Looking Back at Kingdoms Of Amalur: Reckoning

Do you remember the good old days, when video games put fast hack-and-slashing combat sequences and extensive levelling systems first and a deep narrative with memorable characters second? BigHuge Games certainly banked on gamers holding some kind of nostalgia for those titles of yore with their fantasy RPG Kingdoms Of Amalur: Reckoning. However, depending on your preferences, their ambitious open-world title may appear to have backfired in its retro homage.

You need only sense the feeling of lacking innovation that pervades Reckoning’s storyline to see just how much emphasis it places on its gameplay- you’ll find your character resurrected from the dead into an ancient war between the mortal races and their immortal tyrants, and thanks to your selective amnesia, in essence, you’re given the chance to choose your destiny, branching off into any skill set and reputation that suits your play style. Various fantasy stereotypes like the intimidating wise councils, the ancient royal families and their descendants are employed constantly and regularly, to the point that you’ll find yourself almost completely devoid of empathy or emotive connection to any of the identikit races that you come across.

This sounds like an exciting premise at first, but it’ll quickly become apparent that the supposedly limitless choices at your disposal are markedly more finite than they are in Skyrim. Far from being able to forge your fate and have your name become either one that instils fear or pleasure across the kingdom that lies before you, all of the separate towns and villages just feel like isolated mission areas whose population only have an inclination to you based on the pre-determined actions you perform throughout the entirety of the forty-hour campaign and the various (repetitive) side missions.

The moment that it becomes obvious that your actions are having very little major change on the game world around you is precisely the point at which you’ll realise that Reckoning is far less immersive and compelling to blitz through than any recent RPG legends.

That the game’s graphics are sub-par at best- unlikely to have looked out of place on the PS2 or the original Xbox in a similar vein to Fable– doesn’t help, either. Electronic Arts didn’t place much faith in the Kingdoms franchise based on the underwhelming locales and character models that must surely be the result of a restrained budget.

The game’s one saving grace is undoubtedly its fine combat- harkening back to classics like God of War, it’s fast-paced and dynamic (even more so than Skyrim at times), boasting a genuinely arcadey style that is easy to pick up and develop on as you progress your character’s skills and abilities. If BigHuge could have worked on making every element of the game experience as refined and unique as this, we might have ended up with a more satisfactory overall product than we got with Reckoning.

Everything about Kingdoms Of Amalur: Reckoning feels a little dated, its woefully recycled plot suffering the worst in a period where video gaming narratives had evolved to become such deep and engaging experiences. Although if I’m being nice, you still may be able to get some fun out of this.

Looking Back at The Amazing Spider-Man [Xbox 360]

Hello, true believers! I’ll be presenting this Past Blast in a slightly different format than usual, so without further ado:

Was The Amazing Spider-Man a good movie game?

The short answer? Heck yes. In fact, I’d go so far as to say that this was the best movie licensed video game that gamers will have seen in a long time, packing a very compelling narrative, solid game-play and plenty of incentives to explore its deep and rich world. This kind of effort from developer Beenox puts previous identikit effortless movie instalments including Monsters Vs Aliens and Green Lantern to utter shame.

Does it match up to Spider-Man 2, Beenox’s other efforts and/or Arkham City?

Right from the off, many of you will no doubt have wondered whether this movie tie-in could possibly live up to what are perceived as the best Spider-Man games, recent Spidey efforts from Beenox and indeed the legendary Batman: Arkham City. What I’ll do first is provide a brief list of the scores I would have given to the past aforementioned games:

  • Spider-Man 2 (2004): 4/5
  • Ultimate Spider-Man (2005): 4/5
  • Spider-Man: Web Of Shadows (2008): 3/5
  • Spider-Man: Shattered Dimensions (2010): 3/5
  • Spider-Man: Edge Of Time (2011): 2/5
  • Batman: Arkham City (2011): 5/5

This is right up there with the best entries in the Spider-Man games roster so far. This almost does for Stan Lee’s Webbed Wonder what Arkham Asylum kicked off for the Dark Knight, yet there is a little too much crawling in repetitive sewers, Oscorp facilities, factories and sewers (oops, did I already mention that?) for this to be dubbed truly as ‘amazing’ a development as the Arkham series.

It’s probably fair to say that this may be the best Spider-Man game of all time, but all the same that doesn’t mean that it’s up on the same level as Batman’s best just yet.

How strong is the game’s storyline? Does it feel like a pointless epilogue?

There was a confidence here, thanks to Marvel’s allowance of creative vision on the part of the writing team, that can’t help but wow the player – even today.

After the events of the film, Peter Parker’s alter-ego is forced to live with the consequences of his actions as his attempts to stop the Lizard have put someone in power at Oscorp who poses perhaps an even greater threat. Surprisingly enough, this man is not Norman Osborn, yet the hints we get at his overarching role in this rebooted universe and the shocking plot twists that occur throughout the game are incredibly effective, doing to the film franchise what the Arkham games did to their self-contained version of the DC Comics universe.

While this game isn’t intended to connect The Amazing Spider-Man to its 2014 sequel, the narrative is a sublime adventure for players to blitz through, really upping the stakes in a way that other movie games could only aspire to.

Will the visuals impress me as much as Arkham City’s did?

