Check out our new online store at www.resetgames.com today!

Posts Tagged: gaming

Text

——-
BEST MOMENT

THE END - BATMAN ARKHAM CITY



There are certain moments in our video game careers that remind us why we play.  Areis’ fate in Final Fantasy 7.  Finding out the truth about Darth Revan.  Psycho Mantis reading our mind and our memory card.  Every gamer has these moments they willl always remember, and 2011 wasn’t short on memorable scenes.

Virtually every set piece in Uncharted 3 was worthy of a nomination.  Watching the physics of water sloshing around as Drake nearly drowned on a sinking ship was incredible; as was falling out of an airplane and barely pulling a parachute before crashing into the desert below.  “The Moon” scene in Portal 2 was the absolute best way to end way to end Chell’s over-the-top adventure.  Even Gears of War 3, through all the machismo and gore, managed to tug on a heart string halfway through the game.

We felt, however, that there was no bigger moment in all of 2012 than the universe-altering ending of Batman Arkham City.  It’s hard to talk about the moment without unleashing a monster spoiler bomb, but if you finished Arkham City you know how big this moment was.  The leadup, the twist, and the final scene blew us away in every sense of the phrase.

Rocksteady might as well have hit us in the face with a Freeze Blast.   “Did that just happen!?,” we thought as the closing cinematic unfolded on our big screens.  We don’t know if our jaw hit the floor first or our controller did.  We could talk about the implications of this scene forever, but we’ll stop and say that if you haven’t completed Batman Arkham City, it should be on your to-play list.

RUNNER UP: THE MOON - PORTAL 2
RUNNER UP: SINKING SHIP - UNCHARTED 3
RUNNER UP: PLANE CRASH / DESERT SCENE - UNCHARTED 3

CHECK OUT THE BATMAN ARKHAM CITY REVIEW BY CHRIS CLOW:http://resetgames.com/site/reviews/item/250-review—-batman-arkham-city


——-
BEST MOMENT FROM A GAME YOU MIGHT NOT HAVE PLAYED - “CROSS MY HEART AND HOPE TO DIE” - DEAD SPACE 2



The blood spatter of recently mutilated civilians decorate the halls of the Sprawl space station.  Necromorph body parts float in zero G after you’ve ripped them apart in brutal fashion.  Dead Space 2 is a nightmare you don’t want to wake up from.  Developer Visceral set a new standard for survival horror games in 2011, and the most disturbing scene had nothing to do with slain innocents or dismembered aliens coming after you.

“Cross my heart, and hope to die.  Stick a needle in my eye,”  was a pretty cryptic phrase we would say when we were young.  Until Dead Space 2, we never thought we would actually have to carry out the deed.  Towards the end of the game, our hero Issac Clarke finds an eye poking machine that was used on patients who had gone crazy before the Necromorph attack.  In order to stop the alien invasion, the delusional Issac entered the contraption and literally stuck a needle in his eye to administer some medicine.

The best/worst part?  We, the player, had to aim the needle slowly descending into Issac’s retina as he squirmed like a worm being hooked by a fishing line.  We also had to keep the needle steady so we didn’t kill Issac by way of human pincushion.  This horrifying mini-game left us wanting a hug and cold shower.  Well played Visceral, well played.

CHECK OUT THE DEAD SPACE 2 REVIEW BY JANIO SUPPINI:http://resetgames.com/site/reviews/item/51-review-dead-space-2

Text

——-
BEST MULTIPLAYER

PORTAL 2



In a year dominated by big-budget first person shooters, one might think our favorite multiplayer game would come out of the online arena.  Battlefield 3 blew us away with realistic destruction physics, incredible gunplay and vehicle mayhem.  The revamped Gears of War multiplayer suite kept us hording out for months, gleefully eviscerating the Locust with friends.

As much fun as we had with the holiday shooters, we felt that Portal 2’s cooperative campaign was something special.  Rarely do we get to play a game with as much charm and brilliance as Portal 2.  Even better, we got to experience it with a buddy. 

We laughed together when GlaDOs expressed her frustration that we were hugging instead of completing tests.  We got frustrated with each other, deliberately dropping light bridges out from each others feet and chalking it up as an “accident”.  The adventures of Peabody and Atlus will become the stuff of video game lore; a mode that we will be reminiscing about for years to come.

RUNNER UP: GEARS OF WAR 3
RUNNER UP: BATTLEFIELD 3

READ OUR PORTAL 2 REVIEW BY JANESSA OLSON HERE:http://resetgames.com/site/reviews/item/181-review—-portal-2


——-
BEST MULTIPLAYER FROM A GAME YOU MIGHT NOT HAVE PLAYED

RAYMAN ORIGINS



After platforming through the wacky levels of Rayman Origins, almost every Reset employee came away with the same thought.  “Why aren’t more people playing this?”  Rayman Origins is packed full of style, stellar platforming and, straight up fun for anyone who picks up a controller.   The multiplayer makes the game exponentially better, so grab a friend, grab a sibling, heck even give your mom a controller.  You would be hard pressed to find a four player drop-in multiplayer game as enjoyable and accessible as Rayman Origins.

Text

As the year draws to a close, we’ve decided to look back on the best video games of 2011.  Every Reset Games employee has voted for their favorite games and through that process we’ve determined which games we thought were the best of the best.

——-
BEST STORY

UNCHARTED 3



As video games mature as an entertainment medium, the quality of storytelling seems to have gotten better and better. Portal 2 had us laughing at the expertly written banter between GLaDOS and Wheatley, while at the same time injecting a rich story about the origin of Aperture Science. The voice cast of Batman Arkham City was arguably the best ensemble ever seen in a video game, lending their talents to a solid narrative worthy of being one of the best Bat-stories ever told.

Even with the stiff competition, we felt that Uncharted 3: Drakes Deception’s story stood out above the rest. Sure, one could argue that the story of Among Thieves was a little too similar. Chasing Sir Frances Drake’s shadow across the globe eventually leading to a lost city again would have frustrated us, if not for the way developer Naughty Dog handled the character development of Drake and Sully.

After a healthy backstory detailing the fateful meeting of our favorite heroes, we realized how much Drake looks up to Sully, and how Sully will go to hell and back for Drake no matter what the odds. What’s brilliant is that we, the player, know that Sully might be getting too old for this kind of high-risk adventuring. There were times in the game where we didn’t want Sully to go with us because we didn’t want anything bad to happen to him. We questioned navigating Drake through another sticky situation after Chloe and Elena tried to break through and ask Drake if a dusty old treasure was worth risking not only his life, but Sully’s.

The Uncharted series is well known for over-the-top set pieces harmoniously paired with great dialog. The over-arching quest to find the Atlantis of the Sands was compelling and all, but nothing extraordinary. What blew us away was how the fourth wall was broken. We cared about these characters so much that we didn’t want to see harm come to them, let alone be responsible for controlling it. Naughty Dog pulled all the right emotional strings in Uncharted 3.  We can’t wait to see if The Last of Us, or the eventual Uncharted 4 can generate the same response.

RUNNER UP: BATMAN ARKHAM CITY
RUNNER UP: PORTAL 2

Read our Uncharted 3 review by Brent Lindquist here: http://resetgames.com/site/reviews/item/272-review—-uncharted-3


——
BEST STORY FROM A GAME YOU MIGHT NOT HAVE PLAYED

CATHERINE



Relationships, commitment, and infidelity aren’t your normal video game storylines, but Catherine dared to tackle these issues head on. You play a 30-something every-man named Vincent, who has a mediocre job and a girlfriend, named Katherine, who wants to take the next step in their relationship. This kind of commitment scares Vincent, and after a night of heavy drinking he wakes up to a new girl, Catherine.

This interesting turn of events leads Vincent to have terrible dreams directly pertaining to the events of the previous day. As Vincent hides his infidelity from both women, his dreams get weirder and balancing his love life gets increasingly more difficult.  Throw in demonic undertones and an epidemic that is killing young men in their sleep, and you have one of the most unique narratives  you’ll ever see on a console.

