Sunday, August 15, 2010

Rogue Warrior

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In Rogue Warrior, lead character Dick "Demo Dick" Marcinko (based on the real-life ex-Navy SEAL, and voiced by actor Mickey Rourke) doesn't just drop an F-bomb--he drops an entire nuclear warhead of repulsive language that would make even the most world-wise among us reach for a set of earplugs. As depicted in developer Rebellion's newest first-person shooter, Marcinko is a shallow, potty-mouthed antihero without a single redeeming quality. Unfortunately, the appalling dialogue seems to have inspired Rogue Warrior's gameplay, which is characterized by useless stealth mechanics, inconsistent hit detection, incredibly linear level design, and abysmal AI. Yet the boring, one-dimensional gameplay and terrible dialogue aren't the game's most insulting blemishes; that prize belongs to Rogue Warrior's total lack of value. You can finish it in just over two hours, and the stripped multiplayer consists only of deathmatch and team deathmatch, yet publisher Bethesda Softworks is asking full price. Don't be a sucker: Steer clear of this garbage. You'll at least sniff one sweet smell amid the stench--that of Rogue Warrior's momentarily satisfying close-quarters kills. If you get close enough to your enemy (not exactly difficult considering the putrid AI), you can plunge your knife into his back, snap his neck, or smash his head into the wall. The thrill dissipates quickly, however. Every level is linear, and opportunities to sneak up behind your Communist foes are laid out in a predictable manner. There may be three or four enemies milling about at a time, all placed in such a way as to make it a cinch to sneak up behind them and play grim reaper. These easy stealth opportunities are further simplified by the morons you assassinate, who appear to have no peripheral vision and won't notice you creeping up on them from the most obvious angles. They also appear to be near-deaf; they won't react to the cries of their nearby comrades as you dump them over a railing, and they won't notice the sound of your footsteps, even if you're sprinting at full speed.

Perhaps the shallow stealth mechanics would be easier to stomach if the shooting were fun, but Rogue Warrior is easy, boring, and predictable. Every firefight occurs in much the same way: You wander down a corridor, encounter three or four enemies, and shoot them. Sometimes your foes barge through a door, drive up in a truck and jump out, or break through a skylight and slide down grapple lines, but this always happens right in front of you, and opponents are generally happy to remain in your line of fire. With few exceptions, AI enemies won't attempt to flank you, won't react to getting shot once they are behind cover, and won't run from the grenades you toss--and they'll throw their own grenades at each other and shoot the exploding barrels that stand right next to their teammates. In your adversaries' defense, however, the levels don't give them many opportunities to flank. While there are some medium-sized warehouses and other somewhat open environments, the path to your next objective is always a straight line. There are no alternate routes and no hidden rooms to explore, and the only door that will open is the one you are meant to charge through. Rogue Warrior only has one direction (forward), one speed (slow), and one intelligence level (stupid).

Rogue Warrior tries to mix things up with a few other elements, such as lights you can shoot out to darken rooms, night-vision goggles, and a basic cover system, but these elements seem out of place and make the game feel like a poor man's Rainbow Six. Once Dick is behind cover, you view him from a third-person perspective; you can peek above or to the sides to shoot targets or even fire blindly if you so desire. But while the cover system works well enough, it's ultimately unnecessary in light of the game's slow, straightforward pace. And enemies are too easy to kill to make shooting out a light or using night vision worthwhile. Yet Rogue Warrior doesn't even get the straight-up action right. The hit detection is all but broken. You might kill a Russian soldier with a few shots to the knee, but others may survive what seem to be six or seven obvious headshots. Bad animations further diminish the quality of the gunplay, because there's little sense of impact when your bullets hit their mark. Your Communist foes sometimes stagger and then regain their composure when under fire, but sometimes you can unleash a barrage on them without getting any kind of physical reaction.

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Prince of Persia The Forgotten Sands


The 2008 release of Prince of Persia took the franchise in an invigorating new direction, employing open-world design and a painterly artistic style to great effect. It breathed life into a series that had been treading water for years, but you won't see any of those new elements in The Forgotten Sands. This is a throwback to the superb Sands of Time, focusing on elaborate level design and the sort of acrobatic wonder that would make even the most agile monkey jealous. Unfortunately, the leap back in time is not entirely smooth. The early portions have a paint-by-numbers feel, offering no surprises for those familiar with the franchise, and the combat is shallow and lacks the flair the prince so often exhibits. But those missteps fade away once the prince gets into a groove. The intricately designed levels are full of surprising twists and the deft maneuvering required to pass the more challenging sections makes completing a particularly tricky room rewarding. A few problems keep The Forgotten Sands from reaching the level of its timeless predecessor, but playing through this gravity-defying adventure is still time well spent.