Sadly, no. One of the only major faults I can pick out in Amazing are the graphics of the game. Much as Beenox have clearly put a lot of effort into creating a living and breathing replica of a modern-day Manhattan in their engine, the majority of the buildings, characters and environments on offer here are bland to say the very least.

It was never likely going to be possible for a movie game whose budget was sparse, to say the least, to match up to Rocksteady’s sublime, beautiful epic. Nevertheless, it is a shame that we’ve got graphics here that are more reminiscent of 2008’s Web Of Shadows than they are of Arkham.

Does the free-roaming Manhattan work well as an open-world?

Thankfully, this one is most definitely a positive. Although it perhaps doesn’t sport as wide a variety of (divisive) mini-games as the Spider-Man 2 tie-in’s incarnation of the Big Apple, this version of Manhattan is the most believable and realistic rendition of the city yet. Indeed, it truly fits in with the vision of the Marc Webb film reboot.

The new Web Rush mechanic allows for great, fluid navigation of the skyscrapers and roads in a way that no other game based around everyone’s favourite Webbed Wonder has before. Just swinging through Manhattan will feel pretty exhilarating to the vast majority of fans, and the action-packed battles you’ll partake in on the city’s various layers simply enhances the sheer immersion that this open-world exudes every time you boot it up.

Is the combat and stealth gameplay engine just a rehash of the Batman games?

There’s no doubting that Beenox has taken inspiration from the popularity of Arkham Asylum and Arkham City’s gameplay style in their road of development for Amazing. Anyone who’s played either of the aforementioned Dark Knight greats will smell their scent here from a mile off, and as such, there’s no way this licensed title could ever hope to fully top its superhero predecessor in terms of basic innovation.

Again, the Web Rush feature factors strongly into the way that Spider-Man faces his enemies, and for the most part this works marvel-lously (see what I did there?). However, the actual combat-counter system a la Arkham feels somewhat more static than its inspiration – there will be times where you’ll take hits that seemed unfair and the ‘Spider Sense’ alert mechanic doesn’t appear to give you nearly enough leeway. It’s nothing game-breaking by any means, but it does certainly highlight the learning gap between this and the near-perfect mechanics employed over in Gotham City in the past.

What kind of replay value (if any) is there in the title?

As I mentioned earlier, Beenox’s dedication to providing us with a Spider-Man title worthy of the universe’s fanbase has resulted in some brilliant extras being included on top of the campaign. In addition to the obligatory heaping of side missions and character upgrades, there are literally hundreds of comic-book pages scattered throughout the city for Spidey to grab on his travels.

Where other licensed titles might stop there and simply offer a few Achievements or Trophies at certain percentages of collection, the developers take things one step further. Once you’ve collected the required numbers of pages, you’ll actually have the chance to read the stories you’ve pieced together. Yep, from the classic issue of Amazing Fantasy that introduced us to the arachnid wonder to his own title’s first renditions of in-game baddies such as Rhino, Scorpion and Alistair Smythe, there really are some fantastic adventures to learn about or relive here, and it stands testament to Beenox’s attention to detail and nostalgia that they would include such a worthy source of replay value into a movie licensed game.

Conclusion

I think it’s fair to say that no-one would ever have expected The Amazing Spider-Man to be up there with the best games ever. What was a hugely pleasant surprise, though, is that were it not for the stolen gimmicks and lacklustre visuals, I think this entry really came closer than any other Spidey game to being considered for that accolade.

Now, we await next year’s Spider-Man on PS4. How will that turn out? Time will tell. Until then, Excelsior!

Looking Back at Rayman Origins [PS3]

In a world where popcorn-shooters like Call of Duty and Battlefield reign largely dominant over their industry despite their tiresome linearity and woeful storylines, it’s refreshing every once in a while to find a game that doesn’t rely on a formulaic template set down by the past legends of its genre. Those of us who aren’t waiting for the midnight launch for the next COD look to a select group of prized developers who will offer us consistently innovative and thought-provoking experiences: developers like Valve, Rocksteady, CryTech and Capcom, all masters of their respective trades rarely given enough attention by the wider gaming community, but treasured by those with a keen eye for talent. We added Ubisoft Montpellier to the list with the release of Rayman Origins…

Origins tells a simple tale – Rayman and his buddies are fast asleep, and their snoring awakens a menacing granny and her army of Darktoons, who then precede to capture a handful of Glade Kings and run off into the distance, just begging to be chased. Sound familiar? Yep, there’s more than a hint of the Mario franchise about this one; from the whimsical soundtrack to the fast-paced, rhythmic gameplay, countless elements that have made the iconic plumber’s recent escapades such captivating romps are present here, and as you might expect the whole experience plays out all the better for it.

However, what might come as more of a surprise is just how much Origins has to offer of its own accord. For starters, there’s a great variety in the styles and themes of each of the levels on offer, ensuring that the player won’t ever be stuck with the same repetitive gameplay mechanic for too long, but equally that they’ll get enough time with the thrilling flight sections, the incredibly addictive bonus chase sequences and the oft-hilarious boss battles that they won’t ever be left feeling short-changed either.

Take that generic shooters!