Read our Catherine review by John Snell here: http://resetgames.com/site/reviews/item/231-review—-catherine

 

Text

Ironically, your first experience in Skyrim will be controlled, on-rails, and wholly detached from the rest of the game.  You’re lead from point to point with little input or choice, and it feels strikingly similar to most other modern titles.  I like to think that this was developer Bethesda’s way of easing your transition from other games into an experience that I can only describe as overwhelmingly enticing.  After the preliminary sequence, you’re set free, both literally and metaphorically.

A vast landscape opens up before you, with jagged peaks rising defiantly above mist-shrouded valleys.  The glint of waterways and lakes shimmer in the distance, while brilliant clouds drift lazily through the sky.  A gust of chilly wind runs down the mountain behind you, whipping up a mist of icy snow from the surrounding rocks.  Your first steps feel momentous; the initial foray into an unknown world of seemingly limitless possibility.

This is Skyrim, where secrets lie deep in ancient dungeons and dragons haunt the skies.  In the northernmost province of Tamriel, mistrust runs rampant after the assassination of their Nordic king and civil war erupts over ties to the Empire.  As the last pieces of an ancient prophecy fall into place, Alduin, the ancient dragon god of destruction, begins to stir.  It is into this tumultuous world which you are thrust, tasked with nothing less than saving humanity; you are Dovahkiin, last of the Dragonborn.

For now, however, saving the world can wait.  After all, how can you be expected to concentrate on such a monumental task with all these lovely distractions?  You’re a recently released man or woman (or anthropomorphic cat-creature or lizard for that matter) and the world is your oyster; its time to go exploring!  Everything here is wonderfully crafted to be believable and interesting, and nothing is off-limits, from the lowest valley to the highest peak rising in the distance.  Bethesda gives you an open invitation to dive into one of the most comprehensive, dynamic and enjoyable worlds ever created in a video game.  It’s a forgivable, and entirely understandable, offense to completely ignore the main quest and simply wander the world.

It is impossible to bottle the delicious elixir of Skyrim into one review.  The vast world and everything it contains is simply too massive and varied to distill into mere words.  When first confronted with the prospect of reviewing Skyrim, I was ecstatic.  However, once reality set in, I had to face the daunting prospect of actually conveying its contents in a meaningful way.

How could I inform the reader of every significant facet of a game that could very well take a player hundreds of hours to finish one play-through?  I tossed around the idea of presenting a series of unique or hilarious encounters and experiences I had while playing through the game.  However, this would force me to spoil some of the games most unique charms.  I then thought about writing out a comically long list of the features contained within the game.  A list which, even compacted into the most concise of words, would, out of necessity, span the entirety of this review.

I instead decided to simply narrate a day in the life of my character in Skyrim.  While my first “complete” (as if that word could ever be truly ascribed to Skyrim) playthrough ended with a whopping 113 hours of gameplay, this particular day occurred roughly 30 hours into the game.  Most titles are content when their entire campaign spans 30 hours, but I had only touched a tiny portion of Skyrim in that time.

While most role playing games have you select certain stat points and perks at the start of the game, Skyrim only asks one question; what do you look like?  You’ll choose from one of the ten playable races, customize your appearance, and that’s it.  By only requiring the player to choose their race and sex, we avoid one of the most common flaws of RPGs.  Normally, you’re required to build a basic character without actually knowing what skills you will find most useful during the game.  You’re locked into a character that may not even be a good fit for you or how you like to play.

Skyrim allows you to craft a character based on the actions you use the most.  Rather than pre-selecting a character class with defined attributes, you’ll consciously and unconsciously sculpt a character over the course of the game based on how you play.  My character is a morally questionable wood-elf with a taste for long-range archery and stealing anything not nailed down.  You’re free to play however you like, and I chose to be a big jerk.

My day began in the town of Whiterun, where I had recently finished running wild with the fighting Guild know as the Companions.  They had presented me with a hairy proposition that I needed time to mull over, so I departed from their company for the time being.  Whiterun is situated on the edge of the vast plains of Skyrim, near the foot of the largest mountain in the world.  Low, lodge-style thatch housing is the typical design, with a pleasant aqueduct cascading through the main square.  Geographically and politically, Whiterun sits in the middle.  You won’t feel overt tones of support for either side in the civil war, the Legion or the Stormcloaks, like you do in some of the other cities.  Its one of 5 major cities in Skyrim, with a handful of smaller settlements scattered about as well.  The sun was just beginning to rise and the town was empty except a few beggars and the night-watch guard.

As I wander through town, I overhear a guard fearfully commenting about a dragon sighting on a nearby peak.  My map and quest log get automatically updated as soon as I hear the information and I’m free to check it out at my leisure or simply ignore it.  You’ll pick up new locations and even quests just by listening to rumors or eavesdropping on conversations.  Another guard comments on my weapon choice with a voice that sounds slightly European. The people of Skyrim can’t quite seem to decide on an accent.  Sometimes they sound vaguely Scandinavian or Nordic, other times they sound like modern English, and sometimes they sound like Nords doing a poor Arnold Schwarzenegger impersonation.  It’s something you’ll find off-putting at times and hilarious at others, and its one of those things that’s a shortcoming in a technical sense but kind of amiable in actuality.

Before I venture out into the world chasing dragons, I have a few things I need to take care of around town.  I swing by the house I recently purchased to drop off some items I don’t want to sell but don’t want to lug around right now, taking up valuable carry weight.  After ridding the town of a local problem, the Jarl anointed me as a Thane of Whiterun.  In addition to giving me some pull with the local guards, it also gave me the option to purchase a house here in town.  To sweeten the deal, they threw in Lydia, a Housecarl, to serve as my companion and bodyguard.  Each of the major cities has a Jarl who governs the town and the surrounding area. Getting on their good side usually comes with some nice perks.  Lydia greeted me as soon as I entered the front door, ready to assist me at a moments notice.  Today, however, I’m rolling solo.  I drop off the loot in my newly refurbished bedroom, bid my Housecarl adieu and head back outside.

Pulling up my quest menu, I scroll through all the quests I’ve discovered, looking for something interesting to do.  Significant or intricate quest lines are separated under their own title from the more basic quest lines, which are grouped under the “Miscellaneous” quests.  Just from exploring a small corner of the massive world map, I have generated an extensive list of quests that need doing.  In fact, the thing I’ve found to be most difficult in Skyrim is getting my quest log down to a manageable size.  Recalling the dragon sighting I overheard earlier, I locate it in the quests menu and make it active, bringing up a beacon on my map and heads-up display (HUD).

To ensure the destination was close enough to be reachable in a day, I brought up my world map.  Now, this is no ordinary cloth map with clumsy drawings on it.  This is a living relief map of the world, with every peak, valley and river accurately shown.  The cloud cover is rendered in real time, meaning that if it’s cloudy in one part of the world, those clouds will be shown, as well as which way they are moving, on the map.  Any location you’ve already discovered can be fast traveled to, but that takes most of the fun out of it.  Already discovered locations will be shown in white and locations you’ve heard about but haven’t visited with be shown in black.  You can even spot some of the larger undiscovered locations you haven’t heard of if you look hard enough.  The dragon was last spotted on a peak to the west of me, and a small indicator on the map shows that it’s an active quest.

The people of Whiterun were now beginning to stir, moving about the town and working their merchandise stalls.  I briefly entertained the idea of dropping by the local Inn for a drink and some work, but a past experience made me decide against it.  A barroom fistfight with an overly confident bard turned sour when an errant haymaker accidently connected with a bystander of the fairer sex.  The other onlookers, initially content to merely observe and shout encouragement, took offense to that, and the scene suddenly devolved an all out melee.  Ironically, the guards coming to arrest me were the only thing that saved me from being cut down.  I decided it was best to avoid the bars and stick with the task at hand today.

While there are plenty of things still for me to do in Whiterun, I have a taste for dragon fire and fresh mountain air.  In addition to netting me some sweet loot, as a Dragonborn I have the ability to absorb the souls of Dragons.  Dragon souls are required to unlock Shouts, which are powerful words in the Dragon language that are similar to spells.  You will learn these shouts by discovering “word walls” or being instructed by certain people.  Your shout is mapped to a dedicated button and can be used at will with a recharge period in between each shout.  Be warned, however, that most folk don’t take too kindly to a Dragon shout to their face, or anywhere near them for that matter.