The story in The Forgotten Sands focuses on the sibling rivalry between the prince and his brother. At one point in their lives, they got along perfectly fine, but relationships tend to crumble when demonic possession rears its head. Although the story is ho-hum cliche, there is a certain charm in the manner it's told. The prince narrates the events during the action, and his personality interjects some lighthearted fun into the proceedings. Thankfully, this is not the dour prince who appeared in the previous game in the franchise, but rather the good-natured fellow from The Sands of Time, and his quips add to the experience. Unfortunately, the prince's personality is not the only thing borrowed from The Sands of Time. The opening level, in which you try to break into a castle under attack, borrows heavily from the opening sequence of its predecessor, and it seems as if the predictable level design is a portent of things to come. The Forgotten Sands does break free from its inspiration after a few hours, but that doesn't excuse the forgettable introduction.

The removal of the open-world design means that The Forgotten Sands is entirely linear, but this turns out to be one of the game's strengths. Each of the stages builds on what came before it, continually blending new techniques with your core abilities to create something special. Like in previous games, the prince starts out with the power to run along walls, leap between posts, and slide down dangling banners. But there is so much more to making your way from one point to the other than that modest list indicates. Your original moves are tweaked throughout the game, twisting the basic concepts to produce something unique. You may get in the habit of running along a wall and jumping off with casual ease, but when a quickly closing door forces you to speed things up, you need to approach this basic maneuver from a different angle. This reinvention of established themes keeps the platforming sections consistently thrilling.

However, the thing that really pushes these levels to new heights is the moves you unlock during the course of the game. The first and most widely used is the ability to freeze water. Waterfalls and leaking spigots can be frozen with the push of a button, creating walls and pillars of ice for you to climb upon. Initially, these water-based puzzles provide only an aesthetic twist to the standard platforming, but once you understand the basics, things become a lot more interesting. You often need to freeze and unfreeze water in midair, making it possible to leap between geysers that are not synced or crash through a wall of water that was frozen solid just a moment earlier. You unlock new abilities as you go through the adventure, and these are all mixed seamlessly together to keep you continually on your toes. And because many of the puzzles require you to adapt on the fly to new obstacles with pinpoint precision, it's an empowering feeling to make it past a particularly difficult stretch.

Aside from the impressive acrobatic abilities you must exercise, there are a fair number of puzzles as well. These are generally of the turn-the-crank variety, and though they do put a kink in the swift pace, it's still satisfying to solve their ancient mysteries. Problem solving crops up during the platforming portions too, and though it's always fun to figure out exactly what needs to be done to reach the other side, the limited camera is sometimes the biggest obstacle you have to overcome. The view is frequently zoomed in too far and strips away full control, making it impossible to tilt the angle to get the best view possible. This is especially troubling during portions of the game in which perspective is paramount, making it difficult to tell in which direction a waterfall is draining or from which wall you need to leap to grab onto a pole. There are only a few times during the game when the camera is a serious problem, but those sections chip away at the goodwill fostered by the excellent level design.
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Land Of THe Dead