Perhaps even greater an achievement than that, though, comes in the simply sublime animation. The in-house UbiArt Framework engine made specifically for this project works wonders, giving a distinct visual flair to characters, locales and objects throughout every level, and is rendered stunningly in high-definition. You need only watch a trailer or gameplay demo of Origins to get a glimpse at the sheer level of attention and detail that’s gone into each aspect of its graphical style. This was undoubtedly a trend-setter for any development teams who dare to take a new approach to their animations and artwork.

I would offer a word of warning: Rayman Origins is not for the faint of heart. Like the Mario Bros and Prince of Persias of old, this game is not afraid to have you throwing your controller across the room as you fall down that same pit you’ve been trying to conquer for the past hour for a hundredth time. Ubisoft made the opening half of the game deceptively accessible, providing players with a fairly simple bunch of levels that can be breezed through in the best part of five hours, but once you’ve reached the midway point (and believe me, you’ll know when you’re there), the difficulty ramps up dramatically, as you’re forced to scour back through past levels to desperately search for more Electroons that can open up the path to new worlds.

Such an unprecedented shift in challenge is likely to alienate a significant proportion of the game’s younger audience, simply because there are so many titles out there right now which don’t pose so much of a struggle or require as much time to be invested in order to complete them. Personally, I would say that the team at Montpellier should really have balanced out the learning curve of Rayman Origins’s later levels a little better to make the idea of putting the disc back into our consoles for one more go seem a little less daunting.

That said, I commend the studio for sticking to their guns and giving us a ‘hardcore’ platformer that gloriously harkens back to the days of the Mega Drive and the SNES, packing all of the challenge and innovation that made the classics such a joy to play in their heyday. Whether you’re able to beat it or not, there’s absolutely no denying that Rayman Origins is a stunning pinnacle of modern platforming and visual design. Above all, it’s a cracking showcase of what consoles can offer (besides first-person shooters).

Looking Back At Pepsiman – It’s A Real Game, Yes

Japan is well-known for its eccentric commercials and their love for lycra and spandex on their tokusatsu superheroes; and they have taken their idiosyncrasy a step further and fashioned a lycra-donning superhero, whose duty is to quench the citizens’ thirst with Pepsi—Pepsiman! And yes, they made a video game based on this soda superhero.

Like Tony the Tiger from Frosted Flakes, Pepsiman serves as Japan’s official licensed mascot. It’s a shame Pepsiman never reached the other side of the world, or even expanded beyond the Pacific side of Japan because the West is losing out on a worthwhile advertisement.

And there have been countless console games based on licensed advertisements and, almost all of them, do not compare to Pepsiman’s unyielding explosion of unconditional satisfaction. Take, for example, Burger King’s Sneak King, I did not even bother to invest 5 minutes into it before I popped it out of the disc tray; and now, it is probably shoved beneath broken controllers, collecting dust.

Japanese Pepsi commercial hosting Pepsiman.

Just a little backstory between me and Pepsiman: my adventures with this Japanese mascot started when I was still a padawan in video games and my fingers lacked the dexterity I have now. Walking into the living room, I remember my older brother wide-eyed and slightly perspiring, standing in front of the television playing none other than Pepsiman. I kept my eyes glued to Pepsiman and five seconds later, I collapsed on the ground laughing. The amount of absurdity happening in the video game crucified me into a non-stop chain of choking cackles and pig-snorting giggles.

C’mon, whoever is not tickled by the occasional soprano-pitch wailing, “Pepsiman! Pepsiman!” must not have a soul—well, that’s not for me to judge. I digress. Overall, Pepsiman’s cheesy quirks and easy-to-follow mechanics definitely deserves a high-five for a licensed advertisement game.

Almost similar to Sonic the Hedgehog, Pepsiman’s objective is to run from Point A to Point B whilst avoiding obstacles and collecting treasure points, except the obstacles are flying sofas, banana peels, and angry drivers, and instead of rings, Pepsiman gathers Pepsi cans.

Pepsiman passing through the neighbourhood.

All in total, there are 8 stages in the game; totalling a collection of 800 Pepsi cans. For each can Pepsiman collects his health bar increases along with the countdown timer; giving Pepsiman more leverage.

In most stages of the game, the perspective is played behind-the-back of Pepsiman. Take note, Pepsiman does not stop running and he is constantly on the move. Have you ever played Crash Bandicoot: Warped where Coco Bandicoot is riding her pet tiger on the Great Wall of China? Yeah. Pepsiman is very much identical to that.

The ’90s truly loved their platform games and Pepsiman rightfully belongs in that sphere of love.

With that said, if you grew up in the ’90s and missed out on this, it’s never too late to quench that gap with Pepsiman!

Looking Back At Medal of Honor: Frontline – An Immersive War FPS

It’s hard to believe now, but there was a time when Call of Duty didn’t rule the FPS roost. Before the first game of the aforementioned FPS franchise was released in 2003, it was the Medal of Honor series that was most gamers’ experience of virtual World War II. MoH kicked off with its first game, released in 1999 on the PS1 by DreamWorks Interactive (now known as DICE) and is notable for having legendary filmmaker Steven Spielberg’s involvement in the game’s design. If that wasn’t enough, the game also boasted music from popular Hollywood film composer, Michael Giacchino. What resulted was a then-immersive war FPS that was released to critical acclaim and set the standard for WWII video games at the time. It also meant the beginning of a video game franchise, with several sequels and spin-offs to follow in the following years. Yet, we will focus on one of those follow-ups here – Medal of Honor: Frontline.

