Showing posts with label C. Show all posts
Showing posts with label C. Show all posts

Thursday, May 15, 2008

F.E.A.R. [PC]

Okay, so I know this game really isn't that old; about two years old, in fact, but Jesus, I've got to review something. Since I've only been playing this and Team Fortress 2, I guess F.E.A.R. is the one.

First, let me say, "Jesus Christ, F.E.A.R., what the fuck do you want from my computer? Blood?" as it set its graphics levels down to balls. Balls. This is all flying in the face of the System Requirements Lab telling me I'm more than good to go. I'm not really going to let that affect the final score, so I guess this is just more a warning that F.E.A.R. is a mother fucking resource hog.

So the real first thing that actually affects the score is F.E.A.R.'s originality, in that it has none. First of all, you have to pick and choose your weapons as you go along, like Halo (which I hated). At least this time you can carry three here. This does add a bit of strategy and tactics to the game, but since every single weapon is useful in its own right it just makes it feel like the game is teasing me, forcing me to choose between the weapon that's useful now but will get my head blown off if I try to use it later or the one that's useless now but pretty much required later that I know I won't be able to pick up later when I actually need it. "Nah nah nah nahnah, you can't have it," jeers the game as I make my decision and try to content myself with silently cursing the game like a frustrated schoolboy. Honestly, it's like it's asking me if I want to get beaten up now or beaten up later as if I've really got a choice, the great schoolyard twat.

Then there's a slow-mo feature. Oh hi, Max Payne, Bloodrayne, PoP, and about fifty fucking thousand other games! I really won't say anything much about it other than: Played. The Fuck. Out.

And then there's another thing taken from Halo (which I hated and found boring as all get out), mêlée attacks. Swing your gun at people to get instant kills or pull off a couple of kung-fu moves to do the same. But the problem is that their usefulness can best be described as "fuck all" as there are really only two times you should do these kills; one is against an unarmed stealth enemy and the other is when the enemy is caught unawares, as otherwise they'll swing right fucking back. The latter really underlines another of F.E.A.R.'s problems in its whole "stealth" mechanic. Like other games that try to add in stealth elements when they're not based around them, there's really no indication of how sneaky you're being other than the enemy shouting, "There he is!" The only real way to surprise somebody is either to shoot them from afar (and you'll be wanting to do this every time you can, as enemies take more damage when caught unawares) or to know exactly where they are and slow-mo charge them so they can't react to you until you've bashed their brains in.

I did, however, get to take down two enemies with one swing with the latter tactic in a firefight, so it's not wholly without satisfaction or merit.

F.E.A.R. also has, as I'm sure you know, horror elements to it. Every now and then you'll get glimpses of an evil little girl, Alma, running around, usually just popping out to give a cheap scare, sometimes actively trying to kill you or, more successfully, red shirts. There are also a number of creepy psychic visions that serve to break up the monotony of firefights, but, while they certainly serve their purpose, every time they happen I can't help but ask "was that really necessary?" Maybe I'm just jaded, but none of them really evoked any sense of spookiness or anything in me. Of course, I find The Ring and all those other Asian horror remakes to be immensely boring, and almost every one of these Alma sightings and visions just feel like rejected scenes from said films. Although, there was one vision where I was swimming in a pool of blood only to swim down and land in a hospital corridor. While it was a nice touch, it still failed to evoke the feelings it set out to in me.

But this all doesn't mean it doesn't have its good points. For starters, the enemy AI is wicked smart. While in all other games that sport "clever AI" I can quickly learn their responses and make them do what I want them to (Hey there! Thanks for running into my grenade!), I never ever had a feeling of "knowing" F.E.A.R.'s AI. They make great use out of squad tactics and have shown a number of instances of true brilliance such as sneaking up on me when I'd otherwise have them pinned down. The enemy chatter can be pretty entertaining at times too; sometimes they'll yell at each other and it's always delivered so perfectly I can't help but burst out laughing at times. There's also your Team Coordinator (voiced by Jim Ward, better known to me as Chet Ubetcha) who sounds so much like Dan Aykroyd to me (particularly from his performance in Grosse Point Blank) that every one of his lines turns into fucking gold.

Some of the weapons are really cool too. There's the Penetrator, a giant nail gun that shoots armor-piercing bolts. If an enemy is standing near something, often times they will get nailed to it. While this only happens when they're dead and it would have been fun if, as one of my friends said, they became incapacitated, it's still satisfying to see enemies hanging to a wall by their head, especially if they had been giving you a whole mess of trouble. Then there's the particle cannon, a big lumbering thing used as a sniper rifle. This must be some reversed-engineered Martian technology, as each hit disintegrates normal enemies down to their skeletons. Of course, despite it burning away body armor, it doesn't touch their weapons, but, hey, who am I to question?