There is an almost pseudo-brilliance to the sheer awfulness of Land of the Dead: Road to Fiddler's Green. Loosely based within the same universe as zombie pioneer George Romero's Land of the Dead film from earlier this year, Road to Fiddler's Green isn't content on being another completely unplayable movie-to-game translation. It's almost as though the developers wanted to capture the essence of the zombie through each and every aspect of the game. In many ways, it feels like it was once a regular, workaday, full-featured first-person shooter that was horribly murdered by zombies and then resurrected into a shambled, decrepit, undead version of its former self. Every component of this game is slow to react, dumb as a doornail, and irreparably broken. It shuffles along at a sluggish, depressing pace while pieces of it literally fall apart at the seams. And the only thing going through its figurative mind is the unquenchable instinct to attack and feed on your free time and money. This game is either one of the most avant-garde pieces of gaming artistry to ever find its way to the retail market, or one of the worst PC games you'll ever play--though, it's probably the latter. The protagonist of this hapless zombie tale is Jack, a regular country bumpkin thrust into the role of zombie vanquisher extraordinaire when a slightly ripe-looking stranger happens upon his doorstep. When this stranger turns out to be a brain-hungry zombie, Jack is sent fleeing around his property, looking for guns, ammunition, and, of all things, his keys. Clearly panic-stricken, Jack finds himself neck-deep in zombie action, with mildly threatening corpses flocking onto his meager farm. He takes off to a neighbor's property, by way of a completely insane haystack maze and a badly textured cornfield, only to find--yes, you guessed it--more zombies! Perhaps you can see where all this is going. Wondering where the film tie-in comes into play? Well, you do eventually find yourself in the guarded city of the scant few living humans remaining on the planet, which is featured prominently in the movie. But before you can get there, you'll have to travel through a slew of horrendous-looking environments, navigate terrible level designs, and shoot a never-ending army of the stupidest zombies you will ever encounter.

Stupid zombies? How is that even possible? Zombies are, after all, lumbering dimwits by nature, driven purely by the instinct to feed and with no real form of intelligence. However, the whole point of the Land of the Dead movie is that the zombies are slowly evolving into a more organized society of the undead. They're supposed to be smart zombies. But let's forget that fact for the moment and try to understand that there are rules that govern zombie fiction at large. In about every form of zombie anything you'll ever see, the creatures are largely aggressive toward any creature with living flesh, and they tend to travel in overwhelming packs. Save for very rare instances, you will see no such behavior in this game. Oh sure, they'll attack, but it's an absolute rarity to find yourself in a situation where you're overmatched. The zombies have one or two really lame attacks, which can be easily avoided if you're not completely surrounded. And even when you are, all you need to do is run and find a piece of the scenery that the zombies aren't smart enough to circumvent--you know, like an open doorway or a pile of garbage that sits maybe two or three feet high. And this is all assuming the zombies even come after you in the first place. Half the time, they're content to stand completely still, dumbfounded as you pick them off from silly distances.

To make matters worse, the game completely destroys any measure of satisfaction you might get from offing these bloodthirsty creatures by making the combat a complete and utter bore. The game tries to create some measure of tension by severely limiting the amount of ammunition you can pick up, leaving you to fight off the zombies with shovels, golf clubs, baseball bats, and fire axes. Yet somehow, the action of slamming a blunt object into a zombie's brittle body is screwed up. There are both weak and strong melee attacks, but the weak attacks are completely useless. You can sit there whacking away at a zombie and half the time it won't even react to the shots it has taken, leaving you completely vulnerable.

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NBA 2K10

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Where do you start when talking about NBA 2K10? The thousands of new gameplay animations that were mo-capped to either replace older animations or be added to the game as new? The single-player "My Player" mode that puts you in the sneaks of an up-and-coming hoops player? The create-a-draft class option in this year's Association mode? Where do you start with a game that will mark the 10th anniversary of the long-running NBA 2K series? There are so many options to choose from, but I'd like to start in an unlikely place: commentary.

Commentary and Context

I think sports game commentary is one of the most underrated arts in the genre. When it's done well (as in Sony's MLB series and EA's NCAA Football series) it's an exquisite addition, and when it's mediocre (as in the last few years of the Madden series, Chris Collinsworth notwithstanding) it can often detract from the entire experience. Just as in real sports, commentary in games shouldn't be obtrusive and ostentatious; it should inform the action on the floor without getting in the way and, ideally, without repeating itself too much.
Yet, even with the games that meet those basic goals, I've always felt there was another level that sports gaming commentary could reach: creating a back-and-forth between hosts that's at once believable as an exchange and insightful. After seeing NBA 2K10 for the first time at 2K Sports' HQ yesterday, it seems the game is as close to reaching that next plateau as I've ever seen.