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Released for the then-current-gen consoles, the PlayStation 2, Xbox and Nintendo GameCube, the game featured a similar quality in its action setpieces as previous games in the series. Only this time, it was powered by greater technology than the primitive PS1, bringing such historical moments as D-Day and the Battle of Arnhem gloriously to life in ways that had never been done before. I can already hear those who grew up with the Medal of Honor: Allied Assault PC game argue that it was that title that did the cinematic experience better, but Frontline was many players’ introduction to the series as a whole. The opening D-Day level, while not as graphically compelling as today’s games, is still playable, with excellent sound design and voice acting creating an intense atmosphere. The battle reeks of Spielberg’s Saving Private Ryan opening in terms of tone, but since the series’ origins lie with the aforementioned director, it shouldn’t be that surprising.

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But, as veterans of the game are no doubt aware, the majority of Frontline doesn’t have you fighting huge battles alongside fellow comrades-in-arms but has you as an agent infiltrating Nazi Germany. Frontline pits you in the shoes of soldier-turned-OSS (nowadays known as the CIA) agent, Jimmy Patterson who must go through nineteen deadly missions, from investigating secret German weapons facilities to sabotaging U-boats to obtaining classified Nazi documents. Patterson can safely be described as a mute, WWII-era Rambo, as an overwhelming percentage of these missions involve him having to eradicate entire facilities-worth of Nazi soldiers alone as he goes about his business. The good thing though, is that it is damn well fun, thanks to the combination of an impressive presentation and enjoyable gameplay with a whole host of different weapons at your disposal. From the M1 Garand to the Thompson to the German MP40, gunning down hordes of relentless Nazis is as fun today as it was back in 2002 when the game was released. Yeah, sure, the AI isn’t as up to scratch as that of more modern games, but going through corridors, single-handedly mowing down Nazis with a machine gun or picking them off with a sniper rifle from afar is still as deliciously fun as ever.

Perhaps a glowing difference to the CoDs of today is the game’s lack of a rest-and-recover health system. Instead, the more Jimmy gets shot, the more his health will deteriorate. Medical packs dotted around the levels will refill it. If that weren’t humorous enough a walk down memory lane, then the fact that the game allows you to have multiple weapons in your possession at one time will. Apparently, Jimmy – like many of other of his contemporary World War II FPS protagonists – has superhuman strength and can hold a multitude of heavy weaponry at once, including a machine gun, rifle and bazooka!

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Questionable weapon-carrying aside though, what makes Frontline arguably better in the presentation department than many WWII games that have come before and after it is the music. Like with the first game in the series, Frontline employs the masterwork of composer genius, Michael Giacchino (whose recent film credits include Spider-Man: Homecoming and War of the Planet of the Apes). The brilliance of the music is that it captures the villainy and tyranny of Nazi Germany as well as the humanity and loss in war. In the levels ‘Rough Landing’ and ‘Arnhem Knights’, for example, Giacchino employs a child’s voice which sings sombrely throughout these levels as a dramatic accompaniment to the horrors of war. Then there are the urgent, momentous violins of the manor house mission, which perfectly captures the feeling of being discovered by Nazi soldiers. It was here you had to fight your way through the manor house to rescue your informant. The music is such a character of the game, one wonders whether Frontline would be the same game without it. Regardless, it helps give the game a more heightened sense of cinematic emotion that many more modern WWII games intrinsically lack.

But whatever more recent WWII games may lack, they have much to thank Medal of Honor: Frontline for since it paved the way for their existence. The game scored $95 million in the United States alone and gaming publication Next Generation ranked it as the eighth-highest selling game launched for the GameCube, Xbox and PlayStation 2 between January 2000 and 2006. The game also found great success in the United Kingdom, selling at least 600,000 copies and attaining Platinum status on PlayStation 2.

A year after the game’s release, the first Call of Duty would be released and war-based FPS’s would continue to flourish in the game industry. They continue to do so – and with the big CoD’s return to a World War II-era setting next month (November 2017), it sits as a pleasant reminder of what led to games of its kind. And with the game having a remaster available for the PlayStation Network, there is simply no excuse not to check this one out.

Looking Back at Superman 64 – The Worst Game of All Time?

When game critics cite the worst game of all time, they’re likely to come up with a range of different candidates. They may say E.T. They might even say Big Rigs Racing. But among them, a more superpowered candidate stands out: Superman 64. Developed by Titus Software and released on the Nintendo 64 in 1999, the game was a major best-seller during June of that year. At the time, the game even scored a reputation as the console’s third-best-selling title. But one problem remained – the game was bad. No matter what the sales record says, the game was critically panned across all gaming media. But why was this? Does Superman 64 truly deserve the harsh criticism it continues to receive to this day?

Superman 64

Well, to be put it abruptly, yes. Superman 64 is as bad as they say. The game is filled with bugs, tedious gameplay and poor design choices. It’s a game that was evidently rushed out to meet the deadline. The game’s infamous ‘ring-flying’ stages, where Superman must fly through rings within a specified time limit and reach the goal have received much derision from gamers and critics alike.

