Your mind files it away as Booker ascends the lighthouse, and you see warnings plastered on the walls. "This is your last chance, DeWitt," they say. You forget as Booker rings the bells, and sits in a pod that rockets into the clouds, a scene that parallels the original game's reveal of Rapture.

"Hallelujah," a voice cries as Columbia comes into view for the first time, and you get that first, magnificent view of the city above the clouds. "Hallelujah."

The game continues at this pace for a while, allowing you to become acclimatized to the way things work in Columbia. It's a nice start, if a linear one, and it allows you to get used to the sights and sounds of the city before everything begins to spin out of control and the search for Elizabeth takes center stage.

And once things start spinning, they don't stop. Luckily, Booker is up to the challenge, and Infinite provides you with the standard Bioshock staples to combat any problems that might arise. Plasmids return as Vigors, and guns are plentiful and varied, though the game does limit you to two weapons at a time and a small amount of reserve ammo per weapon. These restrictions feel arbitrary, especially later in the game when enemies are both powerful and plentiful, and many combat arenas present situations when more options would have greatly benefited the game.

Infinite's combat is, however, superb. Guns feel powerful, shots have impact, and enemies react realistically to damage. And guns aren't the only solution to your problems. Ironically, outside of the two weapon limit, Infinite isn't afraid to give you options. The game supplies you with plenty of different Vigors of varying types, each with multiple effects. One allows you to possess machines, while another allows you to summon a murder of crows to distract enemies, and both Vigors and guns are upgradeable at the various Rapture-esque vending machines that are scattered around Columbia, provided you have the cash. Booker can also make use of the Sky-Hook, a rotating object worn over the hand which functions both as a melee weapon and allows access to Columbia's Sky-Lines, a rail system high in the sky that transports cargo and personnel around Columbia. Sky-Lines add an unprecedented amount of verticality, speed, and mobility to Infinite's combat, allowing you to rain death while zooming around at high (or low) speeds and to move seamlessly in across the battlefield at the press of a button. The Sky-Hook also opens any additional way to explore Columbia, and you'll have to keep that in mind if you want to acquire all of the game's many collectibles.

Like the original game, Bioshock Infinite features audio diaries recorded called voxophones that significantly expand on the game's plot, and essentially offer a finer understanding of both the story and the characters themselves. New to Infinite however, are infusions, which will allow you to upgrade your health, shield, or salts bar, as well as gear, which can be equipped in up to four slots and allows you to modify everything from weapon properties to the way your abilities function on Sky-Lines.

If all of this sounds like it's a lot to take, that's because it is. Infinite knows this, and the game continues the introduction's slow burn for some time, slowly introducing mechanic after mechanic and building Columbia as a world, until you finally meet the girl. Much has been said about the AI behind Elizabeth, but all the talk of Irrational's programming prowess can't do the character justice. Elizabeth is expertly written and phenomenally acted by Courtney Draper, and she will earn a place in your heart very quickly. Once you meet her, the thought of being parted from her company becomes painful. Elizabeth reacts realistically to events around her. If you're wandering around a crowded area, she might sit on a chair or talk to a nearby vendor. Other times, she'll examine pieces if the environment, pointing out interesting objects as she goes, and in some instances, she'll just lean against a safety railing, and take in the beauty of the city. Elizabeth the heart and soul of Bioshock Infinite, and you'll wonder how the game's admittedly masterful opening sequence ever managed without her.

However, Elizabeth isn't just a wonderful companion to explore Columbia with, and there is a lot to explore, despite the relative linearity of the game. She also provides new gameplay mechanics. Out of combat, she'll help you find money and items such as lock picks, which you can use to have her open doors and safes, should you have the required amount. But it's in combat that she really shines. Elizabeth has the ability to open "tears," which are essentially windows into other worlds. This ability allows Elizabeth to pull guns, health, mechanical companions, freight hooks for you to hang from with your Sky-Hook, and even cover into the world for you to use. In addition, she'll also supply Booker with salts, which are consumed when you use Vigors, as well as health and ammunition.

It would be easy for Elizabeth to completely steal the show in Infinite, given your reliance on her abilities as a player and how well the team at Irrational constructed the character. Fortunately, they've constructed another who is equally compelling in protagonist Booker DeWitt, voiced by the incredibly talented and increasingly prolific Troy Baker. The former-Pinkerton-turned-Private-Detective-trying-to-escape-his-past is an absolutely fascinating character, and easily one of the best protagonists to ever grace the medium. However, it's the way these characters play off of one another and the world and characters they encounter that elevates them to a whole other level, and watching their relationship evolve over the course of the game is one of Infinite's true joys.

Over the course of their journey together, Booker and Elizabeth begin to unravel the mysteries of Columbia and Elizabeth herself. Who is she, really? Why can she do the things she does? What exactly is she doing? What are the consequences? Bioshock Infinite asks these questions and more as it masterfully spins its yarn, all the while dealing with very real social issues such as racism, class divisions, the extent to which religion should be allowed to influence a government, and the idea of American exceptionalism itself. As the narrative unfolds, Booker and Elizabeth are drawn deeper and deeper into the conflict between Comstock and the Vox Populi, and soon, it becomes clear that events are far more complex than they appear. The amount of environmental storytelling present in Bioshock Infinite means that Columbia is just as much of a character as Booker, Elizabeth, or Comstock, and as the foundations of Columbia unravel around you, the world changes to reflect the growing intensity of the city's ongoing civil war. In the end, events build to an unpredictable and magnificent climax that will haunt your thoughts long after the credits finish rolling, and make you want to revisit the game again just to appreciate how well the game foreshadows and builds to its inevitable conclusion.

For all of these successes, however, Bioshock Infinite is not without its failures. Like the two weapon limit, the inclusion of gear feels arbitrary, and the system restricts you more than it should. Certain sections of the game feel drawn out to maximize gameplay, and a few plot points just feel out of place in the world Infinite creates, while others are only explained sufficiently through voxophones the player may not find. The much promoted Songbird is almost painfully underused, and a noticeable number of the game's major characters feel underdeveloped. For all of Irrational's efforts, and they are considerable, Comstock never escapes from the shadow of Andrew Ryan, and Columbia never comes together as a world the way that Rapture did so many years ago.

In the end, though, Infinite's successes are so great that its failures feel minute in comparison. In many ways, the game is a victim of Irrational's previous successes. It's not perfect by any stretch of the imagination, but something this ambitious rarely is. Infinite is, like its predecessor, a game that matters. It's a game that has something to say, about the medium, and about us. It's a game that will be remembered years from now, in the rare way that few games are. It's a game that you'll remember long after you play it, one that sinks its hooks in and never lets go. In many ways, Bioshock Infinite is a lot like Columbia, viewed for the first time in that pod, its magnificent shining towers coming over the horizon, a city we have never been to, yet know intimately. Brilliant, but flawed. Imperfect, but unforgettable.