I head towards the main gate but, before I reach it, notice the local blacksmith outside working on her grindstone.  Recalling that I had a weapon I would like to upgrade, I sidle up next to her and subtly tell her I want to rub my dagger on her grindstone.  While that may sound dirty, it’s a legitimate request.  Although my blacksmithing skill isn’t terribly well developed, I can still upgrade basic weapons to more refined, and damaging, versions.  Upgrading or creating weapons and armor requires different ores and leather, depending on what you’re trying to make.  You’ll need to have a higher blacksmith level than I had to upgrade superior or enchanted items.  For now, I was content to upgrade my standard dagger to a sharper point and enchant it at an arcane enchanter later.

As you can see, even something as simple as leaving town has taken me through all sorts of diversions and distractions.  Finally, however, I reach the exit to the town.  Any time you enter or exit any indoor areas, be it a cave, a house or ruined outpost, as well as any of the 5 major cities, you’re taken to a loading screen.  The load times can be significant for the larger areas, but installing the game to the hard drive will noticeably decrease them.  On the loading screen, there will be some artifact or other interesting item that you can view in full 3D, zooming and rotating the item at will.  You can also view any item in your inventory in a similar manner, and some items hold secret codes that you’ll need to discover in order to access certain areas.  While this sounds interesting on paper, its application is unfortunately limited and basic, and I feel that there is some missed potential there.  Regardless, it’s still a cool way to look at every intricate detail of your items.

Immediately after exiting Whiterun, I was beset upon by thugs with no warning, and my confusion did little to stop them from attacking.  Neither did the Whiterun guards for that matter, who, after witnessing blades being drawn, simply ran away rather coming to my aid.  Spineless cowards!  Unfortunately, I had no time to direct my ire at the guards due to the fact that three thugs were directing their blades at my face.  I’m a scrawny wood-elf thief; I’m not built for face-to-face confrontation.  As a result, the fight went less than stellar for me a few times (prompting me to reload my latest saved file).

After finally disposing of them by running out of reach before shooting them full of arrows, I found a contract on one of their bodies, indicating that they had been hired by someone I had robbed a while back.  My bad, I guess.  I paid the worthless guards back by picking each of their pockets clean of gold and valuables.  Like I said, I’m not built for face-to-face confrontations; I prefer a more indirect route.

With a roll of drums, I was notified that my pick-pocketing skill had increased, and as a result, my overall level had also increased.  If you use a certain skill, it will rank up, which in turns contributes to your overall level.  Each new level rewards you with a skill point, which may be used to unlock “perks” in any of the numerous skill categories.  For example, the archery skill tree has perks that, among others, give you more damage with bows, the ability to zoom while aiming, or additional arrows from fallen foes.  For this level, I chose to increase the probability to successfully steal stuff from people who are sleeping.  Like I said, I’m kind of a jerk.

Finally, I’m able to leave the confines of Whiterun and head out into the world proper.  A haunting tune begins to play, providing an invigorating companion as I survey the expanse in front of me.  The music in Skyrim is top-notch, providing refreshing background noise while you explore the world or adding punctuation to battles.  Gazing out across snow-clad mountain tops below a brilliant night sky while Skyrim’s music plays is an unparalleled experience in video games. It just feels like an adventure.

However, it was still early morning in my day, and I had a dragon to slay.  A horse-drawn carriage was parked outside the Whiterun stables, offering rides to any of the major locations, but I preferred going on foot for now.  Choosing to forgo the main road, I cut across the field of a nearby farm, picked the farmers pocket, jumped into the river and emerged on the other side.  I could make out my destination mountain top in the far-off distance, with tattered clouds hanging about its peak, and I set my sights towards its base.

Alas!  My lofty ambitions were sidetracked by a pair of blue butterflies drifting across my field of view.  I immediately gave chase, oblivious to any dangers of the surrounding landscape, desperate to pluck their delicate wings from their body.  Before you recoil in disgust, understand that the flora and fauna of Skyrim can be mixed into various potions or consumed to replenish health or learn new alchemic properties.  You may castigate my butterfly massacre now, but I’ll wager 100 gold septims that you’ll find yourself chasing butterflies, picking snowberries, or diving for salmon on more than one occasion yourself.

Much of your time will be spent with some odd insect or flower in your mouth.  Like a child who never seems to learn his lesson, I eagerly stuffed any newly discovered plant or animal into my mouth, hoping to learn its unique characteristics in the most primitive way possible.  I’m a hands-on kind of learner.  With my taste for butterfly satiated for the time being, I turned my focus back towards my initial mountain-top goal.

A light rain began to fall, blanketing the landscape in a misty gray shroud.  The rumble of distant thunder indicated that the light rain could soon become a heavy downpour.  I noticed a ruined tower on my overhead compass somewhere to the southeast and, in line with my earlier lack of focus, began to head in that direction.  The irresistible urge to discover new things is an itch that Skyrim is all too willing to scratch.

A pair of deer went bounding off to my right, scared away by my tromping through the underbrush.  As I watched them make their way down the hillside, I simply couldn’t resist; PETA members should probably skip this next part.  I pulled out my bow (fire enchanted to kill and cook the meat in one shot) and took aim.  Leading the antlered buck and adjusting slightly for elevation drop, I let loose.  The arrow went whistling by the deer and clattered harmlessly against the rocks.  Drat!  Quickly notching another arrow, I took aim a little more carefully, as the deer were quickly moving out of reach.  With a solid thunk, my second shot struck home.  The deer immediately tumbled to the ground and down a small ridge, carried forward by its weight.  While I did feet a little bad, it was too magnificent a shot not to allow a small celebratory smile.  I found the carcass, harvested some antlers and hide, retrieved my arrow and turned, once again, back to my original goal.

The tower that had diverted me initially was now in sight; a mass of rock and wood peaking through the mist of rain and wispy clouds, stark against the morning sky.  From past experiences, I knew these places are usually filled with any number of unscrupulous characters, so I crouched into a sneak position as I drew closer.  Pulling up my favorites menu, I select the Detect Life spell for my left hand and my recently upgraded dagger for my right.

Any combination of weapons or spells can be assigned to either hand. If you want to be a duel-wielding swordsman, go ahead and put a blade in each hand and hack away.  If you’re more magically inclined, why not throw a fireball spell in one hand and a hefty axe in the other?  Or if you’d rather forgo the barbaric touch of physical weapons altogether, put a spell in each hand and dual cast them for devastating combinations or increased power.  You can also place any item or spell into your favorites menu, which allows you to quickly select it without navigating through the standard menus.  I tend to stick with bows and daggers, as those two weapons have some pretty powerful sneak bonuses.

While combat initially feels a little rough and simplistic, as you unlock new perks for shields, armor and weapons it expands to be more engaging and interesting.  However, it’s not an action game by any means and the combat will never feel all that deep no matter how many perks you unlock.  The Elder Scrolls games have never been praised for the combat system and, while Skyrim adds some much needed nuances, it’s still a pretty primitive system.  Pulling the left trigger, my Detect Life spell burst to life, pulsing magical energy from my upraised left fist.

Four glowing red energy signatures indicated that there were four enemies, most likely bandits, taking up residence in the ruined tower.  A stone arch bridge was delicately spanning the raging river below, and I could make out another enemy on the walkway. Noticing one bandit lounging idly outside the tower doorway, I switched back to my bow, crept a little closer through the underbrush, and stuck an arrow straight through his side.  With a grunt, he collapsed in a heap.  A small eye-like indicator showed that my stealth kill had not been detected.  Moving in closer, I again drew my dagger and entered the tower.

An Orc bandit was sitting at a table, singing a tune about some girl from long ago.  I snuck up behind him, picked his pocket, and then brought my blade across his throat.  I did the same to a guard patrolling the stairwell.  However, this last kill had alerted the bandit outside on the walkway.  Switching now to a shield in my left hand and a sturdier weapon in my right, I prepared for battle.