There are several reasons for this. One is the multiple glitches and bugs that plague these stages. Superman can easily get caught in the walls, buildings and bridges if you fly too close. Then, there is the game’s poor draw distance. A green fog blocks most of the player’s field of vision, making the act of flying through rings even more tedious than it would be otherwise. That’s not even bringing to attention the game’s abhorrent control scheme, which makes Superman hard to control – clearly, the man isn’t great at turning tight corners. These points all come together and build a frustrating experience, which is further hindered by the stage’s strict rule when it comes to the rings. You can skip a couple of rings, but any more than that will result in the player failing, with Lex Luthor laughing victoriously in the background. It’s a sound that players of the game have come to know and dread since failing is a regular thing in this game.

Superman 64

However, the ‘ring stages’ are just the start of Superman 64’s problems, since the maze segments are considerably worse. Unlike the flying stages, the player will spend the majority of the mazes on foot, completing various objectives. These include defusing time-bombs, protecting Superman’s friends and fighting bosses. But while the variety of mission objectives is well-intentioned, the execution is lousy and poor.

One example is when fighting the game’s ‘bosses’. I use ‘bosses’ in parentheses because they’re not so much bosses as normal enemy mooks who take more hits to put down. They’re programmed in the same way as the game’s “Shadows” (the identikit enemies you fight), staying on the floor punching the player and offering no idiosyncratic movement or attack patterns of their own. To a Superman nerd, this can be particularly jarring, especially when intergalactic supervillains such as Darkseid and Mala are fighting like ragdolls as opposed to the superpowered beings they are in the animated series. The worst thing about fighting these enemies is that it’s impossible to dodge their attacks due to the awkward nature of the fighting system. The only physical attack in Superman’s arsenal is his awkward punching. Therefore, fighting bosses is more about withstanding their attacks long enough for you to kill them.

Superman 64

Then there are the damned glitches. Superman 64, like many games of its generation, is fond of the escort mission trope but, unlike many of those other games, doesn’t do it very well. One section has Superman rescuing Lois Lane and escorting her towards a certain goal. This means defending her from all manner of enemies that suddenly pop up from nowhere. The problem is that enemies that the player will have already defeated in previous rooms on their way to rescuing Lois will respawn out of nowhere and with no explanation, forcing them to go ahead and wipe them out before they wipe the sassy young journalist out. Unfortunately, leaving Lois for a short amount of time means that shadows will automatically respawn near her position and start attacking her!

And yes, if Superman doesn’t return in that given amount of time, it’s game over. The problem with this is that it provides an example of fake difficulty. The time you have to return to Lois isn’t nearly enough to contend with all the newly respawned enemies from the previous rooms – not helped by the poor controls. This means having to return to the room to save her from the shadows then going back to the other room to deal with a few more respawned enemies before flying back to Lois to deal with a few more magically-appearing ‘Shadows’. Rinse and repeat.

Superman 64

Alas, there are some good reasons as to how the game became the poor product it was. The developers, Titus, were given strict guidelines from Warner Bros., who insisted that Superman could never harm real human beings and placed limits on the superhero’s powers. This is what would inspire the ‘virtual world’ setting of the game. It was delayed for six months due to a lengthy approval process and, ultimately, according to the game’s head honcho, Eric Caen, the game’s design was too ambitious for the N64 software. Yet, despite the game’s critical panning, it became the best-selling release of June 1999 and the third best-selling game so far in the console’s history at that point in time. That’s how things work, of course.

One thing is for sure, though. Superman 64 will forever remain one of the worst video games of all time in many gamers’ minds. In an internet generation where we regularly worship or denounce video games on a daily basis, it’s unlikely to be forgotten as such. The game continues to be the butt of every gaming nerd’s joke and is a good advertisement on how not to make a game. That’s not going to change anytime soon.

Kid Icarus: Uprising

Looking Back at Kid Icarus: Uprising – A Glorious Ascension?

Mario, Grand Theft Auto, Call of Duty, Zelda, Resident Evil, Sonic, Metal Gear, the list goes on. What do all these gaming franchises have in common? It’s their recognition. If you’re an avid gamer you should know them incredibly well, and there’s a good chance you possess at least a few games from each of their respective series. On the other hand, we have some game series that wait quietly in the shadows, attempting to ‘photosynthesise’ towards that same light of recognition. Kid Icarus is one these. Stuck in the dwindling light for 21 years, all the time hoping for another opportunity to shine. And we finally got it in 2012, the year of our ‘Armageddon’, and the year we saw the return of Pit in Uprising. Was his revival a glorious ascension into heaven, or a quick descent into the underworld?

Masahiro Sakurai, a man famous for working on Kirby and the Super Smash Bros. series was the creative force behind Pit’s new adventure. He’s known for his somewhat paradoxical: deep yet streamlined approach. From the moment you load up Kid Icarus: Uprising, this fact is apparent from the menu alone. There is a lot of content to be found, from the Idols to the achievements, to the numerous fancy weapons. It’s completely overwhelming at first, in the same way Super Smash Bros. Brawl was; even the menu layout is hugely reminiscent of that star-studded fighter. It was depth in abundance, but what about his renowned, streamlined gameplay?