Hallelujah. Hallelujah.

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"DarkLink77 reviewed BioShock Infinite for the PC..." was posted by DarkLink77 on Thu, 25 Apr 2013 22:39:48 -0700
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Thu, 25 Apr 2013 04:13:01 -0700 web966 reviewed BioShock Infinite for the Xbox 360... http://www.gamespot.com/bioshock-infinite/user-reviews/810650/platform/xbox360/ ...and gave it a 10.0!!!

Bioshock Infinite is one of the most amazing experiences I have ever had with a video game. Every aspect of this game is of such a high quality that it was all that I was able to do and think about since it was released. Video games this good do not come along often, it is a game that will talked and argued about for years. It is incredibly ambitious and while it does falter every once in a while the overall experience is mesmerizing.

The city of Cloumbia is the single most alive and well realized video game location ever created. From the second you enter the city you will be completely overwhelmed by all of the amazing attention to detail and fantastic art direction. This is one of the most awe inspiring games I have ever seen. My jaw was open in wide eyed wonder throughout the entire game. Every new area was just as stunning as the last and the environment is littered with audio diaries and other clues as the what is going on in this city. The fiction and mystery behind the city is fascinating and was the main driving force for me to having to play the game as much as I possibly could. The music and sound design is also stellar and really helps in creating the games atmosphere.

The story of Infinite is impressive for a multitude of reasons. It features some amazing voice acting and writing that really bring Booker and Elizabeth to life. The facial animations of Elizabeth really are amazing and help make her one of the most unforgettable characters in any game I have ever played. Booker and Elizabeth's relationship grows over the course of the game and by the end of it Ineeded to protect Elizabeth, not because the game was telling me I had to but because I honestly cared about her. Among all of the other amazing accomplishments of this game, Elizabeth is perhaps the most impressive. The relationship that grow between her and the player makes everything that happens in the game seem vital.

The plot of the game is not at all predictable and always surprising. The game is constantly giving you little hints and clues as to what is really going on but they never give it away. The ending took me completely by surprise. I had no idea what was coming, but now that I have seen it the rest of the game perfectly builds up to it. After finishing the game I thought about everything I saw that I didn't understand and it all makes sense. It makes me want to go back and play the whole thing again immediately so I can see all the subtle clues and make sense of them. It is a perfect ending that even makes the title of the game make sense. I wont say anything else about the story so I don't spoil it, but know that is probably the best story ever in a video game that touches on a bunch of interesting themes like racism, nationalism, religion and even video games themselves.

Bioshock Infinite is also just a really fun playing video game. The combat still feels very much like Bioshock but with some really great improvements. You still have plasmids, or vigors as they are called in this game, and you upgrade them throughout the game. There are eight Vigors in the game and they are all fun to use and offer different ways to play the game. There is also the skyline system which creates some of the most exciting fire fights I have ever had. Attacking enemies from the skyline is exhilarating and just looks cool as hell. There are a bunch of different types of enemies as well and they are all interesting in their own way even if none of them are as iconic as the big daddy.

Bioshock Infinite is a tremendous achievement. It feels like I have been waiting for a video game to reach these heights my whole life. Infinite perfectly combines an amazingly well playing traditional game experience that we all love with an incredible plot and characters with adult themes that really makes you think. Most games are either a really fun well playing adventure with an average story or they have an amazing story but have to sacrifice some of the gameplay to make it work. Infinite has it all. One of the greatest games of all time that every gamer needs to experience.

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"web966 reviewed BioShock Infinite for the Xbox 360..." was posted by web966 on Thu, 25 Apr 2013 04:13:01 -0700
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Sun, 21 Apr 2013 10:51:36 -0700 chocolate1325 reviewed God of War: Ascension for the PlayStation 3... http://www.gamespot.com/god-of-war-ascension/user-reviews/810510/platform/ps3/ ...and gave it a 6.0.

This is more of a spin off of how the story of Kratos came to be well you know the person that he is and is basically a prequel and possibly one of the earliest games in the timeline of the saga.

Story

It starts with Kratos being torched but he manages to escape and it sort of like goes back in time to either a few weeks or a couple of months as to how this came to be.

Gameplay

The game itself is your typical God of War beat up enemies take down bosses and a couple of puzzles here and there. Most of the enemies you can just mash the button and defeat them. The bosses while still big don't have that wow factor that certain others in earlier games had.

Some of the powers in the game are also very lacking in creativity it only really powers up your sword to do different abilities. The games puzzles aren't to tricky either to work out and aren't that frequent. It all just feels like they creators just wanted to focus on multiplayer and decided to try a single player that becomes extremely boring halfway through. Also the camera zooms out in some of the battles so you don't really know who you are facing.

Speaking of multiplayer while it was an interesting idea it doesn't really enhance the experience to the player. You can set traps and such but sometimes you can just button mash your way to victory and after a few attempts you will get bored of it. It's not gonna be one of those you come back to unlike other PS3 games that have online.

Presentation

To be honest it doesn't really look to similar to the previous God of War which was amazing to look at by the way. The kills of bosses in the game lack the amazement of previous ones and also Kratos new found personality is lacking.

Lastability

It is about maybe 6 to 8 hours long in terms of the campaign but apart from multiplayer there is no need to play it again.

Overall Opinion

Seems like a bit of a pointless attempt to bring something different to the God of War series. The game is nothing but a cash in on the franchise and feels lightweight compared to other in the series. God of War fans will probably like it but to be honest nothing you haven't seen before and it isn't really that memorable.

Overall Score 6.0

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Mon, 15 Apr 2013 23:39:45 -0700 chocolate1325 reviewed Sly Cooper: Thieves in Time for the PlayStation 3... http://www.gamespot.com/sly-cooper-thieves-in-time/user-reviews/810294/platform/ps3/ ...and gave it a 7.5.

The last Sly game came out in 2004 on the PS2 and many fans will not remember him because of fellow PS2 platforming kings Jak and Ratchet, Sly was virtually the one that nobody really took much notice of. Well should you take notice of this Sly game.

Story

The story is Sly and co are retired from their jobs until one day they realize pages of the Thieveus Raccoonus are disappearing and that Sly will need the help of his ancestors to overcome the problem.

Gameplay

The game basically has you playing mainly as Sly,Bentley and Murray. Slys gameplay revolves around stealth,combat and wearing disguises. Bentley is like the man with the plan he hacks into computers get valuable information and plotting the teams next move. Murray is basically the heavyweight of the bunch he will lay the smackdown on enemies and even at one point dress up in a certain section. You will also get to play as Slys ancestors once you free them from their imprisonment and also you shall play as Slys love interest Carmelita Fox. They all have different play styles as well to add to the story.

Other than that there are moves that can be purchased by pickpocketing and getting treasures of enemies or returning things to the Safehouse in a timelimit. Also the Clue Bottles which were taken out in Sly 3 are back and can be a bit of a challenge to find and also you can find Sly masks which unlock stuff in the extras menu.