I watched in amusement as the bandit, instead of charging me, slipped and fell off the high walkway into the shallows of the river below.  Uttering one muffled grunt at impact, his body crumpled with a splash and the current carried him away.  I crossed the bridge and began to make my way up the mountainside.  A few moments later, perched on a rocky outcropping, I looked down and saw his water-logged corpse cast upon a sandy beach at the foot of a waterfall.  As morbid as it may sound, it was simply too amazing not to watch and reflect on; this was all happening independent of my actions and completely unplanned.  It wasn’t a set-piece or quicktime event that caused or pulled my vision towards the scene, it was simply the living world around me.

As I continued to climb the mountainside, the rain began to turn to snow.  The snow then began to turn into a blizzard.  Soon, I could barely see 10 feet in front of me, but I blindly made my way ever upward.  Finally, I broke through to the peak of the mountain and the clouds and snow gave way to a brilliant vista.  Crystal snow blanketed the harsh mountain top, and the tattered remnants of the storm were blowing away to the east, leaving a clear view of the vast plains far below.  The sun was beginning to fall from the sky, and brilliant oranges, reds and purples painted the clouds.  I switched to a third-person view to get a more scenic look.

Like all recent Elder Scrolls games, Skyrim allows you to switch between a first and third-person perspective on the fly.  In previous games, the third-person view left a lot to be desired, with awkward animations and environmental collisions tarnishing the immersion you would normally feel.  It was mostly used as a vanity perspective to view how your character looked in their new armor.  In Skyrim, however, both viewpoints have been overhauled to look fantastic.  In first-person, visceral finishing moves have been added to give combat a more refined feel and casting or combining spells creates brilliant flashes of magical energy.  The third-person view now looks much more natural, allowing you to use it to actually play in addition to admiring your character’s armor and weapons.

The scenery of Skyrim is nothing short of magnificent.  Normally, I give a passing glance of appreciation to nice backdrops and move on with the game.  With Skyrim, I literally stop playing and take a break to just look around.  Nearly everywhere you go will display a panoramic vista of towering mountain peaks and misty valleys.  Sure, the up close textures can sometimes leave something to be desired, but it’s easy to forgive when the massive landscapes look so stunning.

The roaring bellow of a Dragon shattered my peaceful musings.  Quickly scanning the sky, I made out its huge frame circling overhead.  It had already spotted me, and I quickly ran for cover.  Before I made it to the refuge of an ancient stone house, I was bathed in a searing hot gush of dragon fire, igniting my clothes and tearing through my health.

Quickly consuming a few health potions and a resist fire potion, I drew an arrow and prepared for the Dragons next passing.

We battled.  Arrows flew through the evening sky, flame bathed the mountain top and the shouts of Dragon and Dragonborn echoed down through the valleys.  In the end, the Dragon came crashing to earth, leaving a scar across the ground as it fell from the sky.  With a final roar, I made the killing blow.  In a fiery blaze, the Dragon’s flesh was consumed and its soul flowed into mine, leaving only its monolithic skeleton as a reminder of our struggle.

I watched as twin moons rose above the horizon, crowned by a million stars.  The northern lights began dancing through the sky, the purples and greens in stark contrast with the barren mountain.  Far below to the east, the lights of a new city beckoned me back to civilization.  To the west, the vast plains stretched out, dotted with waterways and rolling hills.  To the north and south, the mountain range stretched out for what seemed like an eternity.   “Where to now?”, I thought to myself.  I turned and headed down the mountainside, eager and unsure about what lay ahead.

While I wanted to give the reader a sense of a typical day in Skyrim, that really is an effort in futility.  Every player is going to have unique and crazy experiences that will be completely different than my own.  Additionally, there are so many things I barely touched on that add charm, character and depth to the game.  Just wandering off into the wilderness always turns up something interesting, and you can lose yourself for hours and hours with no specific goal in mind.  There is a massive world with expansive dungeons, diverse landscapes, and creatures from the mundane to the fantastic.

To save you any heartache down the line, I want to temper any rampant expectations; if you didn’t enjoy Morrowind or Oblivion, you probably won’t like Skyrim either.  It is an Elder Scrolls game through and through.  However, advances in technology and design expertise have allowed Bethesda to bring their vision to life more than ever before.  Fans and newcomers to the series will be blown away by both the sheer scope and the minute details of the game.

The rigidly controlled cinematic experience at the core of many games is at odds with the vast freedom granted to the player in Skyrim.  Where other developers funnel you down corridors and through set pieces, firmly showing you the story and how much work they put into their game, Bethesda wants you to see everything.  This is not the immediate sugar high of an on-rails rollercoaster, but the slow build of crafting something unique.  Your character is the story, and the initial release from captivity and eventually saving the world are merely the bookends, not the narrative.

Despite having all of the qualifications of a “video game,” I still have trouble ascribing that label to Skyrim.  It just feels like something more.  It’s a fantasy world simulator, a look at what games might be in an alternate dimension, or some strange social experiment using gaming as a medium.  Like life, Skyrim can at times feel tedious and repetitive but then, again like real life, there will be moments of brilliance where you can’t help but smile.

Skyrim is not perfect.  There are bugs and glitches, NPC’s often react in ways no sane person should, combat is pretty basic and some things could have been done a little better.  However, the sheer mass of what Skyrim contains crushes those concerns into oblivion.  This is the most realistic, massive, and dense world I have ever seen in a video game.

Skyrim is the culmination of the unspoken promises that echoed through our heads when we first imagined interactive video games.  While Skyrim is wholeheartedly a role-playing game at its core, only the most ardent anti-RPG players should think to pass it up.  This is the game you should be playing over the coming holiday and into the days and months beyond.  Immerse yourself it the world of Skyrim, revel in its glory and its oddities, and watch the skies traveler.

——-
.
Review by: Nathan Twining

Want to leave a comment on this article?  Visit the official Reset page here: http://resetgames.com/site/reviews/item/278-review—-skyrim

Text

“Video games can never be art.”  This sentiment, expressed by renowned film critic Roger Ebert and shared by many others, ignited a firestorm of debate on the internet which has yet to be extinguished.  Are games simply entertainment, meaningless little distractions from everyday life?  Or do they have the potential to be transcendant experiences, like books or films?  And what does the word “art” even mean at the end of the day, anyway?  Though there is no consensus yet (and you certainly won’t find humble little ME attempting to tackle such weighty issues…well, at least not in in this particular review), two games constantly seem to find themselves at the center of the controversy: Ico and Shadow of the Colossus.  Originally released for the Playstation 2 in 2001 and 2005, respectively, Ico and Shadow of the Colossus are actually difficult to discuss purely as games rather than in the wider context of artistic experiences at this point.  But with their recent HD remastering for the Playstation 3, now is the perfect time to re-evaluate them.  So do these games deserve their reputation, or has their hype been inflated to colossal proportions?

Though both titles share a unifying design aesthetic, their actual gameplay could not be more different.  Ico is an extended escort mission through a labyrinthine castle as you guide your title character and a mysterious, ethereal girl to freedom.  The game is primarily concerned with navigating your characters through clever puzzles, with some simple and sparse melee fights with creepy, if unmemorable, shadow creatures providing your only opponents aside from one climactic boss encounter at the finale.  Shadow of the Colossus, however, sets your character Wander free in a sprawling world to search out and defeat sixteen unique “colossi.”  Seeming intent to make up for the lack of boss battles in Ico, Shadow makes them the entire focus of the game, with each encounter playing out like a hybrid of puzzle-solving and combat which is difficult to describe for anyone who hasn’t played it for themselves.
 