Kid Icarus: Uprising

Sakurai wastes no time for a preliminary story, as the opening level immediately shows the dust-covered angel burst out of the doors of heaven in spectacular fashion. Suddenly everything is happening at once and that frantic rush you get from rail shooters like Sin and Punishment is instantaneous and gratifying. Serving both as a tutorial and exposition, the first stage is a great introduction to the game. Uprising is split into two halves then, the first part in any stage takes the form of the adrenaline-fuelled rail shooter, with the second part being essentially a third-person shoot ‘em-up.

The stages that take place on land are certainly slower-paced, with the aim being to annihilate everything in your path with more finesse. Chests containing goodies are chucked in to break it all up, with the occasional puzzle-like element featuring as well. At the end of these stages, you’ll face one of Medusa’s commanders, who are expertly realised and fantastic fun to fight.

What about the controls? Remember the controversy back in the day? While they’re not a literal ‘game-breaker’, they are an annoyance at first, and one in which a master like Sakurai should have addressed. You control Pit with the Circle Pad, aim with the Stylus, and shoot with the L button. It’s fluid and precise, that is until a nagging in your wrist commands you to stop; you might even experience a few minor hand cramps. An important point to make is that it improves the more you play: while that might sound like a crude justification for bad design, after a few hours of gameplay it won’t really be an issue.

You also have a stand packaged in with the game to help remedy this, which works extremely well, yet simultaneously destroys the idea of portability. Of course, this begs the question: if the team were that worried about the ergonomics to include a stand, then why did they proceed?

Kid Icarus: Uprising

It’s worth saying that there are some in-depth control customisation options that allow you to set-up your preferred style of play. Although none of these allowed for the precision of the Stylus. The other gripe is with Pit’s mad dash motion that often throws you off edges to your demise. You have to flick the Circle Pad up to run, but sometimes the slightest movement engages this dash, the outcome being a significantly reduced life bar. Ultimately though, you shouldn’t let a few hours of comfort adjustment perturb you – Uprising’s positives far outweigh the negatives.

Now that we’ve covered the controls, we can talk about Uprising’s greatest strengths. For starters, seeing the game in motion is truly a spectacle, even today. The colours, the sprawling environments and the character models are often striking, and the little touches, like the soft blue glow around Pit’s enchanted wings, only further convince you of this stunningly-presented package. One particular eye-opener for me was approaching the swaying sea, which was then ‘biblically’ parted by the Goddess Palutena. Like the best-looking games for the 3DS out there, to see it all running smoothly in 3D on such a small screen is the biggest surprise.

Kid Icarus: Uprising

It doesn’t stop there though, the soundtrack was also incredible. This is unquestionably a result of influential figures like Yuzo Koshiro (Streets of Rage, ActRaiser), Motoi Sakuraba (Dark Souls, Star Ocean), Masafumi Takada (Killer7, No More Heroes), Noriyuki Iwadare (Grandia, Ace Attorney: Investigations) and Yasunori Mitsuda (Chrono Trigger/Cross, Xenogears) combining their celebrated musical talent. It’s whimsical, illustrious, and beautiful. There’s not much else to say here, if anyone could assemble such a group, then it’s Sakurai. Certainly some of Nintendo’s finest work.

The dialogue between Pit and Palutena is another highlight. This is fully-voiced, self-referential humour at its best. Lines like: “Dark Lord? Hasn’t that been done to death?” and, “Listen to that swagger, you’ve toughened up nicely Pit. Remember when you’d be all, like, “I’M FINISHED!” all the time?” add to the unashamedly funny script. In a gaming world that is filled with deadly serious stories, where characterless soldiers kill lots of things, Pit’s revival is original, lighthearted and a breath of fresh air. The continual breaking of the fourth wall is a clever move indeed, and the audio recording is simply top-notch.

The multiplayer segment of the game wasn’t the reason you bought Kid Icarus: Uprising. Nevertheless, Light VS. Dark is the superior mode here, where players fight 3-on-3 battles with weapons earned through the solo campaign. This is balanced out so that those with the best arsenal are the greatest sacrifice to the team’s life bar when they fall. After all three players in a team have been defeated, one will turn into Pit’s light or dark side. It’s executed well admittedly, and there are very little connection issues, but the tastiest meat really is found in the solo experience. Still, it can be addicting as the rewards for playing online are significant.

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StreetPass and SpotPass were both utilised as well. StreetPass allows for a stylish gem transfer system between people you meet in the streets, while SpotPass enables Nintendo to send you even rarer gems that can be used to fuse weapons. Then there’s all the other stacks of content seemingly packed into the cartridge of Uprising: AR card functionality, Idol tossing, a music gallery, detailed play records, and the Fiend’s Cauldron, which is a hugely original way of encouraging multiple replays of the same level. Intensity gates found on land levels dictate the difficulty you need to play on to unlock them and reap their awards. Therefore, play on a higher setting, unlock the gate, fight a mini-boss, and you’re rewarded with endless gifts, weapons and hearts. Just how they managed to fit it all in is impressive in itself. The discovery of the almost unlimited supply of things to do is one of the highest points in the game.

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Kid Icarus: Uprising was Nintendo trying something different. Sharing elements from Starfox, Kingdom Hearts and Sin and Punishment, it’s still exciting and fresh, and proves that there’s always more room for those heroes left in the darkness. It has its control niggles which are a shame, but this doesn’t stop it being an epic rendition of Sakurai’s creative power and direction. The fact that the production values are higher than some home console retail games mean you’re truly getting a cinematic experience. Uprising is a treasure trove of love from a masterful video game director. So, where’s the next game?