Now are there any faults with the game well yes whilst it might be Slys game you seem to not spend much time playing as him. Bentleys sections are pretty dull espcially the Six Axis sections and Murrays sections aren't much better and also the game still feels to be playing it safe rather than bringing anything new to the table. Also it isn't really that challenging either especially the last boss which is a joke. While the ancestors do have some interesting moves they don't really feel to different to Sly in a way and nothing that Sly couldn't do.


Presentation

The original cast return for Sly 4 and they do a good job again with some funny remarks from Sly at certain times. The game looks very nice and colorful just like the HD collection did but better and it has some nice music for certain areas of the game.

Lastability

About 10 to 12 hours maybe there are Clue Bottles to find and abilties to unlock but not much else. The masks you find in the game don't really add much either.

Overall Opinion

After waiting so long it seems as though Sanzaru played it a little bit to safe with the series and maybe it could have been better. The game really doesn't seem to do anything different than what either 2 or 3 did and fans who have waited for a sequel to number 3 might be disappointed. It's not a bad game it just feels like the game just plays it to safe and doesn't really try to do anything different.

Overall Score 7.5

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Wed, 10 Apr 2013 23:11:23 -0700 DarkLink77 reviewed Journey for the PlayStation 3... http://www.gamespot.com/journey/user-reviews/810090/platform/ps3/ ...and gave it a 9.5!

I remember the first time I saw my co-op partner. I was in a large, circular ravine, trying to rebuild a shattered bridge by collecting pieces of cloth that would span the gaps.

I had just collected one of the pieces of cloth, and turned to see what affect that would have on the status of my bridge. It was coming along nicely; the cloth I'd collected had just repaired the second piece of the bridge, creating a flowing red path to the next section. Then, something caught my eye: another adventurer, clad in a red shawl like mine, flying high on his scarf. Until that point I'd been alone, guiding my red-robed wanderer through the sands, exploring the remnants of a civilization forgotten long before my character shook the dust of his (or her, it's impossible to tell) robe, and began hiking towards the mountain in the distance. But here was another person, who was drawn to the strange mountain in the distance the same way I was. He must have seen me at relatively the same time, because I saw him alter his trajectory in mid-air, and angle himself towards me. We met somewhere in the middle of the sands.


There was so much I wanted to ask my newfound friend. Had he played Journey before, or was it his first time? What did he think of the game? What was his name? But I couldn't ask him any of those questions, because the co-op and communication in Journey is restricted. I didn't ask him to join my game, and he certainly didn't ask to join mine. There's no way to invite your friends, and neither he nor I could see one another's PSN IDs. In the same way, there's no way to talk to your partner, at least in the traditional sense. The only means of communication the game offers you is a small chirp, activated by pressing the circle button. Holding the button down "charges" the chirp, until your character practically jumps for joy, shouting at the top of their lungs, and the sand around you ripples in response. In addition, the chirp also serves to power up your partner's jump, which is the only other mechanic in the game besides your character's ability to walk.

At first, this may seem like an arbitrary restriction on the part of thatgamecompany, but it fits with the rest of rest of Journey's design. It's a simple and elegant game that polishes the few mechanics it has to perfection, and then invites you to use the mechanics it does have to explore the world it lays before you. Despite the limitations in communication forced upon us, my partner and I got along swimmingly as we stuck our noses into every corner of the game that we could, finding bits of cloth to jump from, little murals revealing bits of the game's backstory, and most importantly, the collectible glyphs that extend your character's scarf, and give you more air time whenever you jump. We even figured out how to communicate on a basic level.

If it seems like I'm spending a lot of time on Journey's co-operative mode, it's because of how essential it is to the game. Journey did something I never thought a video game could do: it made me care about my co-op partner, and not because my success was linked to his. There is no failure state in Journey. You can't die. The game will never get too hard, and it will never stop you from progressing. The only way to "lose" is to stop playing. Instead, the biggest tragedy is losing part of your scarf, and in turn, part of your ability to jump. Losing a piece your scarf is emotionally crushing. After all, it's a visual representation of how far you've come over the course of the game. However, it's far worse to watch it happen to your co-op partner and realize how powerless you are to help them. You can't defend yourself in Journey. You simply try to get through the things the game throws at you while maintaining as much of what you've gained as possible.

As disheartening as losing your scarf is, however, losing contact with your co-op partner is worse. It might mean losing them forever, or having them replaced with another player. In the latter case, you'd never even know it happened. Yet, the idea of losing my co-op partner was incredibly stressful. Every time he disappeared from my view, I would stop what I was doing and try to find him. Strangely enough, he did the same thing. There was no gameplay incentive for us to do this. I could have finished the game by myself. He could have, too. But that wasn't enough for either of us. I wanted to finish the game with the same partner I'd had since the beginning. We'd taken this trip together. We'd watched each other succeed and fail. We'd shared triumphs and defeats. We'd each led the other to hidden secrets within the game. This story belonged to both of us, and seeing it through alone would have defeated the purpose.

Yes, Journey does have a story, and make no mistake, it goes far beyond the game's initial suggestion that you climb that mountain in the distance. It's played out through mostly silent, beautifully directed cutscenes at the end of certain gameplay segments. It's hard to describe what it's about without spoiling anything, so I'll simply say that the beginning is the end is the beginning, and leave it at that. And, of course, every story beat, and every part of the game, for that matter, are supplemented by Austin Wintory's masterful score.

It might be easy to say that Journey succeeds because it is more than the sum of its parts, but it wouldn't be accurate. Journey is the sum of its parts. It can be nothing else. It's a rare kind of game: the kind where every element is crafted to further one singular purpose. It's the kind of game that wants to offer you an experience, one best enjoyed with a stranger. And you will remember those experiences.

One particular moment stands out for me. My partner and I were moving through some ruins. It looked to be a structure of some sort that had fallen over onto its side. The sun was low in the sky, casting a bright orange glow over the world. We came to the end of the structure, and gazed out the opening on the right side. The world sloped down gracefully below us, into a ravine, the sand a sparkling orange under the light of the sun. We'd surfed the sands briefly before, but nothing like this. I gave a quick chirp, which had become code for "Ready?" In response, my partner leaped off. I followed after him, my character moving effortlessly down the shinning mountain of sand, my eyes searching for my companion. I looked and looked, but I couldn't find him. Just as I was about to give up hope, something caught my eye. A robed figure, like mine, further down the mountain. I sped up. He must have been looking for me as well, because he slowed down. We caught up with one another on the edge of the next platform, another twisting river of sand spread out below us. This time, he gave the first chirp, an apology and a question all in one. I gave a quick chirp, then leapt and sped off into the sands, wondering if he'd be able to catch up. Then suddenly, he was past me, and slowed himself. I caught up, and we raced down the sands, through the arches and the ruins, over the remains of a city the world had forgotten. Together.