Ico is the fledgling effort of the game designers, and it shows.  The controls can be clunky and frustrating at times, the combat basic and repetitive, and the entire game is over and done with in what feels like the blink of an eye (unless you get stuck on a particularly tricky puzzle).  The entire experience feels somewhat small and boxed in, notwithstanding the size of the castle environment, but it still gives a taste of what the creators are capable of.  By contrast, everything about Shadow of the Colossus is open and massive, achieving a sense of scale rare in video games.  Apart from the colossi themselves, the world they inhabit is huge, and traversing it to hunt down the towering creatures makes most other game fields (even the venerable Hyrule Field of the Zelda franchise) seem tiny by comparison.  This does come with its own issues, however; Wander’s horse Agro can be frustrating to control, and will get stuck or tripped up on unseen obstacles far too frequently.  The biggest enemy in Shadow of the Colossus, however, has to be the camera.  Though you can move it with the right analog stick, it will constantly fight to return to its default position, which is usually designed to give the most visually impressive view of the world or the colossi rather than the most strategic view to the player.  There were many, many deaths I could have avoided had the camera been  more cooperative.

Despite how frustrating these gameplay issues in can be, it almost feels like nitpicking to even bring them up.  There is a reason these two games have become the rallying points of the “games are art” camp: they achieve a sense of mystery, awe, isolation, and wonder that no other games have quite matched.  Where other games often succumb to a temptation to over-explain their stories, these two place you in a world that works in strange and alien ways, give you only the barest plot setup necessary to put the gameplay in context, and leave all of the rest of the details to the players’ imagination.  And that, even more than their gorgeous visuals and haunting scores, is probably the biggest secret to their staying power.  You will find yourself thinking about the world of Ico and Shadow of the Colossus long after you’ve stopped playing them.  And that in itself is a pretty powerful argument for their artistic status.
 


In the end, despite some flaws in their gameplay mechanics, Ico and Shadow of the Colossus provide experiences like no others in gaming.  If you haven’t explored them before, now is the best time to do it.  They’ve never looked better than with the HD graphics upgrades on the PS3 and, as an added bonus, the version of Ico included in the collection is the never-before-released in America “Game of the Year” edition from Europe, which includes some replay bonuses for those who want to explore the castle a second time.  I highly recommend picking this collection up.
——-
.
Review by: John Snell

Want to leave a comment on this article?  Visit the official Reset page here: http://resetgames.com/site/reviews/item/277-review—-ico-and-shadow-of-the-colossus-collection

Text

I used to have a friend named Bob who worked at a QFC when I lived in Seattle in the summer of 2001.  Bob was a good guy.  He hooked me up with chicken strips and jojos.  He often had coupons I didn’t know existed that cut the cost of my groceries in half.  He even jump-started my car when my girlfriend left the lights on, once.  More importantly, though, Bob always had the inside knowledge on what was going on with the release of the Xbox.  His uncle was part of the Microsoft team responsible for overlooking Bungie’s development of a title called “Halo: Combat Evolved.”  He often used the word “bad-ass” when describing the upcoming game.  “It is going to blow your mind, dude.  Soooo bad-ass.”  Little did Bob know, he was feeding me insider knowledge on what would come to be arguably the most influential first-person shooter of all time.
.
Halo: Combat Evolved took the world by storm November 15th, 2001 with the launch of the Xbox system and went on to sell over five million copies.  Its brilliant combination of fast-paced action, unique storytelling elements, and revolutionary multi-player experience successfully brought the PC dominated world of first-person shooters to consoles worldwide.  Halo: CE paved the way for a decade of would be followers, “Halo killers,” and sequels still to come. 

With the recent movement of classic titles getting the high definition treatment and the pending release of Halo 4, it should come as no surprise that Microsoft’s 343 Industries would give Halo: CEa facelift for its 10-year anniversary.  The result, simply titled Halo: Combat Evolved Anniversary, does more than add a fresh coat of paint to the original.  While the attention is welcome, 343’s love isn’t enough to cover up the obvious cracks in the original’s design.



A quick unboxing of Anniversary shows the amount of detail that went into breathing life back into the title.  From its support of 3D, 1080p, and Kinect voice instructions, to the addition of Firefight and re-imagined versions of classic multi-player maps with Forge support, Anniversary is not just a high definition upgrade to the epic.  343 even went out of its way to include extra goodies for the dedicated masses.  Master Chief Avatar armor (for both sexes) and an exclusive “Grunt Funeral” skull that causes grunts to explode like plasma grenades also accompany the upgrades as an added incentive to purchase the classic.

But what about the game itself?  I will be the first to admit that I’ve been skeptical of playing through any of the HD remakes that have been released in the last year.  Halo: CE was purposely selected to be my first, due to my previous experience with the franchise and borderline addiction to the first two installments.  I am happy to say, after encountering the blue loading screen before the title menus from the original version, low-def and all, my skepticism faded.  That nostalgic touch took me back, but it wasn’t until the angelic chorus of the intro credits pumped through my surround sound that nostalgia turned into excitement and the upgrades became immediately apparent. 



Marty O’Donnell’s award winning soundtrack has been overhauled and it sounds brilliant.  While the original was prized for its use of sound to drive the game in areas that could have been deemed redundant, the re-mastered strings, orchestral pounding of the drums, and atmospheric ambiance have not only recaptured the feeling of its predecessor, but managed to somehow feel new.  This is the same soundtrack seasoned gamers have heard time and time again, but it feels remarkably fresh.  343 is so proud of the remastered version that they are re-releasing the soundtrack, complete with a remixed version, in digital and vinyl formats for the holiday season.  It truly is that good.

As the majority of readers will have some, if not copious, amounts of experience playing the series, I will spare you all the details of going into the story.  What you need to know is whether or not it is worth your time or money.  I can resoundingly say, “Absolutely.”  The minutiae that has gone into the gameplay upgrades is immediately apparent.  UNSC uniforms no longer look stiff and lifeless.  The blasts of fire throughout the Pillar of Autumn during the Covenant’s attack and scattered throughout the game are up to par with current Halo titles.  Cortana’s once squarish hair now looks feminine and sexy.  Comparatively, character models look great, but this is no Battlefield 3, or anything near it for that matter.  Not that I expected them to completely overhaul the game, but there are particular moments where the facial modeling begins to show its age, reminding me that I was playing a decade old game, for better or for worse.  The facial modeling is not the only area where the wrinkles are showing.  The frame-rate stammering during sequences and clipping in walls have not improved in the transition.  Worse, sound stutters are abound in the game which definitely pulled me out of the gaming experience and alerted me to the fact that I was also writing a review.



The environments throughout the Anniversary universe sparkle and shine like they’ve been hit with Mr. Clean.  I often found myself stopping just to take a look around at the vast improvements.  343 was kind enough to include the ability to turn off the enhanced graphics and play through the game in “Classic” mode, as it originally appeared, and this provides an excellent opportunity to see quickly how much work went into updating each level.  Blades of grass move in the wind, waterfalls pour with life-like movement in the distance, and sunlight glimmers off of the new details in the water providing gorgeous additions to the beach levels.  Fire fights in areas such as these will make you forget that you are playing a HD remake.  The team did an amazing job at giving a shock to the utterly lifeless surroundings of the original when viewed in comparison. 

Unfortunately, the polishing of each level doesn’t make up for the inadequacies in some of them.  Levels such as “The Silent Cartographer” and “Assault on the Control Room” are no longer awe inspiring so much as glaringly redundant.  I quickly reverted to the 19 year-old impatient version of myself, ready to smash something if I had to walk through another version of the same hallway backwards again.  Alas, by the time I reached that level of irritation, the problem was over, and I had reminded myself of the limitations Bungie was originally working with in their chosen platform for the release.  Though these levels proved as frustrating in moments as they did in the past, others like “The Maw” and “Keyes” manage to retain their controller gripping intensity, providing some of the best edge-of-your-seat battle moments in the history of action gaming.  Additionally, 343 has hidden terminals in each level with cut scenes revealing elements to the backstory, often told from the perspective of the 343 Guilty Spark and other key characters.  The careful use of certain pronouns and repetitive codes in these sequences may be pointing to plot lines in Halo 4, which is even more reason for Halo lovers to give Anniversary a playthrough.