Looking Back at Max Payne 3

Right from the off, Max Payne 3’s writers pitch the main narrative as a high-speed, intense character drama led brilliantly by its protagonist’s crude and satirical variety of quips. Those players who have already experienced Remedy’s original Payne efforts will know exactly what to expect in terms of the titular anti-hero, yet it’s to Rockstar’s credit that they make the character accessible to series newcomers. Indeed, it’s virtually impossible not to strike some form of sympathy towards Max as he finds himself helplessly drawn into an underworld conspiracy where death waits around every corner.

And speaking of death… boy, is there a lot of death in this game! Whether or not you’ve committed gratuitous atrocities in GTA before, it really is difficult to name many other titles that have featured such magnitude of bloodshed as the Texas Chainsaw Massacre-esque experience that is the main campaign. Such an incredible degree of violence is complemented by Rockstar’s use of a slow-motion camera at the climax of every battle, adding to the genuine cinematic feel that the storyline segments possess in great measure.

That said, unless you’re in a particularly aggressive mood for the majority of the playthrough, there’s a good chance that you’ll find the mindless slaughter that so frequently ensues begins to grow old in the final chapters. As with so many other examples of their back catalogue, Rockstar managed to mix things up in terms of the narrative so as to keep things feeling fresh, however.

The bulk of the storyline itself revolves around Max’s journey into the Brazilian favela of Sao Paulo and his attempts to free a wealthy businessman’s daughter from a world full of corruption and betrayal. For the most part, the balance of narrative-based cut scenes and gung ho gameplay is pitch perfect, just as accomplished in its exposition as in GTA IV or Red Dead Redemption, if not more so.

As anyone who knows Rockstar might have guessed, the supporting cast of this epic action piece regularly consists of satirical, bordering on hilarious stereotypes of the various threads of modern society. Whether this occasionally comedic take on some of the darkest portions of humanity is to your taste will really depend on your personal preferences. Again, for me, it just serves to represent the incredible talent the developer’s script writers have for representing the social archetypes that form the basis of our living, even if some of the new additions to the Payne franchise of characters aren’t quite as relevant or memorable as their predecessors.

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One thing that you can definitely not fault, however, is undoubtedly the grand production values that this title boasts. For starters, the graphical technology on display here was, and is, incredible. Every ounce of pain, ammunition and location details is masterfully handled by the game’s designers, making for an incredibly immersive world to encapsulate the already sublime gameplay mechanics and the skilful narrative.

Looking at Max Payne 3 as a whole, it’s certainly hard to shake the feeling that there’s just a little something holding it back from attaining the high ranks that its predecessors reached. None of GTA or Red Dead’s glitches are present here, and in no way does it suffer from the same problems of narrative pacing as those iconic predecessors do. And yet, beneath all of the cinematic design, thrilling gameplay set pieces and unexpected plot twists, the lingering sense that we’ve seen all of this before in some form still pervades the experience.

I must hand it to Rockstar, they most definitely have the ability to make even the most simplified gameplay experience seem damn near masterful. To call Max Payne 3 simple would be to call it a disappointment, which it most certainly is not. I’d place it at the very least on a par with Red Dead thanks to a tighter and more compelling storyline, but there’s still a notable leap in quality between this and Grand Theft Auto IV.

If you haven’t given Max Payne 3 your time yet, then I highly recommend you take advantage of it.

Looking Back at Spec Ops: The Line

“I’m trying to work out who’s more full of s**t,” says Captain Walker to his loyal teammate Lugo in the opening level of Spec Ops: The Line, “you or intelligence.” Lugo quickly responds that “if [he] weren’t a hardened killing machine, that might actually have hurt”- it’s moments like this that highlight the subtle wit and banter between the comrades at the heart of this military shooter, setting it apart from its competitors. No more will you have trouble distinguishing this deceptive pro-war experience from the browns and greys that litter annual, outstayed returnees like Call Of Duty and Medal Of Honor or indeed the science-fiction elements that have been recycled from the Halo franchise into other weaker rip-offs since its inception. Indeed, if gamers are looking for a shooter that differentiates itself in terms of narrative and empathetic content, this will most certainly fit the bill.

The main plotline focuses on the country of Dubai as it is thrown into chaos by sandstorms in a near-future setting. Sent into the ruined nation in order to retrieve a renegade faction of the United States’ military forces, Walker and his men soon discover that all is not at its seems, as the horror of an intense civil war begins to emerge on the surface and they are caught right in the middle of it. It’s hard to do this hugely compelling narrative justice on paper without spoiling its best twists, yet sufficed to say that Spec Ops packs a deep emotional punch the likes of which you probably haven’t seen since the original Modern Warfare, or perhaps ever in a military shooter.

Not only do the characters and locations you come across prove both memorable and realistic, the effect the war of the 33rd has on these plot elements as the lengthy 10-12 hour campaign progresses is startling and impressive to behold, resembling that of a blockbuster action movie done right (so more Apocalypse Now than Battleship!). If there’s one snippet of knowledge that you will take away from The Line’s single-player mode, it’s that decisions really can have dire consequences, but sometimes the ‘right choice’ is either taken out of our hands or indeed often non-existent. One particular action I took at around the game’s halfway point seemed like the only course of reasonable attack, and perhaps it was, and yet that didn’t stop the monumental impact it had on my view of this fictitious conflict shifting dramatically, and it will do the same for players if and when they allow themselves to be immersed into the rich world.