Despite all its flaws and unoriginality, with all those latter things I still managed to have fun and enjoy myself. Despite the use of the word earlier, it actually never becomes monotonous; there's always something there to break up the action. Basically, I'd compare it to a carnival corn dog. You know it's going to come to you a big greasy mess and probably not be prepared in the most sanitary of conditions most certainly making you sick, but it's still the carnival and it's still a corn dog so you're going to eat it and enjoy it, damn it!

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Tuesday, March 25, 2008

Tetris Attack [GB]

A pretty faithful port. The only only problem is the same as another Gameboy port: slowdown. However, while it does make pulling off some chains harder, it's still serviceable, unlike the aforementioned title. The only real difference is the story mode, which, instead of having two characters both trying to keep their screen clear is more like the Bowser boss in the stage clear mode of the original; the enemy has a bar of HP and will regularly drop garbage blocks on your screen. It's still pretty good and will do for taking the Attack on the go.

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Wednesday, February 27, 2008

Bucky O'Hare [NES]

This game is hard. When people talk about "Nintendo hard," they're talking about this game. Some of it comes from cheapness (most bosses have at least one way to kill you instantly. What the fuck?), some of it comes from bugginess (clipping issues mostly), and some of it comes from genuine challenge. This makes it kind of hard to review, since everything else is good. It looks good, it sounds good, and it controls well (when you're not running into the aforementioned clipping issues and such). You can switch characters as you rescue them (the crew of the titular Bucky's ship have been kidnapped and scattered) and they all have different weapons and abilities, such as clinging on walls and jet packs. With all that, is it a good game? ...Well, obviously, no. When you're constantly hitting brick walls that will make you create all new curse words because you've used up all the others, all enjoyment gets drained. Fuck this game. Even if I can't stop going back to it.

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Monday, January 28, 2008

Ninja Gaiden: Shadow [GB]

Just...eh. I don't know. If common knowledge is to believed, this is actually an edit of Shadow of the Ninja. I believe it, as this...really doesn't feel like a Ninja Gaiden game. I just couldn't get into it. I know I should give some credence to the fact that it's a Game Boy title, but there's only one subweapon...and it acts more like a bomb move since you can only collect a number of charges of it instead of amassing spiritual strength. I guess it warrants a

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Monday, January 14, 2008

Game-A-Day: Classic - Twofer!

Irem Skins Game [SNES]

The title is a lie! It's not about skin, or about people showing skin, but is instead about...golf. And as far as golf games go I guess it's...alright. The swing meter goes super fast though. Hard to get it down.

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Castlequest [NES]

A puzzler/platformer that features a short, stocky prince that jumps floatily and has a stubby little dirk. Not...not that great. I really couldn't get that far because of that stupid stiletto.

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Thursday, December 20, 2007

Game-A-Day: Classic - Indiana Jones and the Temple of Doom [NES]

Spoiler: The only thing related to Indiana Jones that I've seen is Young Indiana Jones.

The sad thing about this game is that it could have been really good. What brings it down is the poor graphics and counterintuitive controls. The graphics make what you're doing a bit confusing since you don't really know what level you're supposed to be at to swing across. And with the controls I keep on jumping down into lava instead of jumping forward. And, even though as I said earlier that I've never seen the movie in question (I really need to get on that), I get the feeling that if this wasn't based on a movie it would have had an intersting story. There's also the fact that I didn't know what the hell I was supposed to do until I actually went and looked it up.

I really want to blame the shortcomings of this game on the limitations of the system, I really do, 'cause, to paraphrase Jeremy Parish, bad games and good games hampered by the limitations of its time are easily confused, but I can't. This is just a plain bad game brought on by poor execution. Though, it's really not surprising considering this came from Tengen.

I give it a (very, very) generous low

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Tuesday, December 18, 2007

Game-A-Day: Classic - Sparkster [GEN]

To both have actual posts on here and to move all the Game-A-Day stuff here, I'll also be posting existing reviews.

A solid platformer from Konami (specifically Nobuya Nakazato, who also did Contra: Alien Wars and Shattered Soldier). You play as an opossum knight who has a rocket pack. The graphics and sounds range from acceptable to decent, but when it comes to the controls, some of the advance rocket maneuvers (re: going diagonally) are hard to pull off. The use of the rocket pack does get inventive, such as using it to become an opossum screwdriver to defeat a mini-boss. Low to high challenge level, depending on the settings. I give it a high


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