Master Chief still seems to glide effortlessly through the levels like a phantom and jumps awkwardly for a cybernetically enhanced super soldier, but overall, the controls still hold up.  There were times when I wished for an overhaul of the scheme to make use of the 360 controller’s user-friendly button placement (thank god there are no awkwardly placed black and white buttons), i.e. left trigger for iron sights, not grenades, and so on, but the Halo format hasn’t changed too drastically over the years, so it didn’t bother me too often.  I still found myself clicking the right thumbstick in and zooming unintentionally, and I am still terrible at driving the Warthog, but these have always been problems for me.  Chalk it up to user error.  343’s decision to include Kinect voice recognition controls for some of the game’s more used functions is utterly useless.  In the time that it takes to utter “grenade” three or four times before Kinect finally recognizes it, you can exhaust your grenade supply by pulling the trigger. It was a noble idea, but they could have diverted their resources elsewhere instead of giving me the frustration of yelling “flashlight!” at my TV for a minute before it actually turns the flashlight on (which, in and of itself, is nearly useless, too).  It also makes me skeptical of future titles incorporating this function, such as Mass Effect 3



Where would a Halo review be without addressing multiplayer?  The original Halo: CE revolutionized the multi-player experience in a console gaming era that was focused on the single-player.  Halo: CE proved that console gamers will unite in masses and battle until the early morn.  As Halo: CEwas birthed before the dawn of Xbox Live, system-linking was simply the way it had to be done.  The most exciting element of opening the Anniversary package was discovering they had re-imagined and retooled some of the classic maps from Halo: CE and Halo 2, like Battle Creek, Timberland, and Hang ‘Em High.  Each of the re-imagined six multiplayer maps (Battle Canyon, Break Neck, High Noon, Ridgeline, Penance, and Solitary) comes complete with a re-tooledAnniversary edition of the same level that stays true to the original.  Standing atop the stone archway in the Battle Creek canyon, rocket launcher in hand, I began to recall the glory days of coming home to my roommates demanding, “Joel. Battle Creek. Rockets. Now.”  The re-imaginings are beautiful, and often give the classically smaller maps a little more breathing room.  Large maps like Ridgeline will become instant classics for snipers and run-and-gunners alike, but having the ability to be locked in the deadly confinements of their original iterations is a welcome gesture from 343.  Anyone who recalls the never-ending battle for the overshield and rocket launcher in Battle Creek should rejoice at the ability to relive those days, as I do.  Fans who decide not to make the purchase of Anniversary can also find these maps available for download for use in Halo: Reach.

Halo: Combat Evolved has certainly not been forgotten in the decade since its release, but 343’s dedication to the title in Anniversary is certainly noticeable.  Whether Anniversary is a labor of love, commercial exploit, or tie-in to Halo 4, isn’t important.  While the sands of time have revealed weaknesses in the once perfect title, the amount of detail that went into prepping Anniversary’srelease is apparent from the get-go.  Long-time fans, like my old friend Bob, and newcomers alike will surely enjoy revisiting the title.  Had 343 Industries only chosen to dress up the campaign and include the retooled multi-player maps, I would have recommended picking it up, but the inclusion of the expanded plot terminals, re-imagined multi-player content, and other aforementioned bonuses make Halo: Combat Evolved Anniversary more than worth its $39 price-tag.
.
——-
.
Review by: Joel Ward-Sanders

Want to leave a comment on this article?  Visit the official Reset page here: http://resetgames.com/site/reviews/item/276-review—-halo-combat-evolved-anniversary

Text

Nintendo has always dominated the handheld gaming market.  The potent combination of accessibility, software, and innovation has kept Nintendo devices light years ahead of the competition, ultimately dooming other handhelds to obscurity. It wasn’t until this generation that Nintendo’s throne was legitimately challenged; the rise of mobile and tablet gaming has threatened to best them at their own game.  Luckily for the Big N they have a plumber up their sleeve; a knight in blue overalls who has renewed my faith in the 3DS and will show consumers that they should not ignore the system this holiday season.
.
Super Mario 3D Land is the reason I purchased my 3DS, I just didn’t know it until now.  The 3D feature of every game before Mario was more of a novelty than a gameplay addition.  After 30 minutes of 3D, I would turn down my slider for the remainder of my playtime because, frankly, I didn’t need it.  Seven months later we finally have a game that shows the general public how the 3DS offers a unique gameplay experience that you can’t find on other mobile gaming devices.  Nintendo has created a game where playing in 3D makes the software significantly better, especially when the z-axis is required to navigate some of the terrain.



The first definitive 3DS game couldn’t have come at a better time or with a bigger franchise.  Super Mario 3D Land is an incredible game, spanning eight worlds each with expertly designed levels that continue to surprise throughout.  Not once during my romp across the Mushroom Kingdom did I feel like a level repeated itself.  The worlds remained fresh and, more importantly, ridiculously fun.  Fan favorite Mario stages are ever present in Mario 3D; from desert levels, Boo houses, and water worlds, to flying Bowser ships and castles, everything has been included.

Mario 3D’s biggest success is the perfect implementation of retro Mario mechanics and modern 3D controls.  Flagpoles mark the end of each level and award 1UP mushrooms to those who can reach the top of the pole.  Bowser spits fireballs at you while you attempt to maneuver around him and drop a bridge out from underneath his feet.  Mario even shrinks after being hit, signifying that you can only be hit one more time before you lose a life.  Every little touch is wonderfully polished so anyone who has ever played a Mario game can jump in and feel nostalgic while veterans will feel right at home with backflips, butt stomps, and super jumps.



Of course, this wouldn’t be a Mario review without analyzing his signature powerups!  Your standard mushrooms and fire flowers are present as always and are accompanied by some new and returning items from previous Mario games.  The propeller box (from New Super Mario Bros Wii) sits on top of Mario’s head allowing him to skyrocket into the air and float back down.  This is especially helpful when reaching hidden areas or slowly navigating a treacherous free fall to the flagpole.  The lone new item, the boomerang suit, lets Mario toss out a boomerang to take out an enemy or retrieve an item off in the distance.  The offensive ability of the boomerang isn’t as effective as a good old fashioned fireball, but being able to retrieve items that required the boomerang suit was definitely helpful.

The best feature of Super Mario 3D Land is the return of the Tanooki suit from Super Mario Bros 3.  Maybe it’s because the suit is great for any situation, or it could be because Mario looks awesome dressed as a fuzzy raccoon, but I want a Tanooki suit in every future Mario game.  The ability to flutter (similar to Yoshi) makes navigating the terrain a breeze, providing some breathing room when committing to a big jump.  The spin attack is equally as useful, allowing Mario to defeat Goombas with ease and be able to hit the frequently grounded question mark blocks.

There are two variants of the Tanooki suit that show up in special situations.  During the main game, a glowing Tanooki powerup appears after the player has died multiple times in a row.  It’s up to the player whether or not to take this powerup, as it makes Mario completely invincible, taking away any challenge the level might have had.  In the meta game, which is unlocked after clearing the first eight worlds, the silver Tanooki suit can be acquired allowing Mario to turn into an impenetrable stone statue, as well as having the normal flutter and spin attack.



The main campaign took me 5 hours to complete and, in all honesty, it was fairly easy when compared to the Mario Galaxy games.  Mario enthusiasts will find the real challenge in the meta game where the levels are difficult remixes of the main game.  There is no golden Tanooki suit to hold your hand, extra lives and coins become risky ventures, and an overwhelming amount of special coins have to be unlocked to progress deeper.

There are three special coins in each level, each requiring some digging and outside-the-box platforming.  You might not feel compelled to go after these elusive coins at first, but later levels require a certain amount of these coins to unlock the stage, even in the main game.  Luckily, acquiring special coins amounted to some of the best, and most challenging moments in Super Mario 3D Land.

Clearing a bonus room also gives you much needed special coins and makes the area available to other 3DS owners via the Street Pass function.  Fellow plumbers can also pass along powerups which were helpful towards the end of the game.  I would have liked to see a more creative way to use Street Passing but, in hindsight, this is a fairly practical way to use the feature for a platformer like Mario.