Journey is adept at creating moments like that. It's a game that provides equal parts tragedy and victory, joy and sorrow. For all its mastery, however, the genius of Journey is that you will not remember it for the moments it builds for you. You will remember it for the moments you and your co-op partner build for yourselves. You will remember how those moments made you feel long after the credits roll, and that is Journey's triumph.

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"DarkLink77 reviewed Journey for the PlayStation 3..." was posted by DarkLink77 on Wed, 10 Apr 2013 23:11:23 -0700
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Sat, 30 Mar 2013 05:34:08 -0700 chocolate1325 reviewed BioShock Infinite for the PlayStation 3... http://www.gamespot.com/bioshock-infinite/user-reviews/809593/platform/ps3/ ...and gave it a 10.0!!!

Bioshock 1 was a 2007 game and was praised very highly by players and critics alike but Bioshock 2 came and whilst it was good just didn't have that same effect on us. Well Bioshock Infinite has arrived and boy is it more than worth it's wait.

Story

You are Booker Dewitt sent on a mission to rescue Elizabeth to wipe out all his debts he has owned but as soon as you have saved her the story only has just started.


Gameplay

Bioshock Infinite whilst it does play virtually the same to previous entries in the series it certainly throws in alot of cool new stuff to make it feel fresh. The Elizabeth character being just one will aid you and be able to send things through things known as Tears to help you against foes. She also can pick locks for extra goodies which are hidden behind them,throw you ammunition and even Salt for your Vigors which are similar to Plasmids from previous games. She is also very capable of looking out for herself and is a very good partner to have.

The Vigors just mentioned are basically Plasmids and they are alot of them. One fires like grenades like fire,another can send enemies flying to their dooms and one of them can even possess certain enemies. I won't spoil anymore abilities but you won't be disappointed. You also collect things called Infusion which upgrade either your Health,Shield or Vigor They work very well and to be used they require Salt to use on targets but some abilities won't work on every enemy there will always been one that isn't to effective. Put that with the likes of Shotguns/Machine Guns/RPGS and more weaponry and you have got alot of good stuff in here.

Unlike other Bioshocks this game has more focus on action where hordes of enemies will attack at points and it can get very intense especially when they come to Sky Rails. Speaking of them they are awesome to use and can let you do an executing kill on certain enemies if you land on them and they also provide a quick escape as well.

There is a point in the game where the pace feels to slowdown in the middle but apart from that the gameplay as a whole is just absoultley thrilling.

Presentation

The looks on this game is mindblowing a masterpiece of art in every sense of the world. Is it better than Rapture well that's up for debate but it is certainly amazing scenery just looking at the attention to detail on the city. The characters also deliver amazing performance. At the start of the game Booker and Elizabeth are a bit unsure about each other but as the game progresses an understanding between the characters develop and they grow very close to each other.

Lastability

About 15 to 20 hours possibly if you are looking to find every hidden collectible but you will play it again because it is just so amazing and because of the experience plus of there being higher difficultly levels.

Overall Opinion

Bioshock Infinite is one of those games after you have beat it will go back and say wow. It is an absorbing game with plenty to see and admire. Very likeable characters and a very fasicnating story that grips you to the very end. Bioshock Infinite is just downright one of the best games ever made and if you miss it you only have yourself to blame.

Overall Score 9.8

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"chocolate1325 reviewed BioShock Infinite for the PlayStation 3..." was posted by chocolate1325 on Sat, 30 Mar 2013 05:34:08 -0700
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Mon, 25 Mar 2013 17:23:41 -0700 chocolate1325 reviewed DmC: Devil May Cry for the PlayStation 3... http://www.gamespot.com/dmc-devil-may-cry/user-reviews/809347/platform/ps3/ ...and gave it a 7.5.

The Devil May Cry games are Hack N Slash and when it first came out it was praised because it's excellent gameplay this latest one is a reboot of the franchise that needed it but has it got enough to worth a purchase.

Story

The story is actually pretty had to follow there is this immortal known as Mundus that killed Dantes parents and he wants revenge.

Gameplay

Well it's your typical really DMC brought to this gen unlike the earlier ones the camera is nice and solid and doesn't become a pain to manage. The game does have plenty of platforming and stuff too.

It has keys which unlocks doors which if you complete a special task gives you a reward at the end. Your currency is by most taking out bad guys to upgrade your gear that you have which can give you some great use against stronger enemies.

The weapons are good like your standard sword and guns but you also get things like spears,a big hammer like thing and the ability to have a stronger punch and you get these throughout the game and some are vital against certain enemies. You also get a thing later in the game called Devils Trigger which stuns enemies and gives you the chance to deal more damage whilst your health meter slowly goes up.

If there is one thing lacking it's puzzles it just seems to be more go forward and take out some bad guys and the combat isn't perfect and sometimes you want to attack an enemy but it targets the wrong one. Another thing is while the bosses are large they don't really take that much to defeat they are fairly easy and you should beat them first time through.

Presentation

The games voice acting is a bit all over the place the new looking Dante is a bit more cocky and some who played recent entries won't like the change that much. The graphics are pretty neat when you go into various areas and the Limbo sort of world as it's known in this game.

Lastability

It's not along game you can beat it in about less than 10 hours and you can always go back and look for stuff you missed but really there isn't much incentive to go back.

Overall Opinion

Devil May Cry might be a reboot but it just feels like the series has stood still. The characters are pretty bland and the combat is virtually the same and whilst some people will like that it won't appeal to everyone.

Overall Opinion 7.4


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"chocolate1325 reviewed DmC: Devil May Cry for the PlayStation 3..." was posted by chocolate1325 on Mon, 25 Mar 2013 17:23:41 -0700
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Sat, 23 Mar 2013 05:08:09 -0700 chocolate1325 reviewed Dead Space 3 for the PlayStation 3... http://www.gamespot.com/dead-space-3/user-reviews/809240/platform/ps3/ ...and gave it a 7.0.

When Dead Space came along the series had that bit of fear in the first game something that certain games were missing. Number 2 while it had it's moments missed those and number 3 just totally forgets about what the series is supposed to be.

Story

Well as Issac Clarke yet again there are Markers all across the galaxy that need taking down and you have to put an end to it.

Gameplay

Now this is the biggest fundament change the game has co -op where you can team up with someone via online. While it was a nice interesting feature it takes the thing that Dead Space is about. The fear effect it does run nice and smoothly through online but it wasn't needed really.

Another thing that was introduced was a checkpoint system and to be honest the save feature was a much better idea because one time I got to near the end of chapter 6 then it pushed me all the way back to chapter 5.

Also what the game has is alot of Necomorphs on screen at once but you don't have to worry because you get plenty of ammo laying around in crates and stuff and speaking of new stuff. You can modify your gun to turn it into a heavy piece of equipment which makes you vastly superior to you opponents by sending like Search Bots to look for resources around the area. Also add the beginning in one section you aren't even attacking Necomorphs just these men.