As with NBA 2K9, Kevin Harlan and Clark Kellogg return for booth duties, and though I've never thought the two had great chemistry before, that's changed this year. Not only is there believable back-and-forth between the two but, more importantly, so much of the commentary is also better tuned to the context of the game situation. If you're playing a crucial game against a rival, for example, and both teams are vying for a play-off spot, a good chunk of that game's commentary--at least in the beginning of the game--will focus on the rivalry, the matchup records between the two teams, and the play-off ramifications for winning and losing. In the opening minutes of a game, the pair of announcers will spend just as much time setting the scene of your game as calling the action on the floor. If they're not setting up the context, they're having fun with each other--during one part of a game featuring the Lakers that I watched, Kellogg and Harlan went into a pretty extensive back-and-forth discussion on the somewhat controversial nature of Pau Gasol's trade from Memphis to L.A. in 2008.

The improved commentary is a big upgrade for the series, and it ties into NBA 2K10's presentation philosophy of "basketball first". That might sound strange--this being a basketball game and all--but from the commentary to the main screen you see when you first boot up the game, everything in NBA 2K10 is centered around hoops. That main menu, for example, isn't a list of game modes but rather a listing of that day's matchups in the real-life NBA, as well as the scores from yesterday's games. This "NBA Today" screen (as it's known) helps keep you up to date with what's going on in the real NBA. If you'd like, you can jump right into any of the matchups listed on the screen or simply bring up another menu that takes you to another area of the game. Whether you're playing "play now" games featuring today's NBA matchups or midseason games in your Association mode, the enhanced context and commentary will always be keeping you up to date on what's happening around your team and your league.

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The Price is Right 2010 Edition

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Come on down to The Price is Right( TM ) and feel the thrill of playing in Contestants Row. Play up to 16 of the most popular pricing games like Plinko, Cliff Hangers, Punch-A-Bunch, and more of your favorites. Try your luck as you spin the Big Wheel for the chance at fabulous prizes and a huge pay-off at the Showcase. Rack up achievements in your personal trophy room and celebrate with The Price is Right theme music. Relive the fun of this retro hit game on your own or in Party mode with friends.

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Formula 1 Grand PRix 4


For the better part of the last decade, British software designer Geoff Crammond has been involved in the creation of the finest Formula 1 racing games for the PC. Starting with World Circuit in 1993 and leading up to Grand Prix 3 in 2000, Geoff Crammond's racing games have been the undisputed champions of F1 by capturing the true essence of all aspects of this widely popular motorsport, from track design to driver behavior. But it could be argued that these games' stature is due as much to the lack of noteworthy competition as it is to their quality and realism. Certainly, at the time of Grand Prix 3's release, most other F1 games up to that point were too forgiving in their physics, took too much creative license in regard to their level of realism, or simply had several glaring problems or omissions. Geoff Crammond's Grand Prix 4 carries on the series' tradition of being the most realistic F1 game for the PC--but it's no longer the only player on the market. Specifically, Grand Prix 4 faces stiff competition from Electronic Arts' recently released F1 2002, and as authentic as Geoff Crammond's latest game might be, this time it can't be crowned the champ by default. The basic idea behind the Grand Prix series has not changed in its latest installment. You'll assume the role of a driver for one of 11 Formula 1 teams and race on 17 world-famous racetracks in a bid to earn enough points to win the coveted Driver's Championship and Constructer's Cup, the two goals of all F1 teams and drivers. Obviously, the team rosters and race schedule have been updated since Grand Prix 3. But unlike F1 2002, Grand Prix 4 focuses on last year's 2001 FIA Formula 1 season, which means that it lacks several features that are currently available elsewhere--features like the addition of the new chicane at Hockenheim, the introduction of the Toyota team, and the absence of Mika Hakkinen from McLaren's primary car. However, since it was released after the end of last year's season, Grand Prix 4 is the most accurate representation of the 2001 F1 championships. The game not only includes all 11 teams, 22 drivers, and 17 courses from that season, but it also re-creates the weather conditions and starting grids of all of last year's races. Additionally, the game addresses some of the glaring issues found in Grand Prix 3--specifically, the graphics have been overhauled, a brand-new menu interface has been implemented, and a massive reference guide called the Gpaedia has been added. Narrated by Arrows team manager Mark Hemsworth, Gpaedia has information on all things F1, including an overview of a typical F1 car and a second-by-second breakdown of a pit stop. The virtual library of tables, charts, and full-motion video clips contained within the Gpaedia will surely please all racing fans, and even the most knowledgeable follower of F1 will undoubtedly learn something new.

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