From Mario’s signature voice to 1UP chimes, every soundbite in Mario 3D hits the perfect note.  The remastered retro soundtrack invokes a familiar happy feeling as you stomp Koopalings and jump into warp pipes.  Every moment of Mario 3D is refreshingly fun and is a sure bet to be a staple title for Nintendo’s latest handheld.  You just don’t get gameplay like this on the iOS or Android marketplaces.

As the handheld gaming market moves into the future, we can only speculate which device will come to own the biggest share of consumer dollars.  Nintendo has some major hurdles to overcome if they wish to stay on top with the 3DS, especially given the low prices and casual appeal of mobile and tablet games.  The success of Super Mario 3D Land indicates that Nintendo still has the magic to create a one-of-a-kind experience on their handheld, but is one stellar first party game enough to hold of their competitors?  I believe Nintendo has to release the floodgates in 2012, delivering quality titles that are on par with Mario 3D at a faster rate.  Nintendo faithful will always clamor for Marioand Zelda, but the casual handheld market will start to look elsewhere.  In generations previous, Nintendo handhelds were a sure bet.  If the Big N doesn’t put up a fight in 2012, it shouldn’t come as a surprise when mobile and tablet gaming eventually come out on top.
.
——-
.
Review by: Janio Suppini 

Want to leave a comment on this article?  Visit the official Reset page here: http://resetgames.com/site/reviews/item/274-review—-super-mario-3d-land

Text

Ah warfare, for as horrible as the reality of the concept may be it provides millions with entertainment, joy and rage everyday through such mediums as Xbox Live, the Playstation Network, and the wild world of the inter-web.  And what better way to celebrate the ever climbing digital body count, than with Activision’s biggest release of 2011: Call of Duty: Modern Warfare 3.  With an incredibly strong advertising and marketing campaign, a rock solid foundation of being a leader in multiplayer mayhem, and a top notch production company behind the helm, we as the consumer would expect Modern Warfare 3 to be a shining star in the combat simulation sky. However I feel that is not what we received with the release of Modern Warfare 3, what I consider to be Activision’s newest and most disappointing promise to the masses yet. So now let’s take a look at what I see as being one of the most damaged title franchises in the gaming industry, and why Modern Warfare 3 will fill your heart with High School Prom-like dreams, goals and aspirations, and promptly leave you sitting on your front porch till dawn.
.
 For as foreboding as my introduction was, I was not entirely appalled by the campaign.  The plot, though typically over the top and unrealistic, told a somewhat interesting story; one that took you to a few unexpected places, and allowed for some satisfying moments.  The campaign, graphically, is very well polished and by far superior in graphic appearance to it’s predecessors.  Shadows are deeper, lights are brighter, and textures are better rendered.  And, as you may expect, the cinematics and cutscenes are over the top and utilize unrealistic computer technology.   However cheesy, these simulations do effectively relate the story in a manner that television has popularized on such shows as CSI and other crime dramas: excessively powerful computers and somehow an unlimited capacity to “enhance” images.


Modern Warfare 3 picks up almost immediately after Modern Warfare 2, where World War 3 has broken out and is now underway in Manhattan.  You follow a group of soldiers through the conflict in an over-the-top, perfectly orchestrated, mission to take back the city.  Meanwhile the primary protagonist from the previous title “Soap”, has been injured and is being treated for his injuries.  This period of respite for Soap, however, does not last long and your character—Yuri—is thrown into combat immediately and the non-stop action begins; which goes to show that “relentlessness” is the name of the game in MW3.

Like most Call of Duty titles, the AI enemies are constantly engaging and they appear to have no limit to their numbers. Furthermore the AI’s collective intelligence rests somewhere between that of your average house cat and that of your run-of-the-mill brick.   In one of the final missions I dispatched almost every enemy in the level with my knife alone; they simply couldn’t catch on.  Personally I like to see my AI have more human qualities, such as the desire to live.

In the throes of combat you are shot at from every conceivable direction, and there are so many explosions that you often become disoriented.  And you will, of course, be hit—but fear not, you can safely take a half dozen or so shots before you die.  In spite of this, miraculously, the story drives on, and you are thrown along the story arch as an actor to a script—because after all: the show must go on.



It is just such combat-driven story that is the main fuel for my complaints in Modern Warfare 3.  Throughout the game you are put into obscene scenarios that require you to go, guns ablaze, into such chaotic and absurd environments that you often lose sight of what you are doing there in the first place.  Granted the overall story arch remains intact: you are a soldier, you must kill many people in order to end WW3.  Personally I enjoy a slower paced combat experience, environments that don’t constantly force you into corners where your only solution is to empty your clip.  To me games such as MW3 are the product of poor execution: the story was actually quite decent, the way it was told was not.

Certainly the largest issue I have with the campaign is the amount of shock factor that CoDcontinually tries to incorporate into their stories.  It isn’t enough that a city is beset by an invading force and you and your team are needling your way through the carnage; Activision insists on showing you every bloody detail.  Though it does give you the option at the beginning of the campaign to opt out of the “objectionable” material, I sincerely doubt that many people do so.  That being said MW3 took home the gold for bad taste with its gratuitous depiction of terrorism and the medium in which they chose to reveal it.  For spoiler purposes I won’t share further.  Despite the graphic content, MW3 does give you some truly visceral moments such as well placed knifes to the throat and opportunities for bullet time head shots.

From a mechanics perspective it appears that MW3 plays exactly like its predecessors.  There is an old adage that you “go with what you know”, and for the most part that is a good for standard operations.  However I will argue that when you are designing one of the most successful games ever made, that you simply have to venture out into the unknown.  I thoroughly believe that Activision and MW3’s associated creators should have done something more innovative with the game mechanics.  Progress is about pushing limits, and when you are responsible for one of the best selling game franchises in the world, I believe that you should strive to change things for the better!  But alas in MW3 we see the same blur when being shot, the same blood spattered vision when injured and—unsurprisingly—the same ragged breathing and sporadic heart beats when on the brink of death.  There were several moments in game where the sound effects were nearly identical to Call of Duty Modern Warfare!  Which begs the question; with a budget as large as Activision has to offer to the series, why recycle sound bites and some visual effects?

Furthermore, for me it simply does not make sense that you can barge into a room full of enemies, get shot no less than seventy times, yet remain fully functional and in control of your faculties.  Mechanically I would love to see some hinderance in my aiming ability, my walking ability and so forth.  Without these elements MW3 plays much more like a rail shooter or a side scroller than a proper first person shooter.  In short: I was disappointed with the lack of improvements throughout the campaign.



Now onto the Multiplayer.  I cannot accurately recall how many hours I spent playing Modern Warfare, or Modern Warfare 2, against other people.  I can, however, imagine that the number of hours spent was exceedingly high due to a couple factors; there was always something new to explore, the maps were cleverly designed and I could effectively enrage other players.

Upon engaging in Multiplayer in MW3 I found that the spark was gone.  Yes the game looks marginally more polished, however the gameplay is rudimentary at best with nearly identical play and function as MW2 or Black Ops.  A couple “improvements” have been made.  Killstreaks are no longer the only way to unlock powerful artillery as they have been replaced by Pointstreaks.  Pointstreaks allow you to unlock your typical lineup, along with some additional items, without having to engage in all out combat, such as earning points for assists and other “team oriented” actions.  Personally I think this is a smart move on the part of the creators as there are people, such as myself, that like to engage in alternate activities during a session.  It appears that MW3 is attempting to do what other FPS titles, such as Battlefield, have done very successfully: specialization.

Unfortunately, despite Activisions efforts to draw me in with pointstreaks, an immense amount of unlocks, and perks; I still cannot be swayed.  For me the lack of ingenuity and foresight to pose something truly innovative against MW3’s competition is a major turn off.  Despite amping up the graphics—marginally—MW3 looks, feels and plays almost exactly like Black Ops while abandoning all forms of dignity.  For me the maps are cramped, exploits are abound, and multiplayer matches are based on luck and smack-talk, rather than skill, patience and strategy.