There are some good things to say though the game has got some interesting ideas like you can mix certain bits of materials to get things like Larger Medi KIts or Stasis. The action is just as it was in Dead Space 2 and it adds a few side mission when you play co - op so it gives you a reason to play it.

Presentation

The snow effects at the start of the game are excellent as are the character models as well. It's just sometimes in areas you can hardly see whats coming at you or firing sometimes.

Lastability

You will probably play it through once in single player and once in co - op but after that there really is nothing to go back for.


Overall Opinion

Dead Space 3 isn't a bad game it just feels like the producers tried to throw in co - op to add something new and the Weapon Modifactions while a nice idea can get a bit confusing and take ages to learn, It's not a bad game just not a great game.

Overall Score 7

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"chocolate1325 reviewed Dead Space 3 for the PlayStation 3..." was posted by chocolate1325 on Sat, 23 Mar 2013 05:08:09 -0700
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Sat, 16 Mar 2013 18:35:35 -0700 chocolate1325 reviewed Klonoa 2: Lunatea's Veil for the PlayStation 2... http://www.gamespot.com/klonoa-2-lunateas-veil/user-reviews/808917/platform/ps2/ ...and gave it a 9.0!

Klonoa 2 is one game that many gamers seem to have passed by whilst the original was ported to the Wii it sequel is head and shoulders above it.

Story

At the start a mysterious is asking for Klonoas help in which he is taken to another world where he befriends a girl called Lolo. Lolo tells him that the four bells in their world need ringing and a fifth one in there world appears to stop such evil from happening.


Gameplay

Klonoas game revolves mainly going from point A to point B it's basically a 2D platformer with 3D backgrounds. You attack enemy by using a Wind Bullet a punch and use them to get extra height and sometimes past certain areas in the game. It's pretty simple but some tasks later in the game do have you using your head a bit with some very clever sections.

You get extra lifes by looking out for Gems and such and also there are various little objects that do other stuff like send you flying sky high to reach the top of a level or use Electricity to get past a certain blocked areas as well as get things like keys and such. Also you get to ride on a board which sends you down icy and watery slides.

If there is anything really wrong with the game it's that it's to short. It can easily be beaten in 6 hours and the bosses basically repeat the same attack pattern when you encounter them but the levels are ice and long and creative.


Overall Opinion

Overall Klonoa 2 is one of those games that anybody can play. It's fun creative and also a joy to play. It doesn't have a steep learning curve. The 2D platforming is a nice change from the 3D platforming and the worlds look nice and colorful. If you love platformers give this a go.

Overall Score 9.0

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Wed, 13 Mar 2013 18:10:48 -0700 chocolate1325 reviewed Tomb Raider for the PlayStation 3... http://www.gamespot.com/tomb-raider/user-reviews/808775/platform/ps3/ ...and gave it a 9.0!

Back before Nathan Drake came along looking for treasures Lara Croft was one of the Playstations biggest icons but recent entries have looked a bit dated but this Tomb Raider is about to change that.

Story

The story starts Lara and her friends along the Endurance when all of a sudden the ship get's hit by a lightening storm and the crew are seperated and stranded on an island call Yamatai. Lara has to find her crew and get off the island but it won't be easy, As Lara finds other survivors on the island they seem to have found one of the crew to be able to awaken the Sun Queen. Your job is to stop that from happening.


Gameplay

Tomb Raider games of the past have revolved heavily on puzzles and whilst there are some in the game they aren't to difficult to figure out. You shall be doing alot of climbing and also alot of shooting. How is the shooting well much better than in previous games and while there is a cover system sometimes it doesn't always keep you alive. You can also use certain obstacles like gas tanks to take down a certain amount of enemies. Also you get a cool new ability known as Survival Instincts which help you locate things such as animals,enemies and key items as well.

As you defeat enemies you will gain experience which will give you chance to learn new abilities and they can be very handy from being able to use a melee weapon or being able to get more Salvage to spend on upgrading your guns. For example for bullets,more damage and even what it can do in terms of shooting, What is also good is you don't get these weapons from the get go you get them as you progress they story and other valuable items like rope to be able to create ziplines,pull enemies of ledges or make certain ledges fall.

LIke say Uncharted it does have some set pieces and they don't dissapoint one bit. Also Tomb Raider gives you optional Tombs to play. The map will tell you if you are near one of them you don't have to do them but it's worth it for the reward. There are also plenty of stuff to collect like GP Caches,Relics and Documents and even some optional challenges which unlock when you start it.

Tomb Raider though does have some flaws though such as well the multiplayer is extremely lackluster and it is so predictable as well. None of the modes feel exciting and to be honest the game really didn't need it.Another is sometimes certain Quick Time Events can surprise you sometimes but it's not to frequent.


Presentation

The game as a whole looks fantastic the island though is the big winner it's massive with lots of cool scenery. Lara Crofts character is excellently because you feel for her character in this game and the emotions and determination as well because this is before she became the Lara Croft whom we all know in the older games. So you really seem to want Lara succeed. Whilst Lara Croft does a very good job the rest of the cast feel a bit one dimension and lack any real personality and emotion.

Lastability

About 12 to 15 hours of the main campaign you might want to check the multiplayer out but it won't keep you hooked but their is replay value in the single player like trying to do all the challenges and get all the collectibles and there's always that incentive to play it on a harder difficultly setting.


Overall Opinion

Tomb Raider is an amazing reboot of a franchise that desperately needed to change. With an excellent single player,lots of collectibles and some fast paced action plus being a very young Lara Croft what more do you need. Whilst it has it's flaws it certainly is a game that revives the franchise and gives it a bright future.

Overall Score 9.0


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"chocolate1325 reviewed Tomb Raider for the PlayStation 3..." was posted by chocolate1325 on Wed, 13 Mar 2013 18:10:48 -0700
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Tue, 12 Mar 2013 12:20:02 -0700 chocolate1325 reviewed Driver: San Francisco for the PlayStation 3... http://www.gamespot.com/driver-san-francisco/user-reviews/808708/platform/ps3/ ...and gave it a 8.0.

Driver 1 and 2 were great games but when Driver 3 came out it was awful hoping to challenge the likes of GTA the game had massive problems and is best forgotten. Now Driver San Francisco is hoping to get the series back on track.


Story

Well it is a bit weird really Tanner has been put in a coma after an incident involved going after criminal Jericho. He soon realises when he wakes up he has abilities to switch vehicles on the fly. He is on the hunt for Jericho a criminal who is hoping to use some kind of chemical to destroy San Francisco.

Gameplay


The game as you can guess is a driving game you are given a map on where to go and what to do but to advance the story you will have to complete a certain number of tasks before doing so. This could be from taking someone down in a squad car or a race or some task. Some of the tasks are refreshing and are fun to play sometimes.