To be honest I took home MW3 with high hopes, as a first-person shooter enthusiast I remember the glory of Modern Warfare, and the triumphant release of Modern Warfare 2. Those two titles were hallmark moments in my gaming career as they combined the excitement of a well orchestrated release, with that of a compelling and well made game.  Despite the wonderfully developed playability of those titles, they did something even more important: made improvements upon their old work.  With MW3 I feel that I’ve been cheated; left short handed with a game that promised a revolution and merely gave us a protest.

Ultimately I believe there is something to be said for the gaming industry: it is either very good at keeping promises, or it is very bad.  Activision, as of now, happens to be the group taking the cake in the very bad category.
——-  
.
Review by: Matt Thogerson

Want to leave a comment on this article?  Visit the official Reset page here: http://resetgames.com/site/reviews/item/273-review—-call-of-duty-modern-warfare-3

Text

Uncharted 3: Drake’s Deception is the best movie I’ve played all year.
.
That might sound a little strange, but bear with me for a minute.

It’s no secret in either the gaming world or in Hollywood that films based on video games tend to be pure crap.  Ask any gamer to choose a quality theatrical release that got its start as a video game, and he or she will more than likely be hard-pressed to name any serious contenders.

Titles like Uncharted 3: Drake’s Deception prove, however, that this question is becoming more and more irrelevant as the gaming industry progresses.  Hollywood will always try to cash in on the financial success of video games, but mark my words, Tinseltown will never, ever release a game-based movie that’s as fun to watch as Drake’s Deception is to play.



Naughty Dog has a masterpiece on its hands here, and despite a few very minor flaws, Uncharted 3takes its place as the best Playstation 3 game released to date, and one of the best games released on any platform this year.

Drake’s Deception begins as protagonist Nathan Drake and his treasure hunting partner, Victor “Sully” Sullivan work out a deal with the game’s primary villain, Katherine Marlowe.  I won’t spoil any more than that, but suffice to say that this is the franchise’s best story yet.  Despite being an elderly woman, Marlowe is easily the most convincing villain the series has seen.  Her sinister subtlety is far more effective than the menace displayed by past antagonists like Roman, Navarro, Lazarevic or Flynn.  Marlowe’s right-hand man, Talbot, is also a wonderfully convincing enemy to face.

Naughty Dog delves into the backstory of Nate and Sully, and inject that story with a surprising amount of depth.  The simple fact that some of Uncharted 3’s most memorable moments don’t always come in the form of action set-pieces isn’t a knock against the game, it’s high praise.  The game’s action is hard to top, but a few of the quieter sequences are just as powerful.  Just wait for Nate’s sit-down with Marlowe or his stint in the desert.



Purely as a gaming experience, Uncharted 3 shines.  At its core, this game feels quite similar toAmong Thieves.  Drake still shoots, takes cover and does a whole lot of climbing.  Much of it feels far more refined this time around, though.  Specifically, hand-to-hand combat has been revamped, and though it’s not always the way to go in a fight, the brawling system feels exceptionally satisfying, especially after battling and beating a heavily armored enemy.

Shooting has also changed quite a bit since Drake’s last time out, though it might take some getting used to.  Naughty Dog community manager Arne Meyer put it best when he addressed some fan complaints following the game’s release:

“In Uncharted 2 the bullets would leave the barrel at a pre-set deviation when you were aimed in,” Meyer said. “What this means is that the bullets would not fire straight out of the barrel all the time - they could come out at an angle.  Therefore, you could have a target clearly in the reticule and still miss it by a wide margin.  This was frustrating, because it was difficult to tell why you were missing a target.”

“As a result, we wanted to be sure you had a better grasp of whether you were hitting or missing a target.  In Uncharted 3 the bullets now fire straight out of the barrel 100 per cent of the time. However, we have recoil - where the reticule moves/bounces as you fire.  Therefore, it is easier to tell if you are missing or hitting a target.  Now it is much more obvious when you are hitting or missing based on the reticule itself.”

The sensitivity is also much higher, making the proceedings a little more precise. Enemies are faster this time, and the popular AK-47 no longer has the range it once did.

What this all adds up to is this: Uncharted 3 isn’t worse than the previous installment in the shooting department, it’s just different.  I’m partway through my second playthrough now, and I honestly prefer this game’s gunplay.  The sensitivity is especially difficult to adjust to, but it’s all worth it in the end.



So, hand-to-hand combat and gunplay are better, and the climbing and exploring mechanics are as good as ever.  It must be said, however, that the true greatness in Drake’s Deception’s gameplay lies in the intangibles.

It’s difficult to describe just what makes navigating a burning chateau or escaping from a crashing plane just so cool, but these sequences and so many more are some of the most memorable ever put into a game.  I haven’t spoken about the cinematography in too many games before this, simply because games aren’t cinema.  Uncharted 3 manages to skirt the line between movie and game, and it does so with undeniable grace.

Therein lies my biggest problem with the game, which isn’t really a big problem to begin with.  I often didn’t feel as though I was in control of the action.  One of my favorite scenes in the game is a prime example.  The crashing airplane has been showcased in a number of trailers, and it certainly lived up to my expectations.  The problem is, much of this sequence is heavily scripted.  Sure, the player mashes buttons and toggles them when prompted, but many scenes like this felt more likeHeavy Rain-style interactions than actual gameplay sequences.



That said, a lesser game would’ve relegated stuff like this to a viewable cinematic.  Naughty Dog lets us play it, and although I’d like a bit more control over the action, especially as Drake falls from the sky, I’ll admit it: as an Uncharted fan, I’ve been a bit spoiled over the past few years.

My other minor quibble lies in the game’s tendency to be a trial-and-error affair.  All too often I found myself dying and reloading over and over again.  The difficulty spikes here are often jarring, and one wrong move can sometimes lead to a reloaded save.  A stealth section of the game’s ship graveyard scenario was particularly irritating.

Again, I must stress that all this is minor compared to the game as a whole.  This might be the best-looking game I’ve ever played; sand has never been so pretty to stare at.  The character models are about as perfect as they could possibly be, and we can thank the game’s approach to production for that.

Drake, Sully, Elena Fisher, Chloe Frazier and other characters in the game were fully motion-captured by the actors who voiced them, and the voiceovers were recorded as they moved.  This enhances the filmic quality of the proceedings to a ridiculous degree.  If you took away all the details in Drake or Elena’s character models and just showed them moving as stick figures, I could probably tell you which character was being portrayed.  Just like in real life, everyone moves and walks differently.



Once the single-player has been played and played again, there’s still a multiplayer component to look forward to.  Much of this will be familiar to Uncharted veterans, but Naughty Dog introduces Boosters and Kickbacks this time around.  Think of these like Call of Duty’s Perks.  They allow players to customize the experience to their playing style, and are surprisingly balanced considering the option count.

The gametypes here are pretty standard, but I think that’s the point.  I doubt this multiplayer will ever be as popular as that of Call of Duty or Battlefield, but hopefully players give this a second look.  It’s too bad the PSN isn’t as robust as Xbox Live, because a better framework would definitely support Uncharted 3.  There are so many character customization options and unlockables in this game’s multiplayer that it’s tough to not get addicted to the mode.

There’s also a cooperative mode, which can be played in both offline and online setups. As someone who doesn’t utilize the PSN much due to Internet limitations, the ability to play co-op locally is much appreciated.  I also noticed that Uncharted 3 allows competitive split-screen play using two PSN profiles on the same television.  This isn’t offered in many games on the PS3, and I can’t stress enough how much I appreciate this addition.  I don’t want to see split-screen gaming go the way of the dodo, but a variety of recent titles have seen this mode inching closer to that fate.  It’s good to see such a high-profile title supporting the option.

Uncharted 3: Drake’s Deception is absolutely a must-play.  I haven’t heard the term “system-seller” in quite a while, but this game defines it.  There hasn’t been a better time to pick up a Playstation 3, especially considering all the other highly rated titles that have dropped this year.  Drake’s Deception stands above all of them.
.
——-  
.
Review by: Brent Lindquist

Want to leave a comment on this article?  Visit the official Reset page here: http://resetgames.com/site/reviews/item/272-review—-uncharted-3