As well as those sections you get optional tasks to like do a certain number of tasks in a time limit or drive a certain speed for a number of seconds. It is worth doing these side things because they give you Will Power which lets you buy cars and even Garages and abilities for your car like ramming ability and a bigger boost for your vehicle.

Also in the game you get even abilities to get you across the area quick with the zooming in and zooming out ability throughout the game.

There are also like film like symbols scattered throughout the area which unlock special challenges and one of them is very familiar to those who played the first game.

What are some of the flaws with the game. Well some missions can be a right pain to do and while it's cool at first the novelty of switching vehicles becomes a bit old and makes you wonder if you really need to buy any of the cars in the garages.

Presentation

It looks great San Francisco is a massive area to travel through with loads of bridges and stuff and the cars are pretty cool too. The audio itself isn't to bad either.

Lastability

About 8 to 10 hours of gameplay but after that there really ain't much to go back for and it probably might not be something you will play again in a hurry.

Overall Opinion

Driver San Francisco is a return to form but not gonna frighten the likes of GTA anytime soon. It's a solid game in it's own right but it lacks a lot of things and while still good isn't as good as either the first 2 games on the Playstation. It's worth a playthrough but after you beat it there's really no incentive to go back.

Overall Score 8.0

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Sat, 09 Mar 2013 16:21:09 -0800 chocolate1325 reviewed The Walking Dead: A Telltale Games Series for the PlayStation 3... http://www.gamespot.com/the-walking-dead-a-telltale-games-series/user-reviews/808585/platform/ps3/ ...and gave it a 9.5!

The Walking Dead is based off a TV Show and Comics but the game is much different


Story

The game starts out where you take the role of Lee who is on his way to prison but an incident happens where the car crashes and he is on his own. He stumbles upon these creatures that he calls Walkers and hears a little girl called Clementine looking for a mum and dad. Lees job is to protect Clementine at all costs.

Gameplay

The game starts out with just you and Clementine but you shall come across other members in your fight for survival. You sometimes have to make decisions that could affect the outcome of the game.

The game is mainly a point and click game but it does rely sometimes in terms of reflexes as well. Also at the end of each episode a preview of the next one gives you a hint on what to do. There is one thing you should know you can't save everyone in your group.

At the end of each episode the game tells you how you fared with other people across the globe with those massive decisions. If there's one thing that can be annoying it is sometimes things can be pretty hard to spot.

Presentation

This is where the game really shines because alot of these characters have alot of emotion and it can make you feel for them in certain episodes. As the game goes on it makes you think who should I trust and not trust and it also helps that certain characters like Clementine gradually get stronger as the game progresses and become alot more useful. The graphics are breathtaking and it looks like alot of detail went into every area of the game.


Lastability

Say roughly 2 hours for each episode and your looking at about a 10 hour package in total and that's pretty sweet for how much you had to download for it.

Overall Opinion

The Walking Dead has alot of character and a brilliant story that will keep you sucked in till the bitter end. Well Worth playing all the episodes.

Overall Score 9.6


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Sat, 09 Mar 2013 16:00:17 -0800 chocolate1325 reviewed Sleeping Dogs for the PlayStation 3... http://www.gamespot.com/sleeping-dogs/user-reviews/808584/platform/ps3/ ...and gave it a 9.0!

Story

The story is Wei Shen has been hired as an undercover cop and also part of a gang to take down rival gangs in the streets.

Gameplay

The game plays superbly the combat feels fresh and doesn't feel like a button masher because there will be times when you need to be able to dodge and if you collect certain objects through the game you can learn new abilities. Some missions are high speed chases,some are races which become available across the the world once your done and some areas are protected by rival gangs which you have to sort of report back to via your monitor in your house to arrest them.

The game has a good cover system and some very clever use when using guns because you can sort of do a leap over an obstacle to slow down the enemies fire giving you a chance to strike with a few shots. The main enjoyment is throwing enemies into stuff like shafts,dustbins or into a fishing tank or even fish. themselves.

As well as doing main missions there are side missions that affect your face meter and that helps from either getting cars,cloths and stuff. Also keep on the look out for glowing shrines that upgrade your health after a certain number has been collected and lock boxes which have money or items in them.

Are there any flaws well yes sometimes trying to face a horde of enemies to get a sensor camera can be a pain and also it is a bit easy to damage peoples vehicles make the game a bit easy.

Presentation

The music feels like it belongs in the game and it can relate to how the character looks and what area of the world he is from and the graphics look superb too especially when you get those cool finishes in the game.

Lastability

About 20 hours for the main campaign but for extras maybe about another 5 hours.

Overall Opinion

Sleeping Dogs is a brilliant sandbox game that has good combat and a very good inspiration for where the area in the game is. Plus alot of things to see do and find make a game worth having.

Overall Score 9.1

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"chocolate1325 reviewed Sleeping Dogs for the PlayStation 3..." was posted by chocolate1325 on Sat, 09 Mar 2013 16:00:17 -0800
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Wed, 13 Feb 2013 22:38:42 -0800 jg4xchamp reviewed Anarchy Reigns for the Xbox 360... http://www.gamespot.com/anarchy-reigns/user-reviews/807472/platform/xbox360/ ...and gave it a 6.0.

If I was trying to sum up all the brilliance Anarchy Reigns would have to offer it comes down to one simple statement: you punch people and they explode. This level of over the type action has become synonymous with Platinum Games. Anarchy Reigns certainly delivers for the most part in that regard, but this is the first time they've taken their act into the multi-player space. To say their first experiment in this space is completely successful would be misleading but what they do have here is a great foundation.

The core combat of Anarchy Reigns does your standard beat-em-up normal attack and strong attack routine. Your character will also have a "killer weapon" which is tied to an energy gauge that fills up based on how much of a beating you dish out. These attacks can all be used in conjunction with each other with the right opening and the game rewards players enough for playing with some finesse. A brief pause between strikes can change the entire animation routine of your strikes setting up a different combo entirely. There is also a rage meter which acts as a safety net for the player for a quick turnaround. When activated your character can go berserk and then hit your enemy with a myriad of strikes.

All of these attack combinations are fluid, responsive, and most importantly, brutally satisfying. Each strike has a high level of impact that will make you feel power. The fact that there is more depth there for a player willing to learn its nuances is also a rewarding feel. Sadly, this level of depth is also poorly presented to the player. There really isn't a move/command list for the many characters in this game, and the in game training options only teach you the basics. With recent fighting games having more advanced training techniques, this feels half-baked by comparison.

This learn-as-you-go approach also shows up in the multiplayer. The initial learning curve is going to take some time to get used to, but once you get a handle of your character, you'll be able to play at a more competitive level. As it stands Anarchy Reigns' modes are varied from the likes of team deathmatch, free for all for up to 16 players, a wicked version of soccer, and even shooter main stays like capture the flag. The multiplayer has a level of randomness to it that can make any match thrilling on what can happen in the environment alone. In one second you can have the entire arena lit up by an airstrike to another moment where a key part of the map has a black hole. It all creates an exciting brand of chaos that just isn't the norm with what's currently out on the market.

Unfortunately, this chaos also presents some of the multiplayer's biggest issues. While 2v2 and 4v4 modes are well thought out and fun to play due to easier communication; the free for all modes all are far too messy. Platinum Games has always had a penchant for chaos, but this is the first time navigating it has become an issue (albeit not an issue with the solo play). There is just far too much going on in these matches, and the poor lock on makes it difficult sometimes to be able to juggle multiple adversaries. A lot of your kills, and the general scoring in these games will be a product of "kill stealing". As a whole it lacks the competitive consistency to play with the big boys, but it's certainly fun in its own right as a celebration of chaos.

There are 17 characters in the game (18 if you have the Bayonetta DLC) and the vast majority of them have to be unlocked either through single player or multiplayer. It's worth mentioning that you can unlock every character without ever touching the story mode, however, this can take an extremely long time, making playing the story mode almost mandatory. This is unfortunate as the story mode is by far the weakest aspect of Anarchy Reigns.

The game is split into two story campaigns: one starring Madworld protagonist Jack Cayman and the other starring newcomer Leo. Both sides will also give you options to play as other characters in the story mode, but you don't necessarily have to play as anyone but our two main characters. While the two sides do present different angles of the plot they ultimately feel like carbon copy of each other. It makes the mode feel incredibly repetitive as every mission comes down to you needing to do some mass killings. A lot of your missions just come down to straight up killing a set amount of enemies. The game has makes a decent attempt at being varied with boss fights, shooting segments, and even vehicle segments. Sadly this format is rinsed and repeated through both campaigns so in a sense you go through the campaign twice.

The hub world doesn't help matters either. You're dropped into very bland environments with little to do but kill enemies and go to mission points. If you don't earn enough points in the missions you end up having to replay some of them, adding to the repetitive nature of the campaign. Boss fights and combat are executed well enough to be satisfying but the routine nature of the campaign leaves quite a bit to be desired.

The story itself isn't much to write home about either. Both Leo and Jack are looking for a Maximillion Caxton who has recently gone insane. In Leo's case, Max is a mentor figure who he is trying to save, and because Max killed his daughter, Jack is out for blood. The story itself is told through some cheesy flashbacks, a litany of poorly done character introductions and a number of clichéd elements found in most power fantasy stories. And it doesn't help that most of the dialogue is just far too nonsensical to be taken seriously. This brand of cheese has usually been entertaining in previous Platinum Games, but only because they seem intentionally cheesy. Because Anarchy Reigns sets itself up as a game that takes itself more seriously, it ends up falling flat.

Anarchy Reigns' inconsistent design flows into the presentation as well. Anarchy Reigns has an excellent soundtrack, especially if you were a fan of Madworld. Once again, Platinum uses hip-hop music to give Anarchy Reigns its own characteristic. A good portion of the music is about fighting and earning money so it gels well with the cast of characters. Unfortunately, the visual design is underwhelming, especially this late into a console generation. The environment designs are far too bland considering how often they appear and the color palette is far too washed out. Given this title's Madworld roots, it's rather disappointing that they didn't choose to use that sort of stylized visual aesthetic.

Taken as a whole, Anarchy Reigns isn't completely successful. The repetitive nature of the story mode is certainly disappointing yet the multiplayer modes can make up for a lot of its shortcomings. It's chaotic, messy, and seemingly half-baked at times but also unlike anything else on the market. At its budget price this is far from an awful game but Anarchy Reigns isn't quite ready for a primetime prize fight.

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"jg4xchamp reviewed Anarchy Reigns for the Xbox 360..." was posted by jg4xchamp on Wed, 13 Feb 2013 22:38:42 -0800
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Fri, 18 Jan 2013 02:29:07 -0800 jg4xchamp reviewed Shadows of the Damned for the Xbox 360... http://www.gamespot.com/shadows-of-the-damned/user-reviews/806412/platform/xbox360/ ...and gave it a 6.0.

When the super duo of Shinji Mikami(Resident Evil creator) and Suda51(No More Heroes) hooked up back in 2005 gamers were given Killer 7. An absurd cel-shaded on rails gaming experience that had style in spades. So when you heard this team was making another game about a demon hunter in Hell, and the composer of this game would be Akira Yamoaka(Silent Hill) how could you not be interested?

Sure Shadows of the Damned still ends up an experience you might not have expected, but not necessarily in the best way. For one it's a third person action game in the vein of well most third person action games post Resident Evil 4. You have over the shoulder shooting, demons, and a linear level design structure. On the flip side you have a Hell unlike any other before it. This Hell has doors blocked off by demon baby heads who need strawberries. This hell is a constant struggle against the darkness where one must find goat heads, and shoot them to light up the place for safety. This hell has a sex hot line that turns your gun into The Big Boner. Yeah, it's that kind of hell.

Shadows of the Damned isn't going to be some revolutionary experience, but the ride it puts you through is an adventure worth taking. It's a game that doesn't take itself too seriously as you play as Garcia F*cking Hotspur: a top notch demon hunter. His desire to essentially kick every demon's ass is what eventually pisses off one of Hell's more perverted demons Flemming. Flemming kid naps Garcia's woman, sends her directly to hell for eternal torture, and to boot threatens to defile her while he's at it.

It's an opening that sets the tone perfectly. This game is obsessed with throwing out some innuendos, making d*ck jokes, being vulgar, and violent while it's at it. But it's not done in a way that would make you think the experience tries too hard to be edgy. It'll certainly be divisive, but it feels more silly and endearing. Garcia is a one liner spewing and bravado driven man who's only real desire to keep Paula is to hit it. His companion through this adventure is a talking torch named Johnson. Who just happens to be able to turn into a motorcycle and the weapons you'll need to slaughter the enemies you will deal with in hell.

What makes the story side of the adventure so entertaining is the chemistry between the two leads. This chemistry happens to play a large role why many of the innuendos in the game work so well. It also makes reading through the story books that give the back story on the boss demons a satisfying pit stop in between the action. The campy voice acting, and odd creatures such as the game's salesmen who sounds absurdly southern really sell this vision of hell. Yamoaka's soundwork is a nice mix of cheese, punk, and a spanish guitar solo to boot gives the game a sound track that is nothing short of excellent. It all adds up to a fun adventure worth finish, and part of that is because the standard action is serviceable.

Shadows of the Damned plays like any modern third person action game, and you'll spend most of your time shooting your enemies with an over the shoulder view. The weapons at your disposal is a pistol(named the boner no less), a shotgun, and a rifle. Your guns also have a light shot which is necessary for ridding some enemies of the darkness that protects them from any damage. It's disappointing to only have three weapon options, and they aren't exactly the most clever of weapons either. However the damage they cause is thoroughly gratifying as it only takes a few shots usually to have blood and guts flying everywhere. It's a level of grotesque action that makes shooting even the more standard enemies fun all the way through.

The game progression constantly moves you forward with minor stops in between. In these stretches you may need to find an item that opens a door, requiring you to do some backtracking here and there. When the game is really hitting on all cylinders it's a blast to play through. The best moments usually have you being bombarded with the different types of enemies, and using your full arsenal becomes paramount in those situations. Also the ability to upgrade these weapons into stronger versions gives the player a sense of progression. You will be a far more powerful person by the end of the experience.

What doesn't work very well in the game is usually any time the game tries to mix it up and be varied. While the moment to moment action is good it's the attempts at having big moments that fall flat. Boss fights are predictable and formulaic in nature. They are pattern driven fights that require you to hit the glowing weak spot. While the fights can be well paced, and against rather absurd creatures they ultimately lack the thrill of a truly great boss fight.

Other scenarios such as the darkness mechanic don't really help matters either. Hell will sometimes be completely covered in a darkish blue hue of darkness that is a poison to Garcia. To fix this the player will have to find goat heads or in some cases demonic hands that are the source for the darkness. Rarely are these hidden far out of sight, and in most cases it's more of a chore than a moment that raises the intensity.

There are also major change of pace scenarios that overstay their welcome. One scenario in the game transforms your pistol in The Big Boner and is basically a shooting gallery as you shoot this gun at oncoming demons. After every shot Garcia says "taste my big boner". Admittedly funny the first few times, but it's a routine that gets very old after you already shot down twenty demons. And the side scrolling chapters in the game are easily the weakest moments in the game.
When Shadows of the Damned is just run-and-gun splattering of the demonic "hell monkeys" that Garcia hates so much it can be entertaining. It's not a bright nor a particularly challenging experience, but it's one that satisfies one's urge to just let loose and mow down some demons. The fact that it couldn't maintain something with a sense of variety or book end it with some stronger gameplay moments is disappointing. The lack of a new game plus also kills any replayability the experience might have. Yet the adventure is funny and crazy enough to want to see through till the very end.

Shadows of the Damned doesn't reinvigorate the genre with new game design ideas. It doesn't even take existing ideas and execute them at a high level. One where each moment is a carefully executed sequence of action gaming bliss. No in fact it's just good fundamental mechanics surrounded by some average action game design. But the silly adaptation of hell, genuinely funny innuendos, and excellent audio work makes it an experience worth finishing. It's one you'll have fun with. Even if it'll leave you thinking this game could have been so much more.

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"jg4xchamp reviewed Shadows of the Damned for the Xbox 360..." was posted by jg4xchamp on Fri, 18 Jan 2013 02:29:07 -0800
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Wed, 09 Jan 2013 15:37:47 -0800 chocolate1325 reviewed Grand Theft Auto: San Andreas for the PlayStation 2... http://www.gamespot.com/grand-theft-auto-san-andreas/user-reviews/806059/platform/ps2/ ...and gave it a 9.5!

GTA San Andreas was the third GTA game released on the PS2 era and was without doubt one of the main sellers for the console.

Unlike previous entries before it San Andreas gave you a full customisable character that you could upgrade his skills for vehicles, weapons, combat and more. Also you earned respect throughout the city for doing missions and such. You could also eat to keep up your characters weight and strength and you could also buy outfits and your own hairstyle for the game through visiting shops and barber shops and even customise your car at a mechanical garage.

The ability to swim was also a big bonus because unlike previous entries if you fell in the water you drowned and had to start from the hospital again because of injury. The missions were also very vareid as you expect, chase missions,timed missions,taking out enemies,racing and plenty more stuff to do in this massive game.

Some cons are the fact that driving certain vehicles when hitting something can send you way off track and some missions you will have to play a couple of times before you finally beat them and also some missions can't be accessed until a certain time which is a bit of a pain.

San Andreas is a huge game with some solid music and some solid graphics on the PS2. It had day and night cycles like the others which add to the game.

The game is massive you will most likely see most of San Andreas in your playthrough but some things you will miss but you will probably want to see everything because the world is so huge.

Overall GTA San Andreas is the best GTA game ever and one of the defining games on the PS2, Lots to see and do and it is alot of fun as well.

Overall Score 9.5

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Mon, 07 Jan 2013 13:21:52 -0800 AvatarMan96 reviewed 007 Legends for the PlayStation 3... http://www.gamespot.com/007-legends/user-reviews/805927/platform/ps3/ ...and gave it a 7.5.

2012 marks the 50th anniversary of the James Bond movie franchise, making it the longest running film franchise ever. 23 movies have graced the big screen, including the newest hit, Skyfall. To add on to this accomplishment, Activision and Eurocom have released 007 Legends, a Bond shooter that is flawed in many places, but a blast for Bond fans.

The single player campaign begins with the opening sequence of Skyfall, where Bond is chasing a data drive in the hands of an enemy mercenary. A field agent attempts to assassinate the mercenary, but accidentally hits Bond, and he plunges into the river below. As his body washes away, he has flashbacks of his previous missions.

007 Legends takes five of Bond's movie outings (Goldfinger, On Her Majesty's Secret Service, Moonraker, Licence to Kill, and Die Another Day), and translates them into a more modern version of the hits, this time starring Daniel Craig's likeness. Hardcore Bond fans will notice the nods and stories from these missions, but those unfamiliar with Bond history will likely be confused throughout.

The game can be played in two main ways. Much like 2010's GoldenEye remake, players can choose to use stealth to eliminate enemies and infiltrate bases. However, if that's not your type, you can run in, guns blazing. The former gameplay mechanic is hard to accomplish successfully, due to enemies spotting their fallen mates since bodies cannot be moved.

As well as the campaign, single players can also enjoy the Challenges mode. It is there where they can tackle 10 missions with several types, including Assault, Infiltration, and Defense. You can change the settings to make the mission harder, which awards you more stars upon completion, as does finishing as quickly as possible.

Multiplayer is also present in 007 Legends, both local split-screen and online. You can choose from several game types, although the community refuses to play anything other than Legends (free-for-all with Bond characters) and Team Conflict (team deathmatch). Gameplay-wise, the game is nearly an exact copy of Call of Duty: custom loadouts, small, maze like maps, and leveling up with XP.

All together, 007 Legends is a mixed bag. The single player campaign can be amusing, as can the challenges and multiplayer, but those who aren't familiar with the James Bond franchise will not enjoy it as much as those who do. It may not have been what was expected, but 007 Legends is an enjoyable game nonetheless.

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"AvatarMan96 reviewed 007 Legends for the PlayStation 3..." was posted by AvatarMan96 on Mon, 07 Jan 2013 13:21:52 -0800
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