This core narrative strength would mean little if the gameplay itself couldn’t match it, so it’s a good move on Yager’s part that they learnt from the best. As we’re talking about a cover shooter, I think you’ll already know which franchise I’m talking about, but in case I have to spell it out for you, then know that this game has the words ‘If you like Gears Of War, you’ll love this’ written all over it. The cover system is fluid and responsive, even if there are times when the ‘invisible barriers’ of the various levels are more notable than they might have been in Epic’s hands. I rank the aforementioned technical inspiration and Spec Ops on the same level, but this shortcoming is sadly something which holds the latter back a little for striving to be the first masterful third-person shooter in a long time.

Layered over the strong narrative and linear – but-impressive gameplay is an eye-pleasing graphics engine. The environments were and are near photorealistic at times, the AI for the most part wonderfully animated and the sand textures that Yager spent so long working on impressively put to good use. Admittedly, some of the textures on characters’ clothing do look a little pixelated when viewed closer in cutscenes, but this is a minor drawback that only slightly reduces the level of immersion for the overall experience.

There’s a good degree of replay value to the main campaign, with dozens of intelligence reports littered across the various levels and a multitude of game-changing decisions that will actively affect its endings. A ‘Spec Ops’-esque mode (don’t worry, the irony of that name choice isn’t lost on me) a la COD wouldn’t have gone amiss here either, yet it’s clear that Yager and 2K spent the majority of their time working on this story mode.

Moving onto the multiplayer, there’s no doubting that the gameplay and graphics engines laid in place for the campaign carry over efficiently into what is unquestionably a very competent component. As a solo gamer at heart, the strength of online offerings is sometimes of little relevance to me, but I can at least credit the developers for handing us a functional, if not entirely innovative multiplayer mode.

Although the multiplayer modes don’t break much new ground, they’re strong enough to last players for some time, and quite frankly it’s the shockingly innovative solo campaign that’s the main attraction here. Those players fearing that this is just another COD lookalike should rest assured that this is no such pretender – in fact, as someone who has all but left that aforementioned tired franchise behind, I can safely say that this improves upon its lacklustre campaigns in every possible way, making for a breathtaking adventure that won’t soon be forgotten.

Had Spec Ops: The Line entered the shooter fray a little earlier in the game, I would imagine it would have gone down a storm back in the day, but as it is by copying the tropes of Gears rather than making its own way in the gameplay department, this brilliant shooter can’t hope to be the revolution this genre still sorely needs.

Past Blast: Red Faction Armageddon

This week I have decided to take a look back in anger at a game that split many gamers 50/50; Red Faction Armageddon.

But first, some admissions on my part; I have played this game before. Put bluntly, I disliked it. I never finished it and didn’t think twice before I got rid of it. Why then did I find myself picking this up on the cheap when the opportunity came along? Was it guilt? Curiosity maybe? No, it’s neither of these.

For the third time in my life, I’ll admit that I was wrong. Yes, that is a man admitting he was wrong. As much as it pains me to type these words, I think I may have drawn a conclusion too quickly about Red Faction. Having had the displeasure of playing some really poor titles this past year it has brought some perspective into my life.

I now find myself playing this again and I must say I’m enjoying it much more than I did before. Now I’m not going to start blowing the sunshine up its rear end, but there are things that the game must be commended for.

By the same token, there are things that the game does badly. Very badly at times, but there’s nothing that will kill the game entirely.

For anyone who doesn’t know, Armageddon was released on the back of huge success after Guerilla proved to be a bigger hit than expected. Offering an open world setting with un-rivalled destruction, the game won over the hearts of sandbox gamers. Sadly, this is where Armageddon falls down as it turns its back on the open world and shoves gamers deep underground.

Despite this though, there are still enjoyable destruction sections whereby buildings must be felled in order to progress and if you enjoyed it so much, you can even rebuild the bugger and bring it down all over again.

The story behind Armageddon is that you, Mason, have brought havoc on Mars by uncovering an ancient alien race which is intent on destroying all human life on the Red planet. Obviously, you want to make amends for this so you travel underground in order to bring back peace to the population despite them turning against you one-by-one.

From this perspective, the game sounds fine and dandy but sadly it’s not all plain sailing. One thing that the game does poorly is its script. The dialogue within the title is simply appalling at times. It is on two accounts; firstly it is so cheesy that it seems like it has been pulled out of an 80’s movie. Secondly, the local AI that travels with you makes remarks out loud which make you want to hit it at times or turn it off.

If you dare stray off the path you have to go down for more than ten seconds, it will shout at you to get back on track. It will do so repeatedly until you eventually oblige, which could be up to five minutes depending on how much exploration you like to do.

I say exploration in the loosest form possible though. This is a corridor-shooter, as opposed to offering you an open world to traverse. This would not be such a bad thing were the game well-known for this but it isn’t. The last title was an open world adventure that was at least a little dynamic compared to this ‘go there, do this right now in this manner’ affair we have here.

The game also seems to go through phases of being far too easy compared with sections of becoming suddenly harder as hundreds of enemy’s surround you whilst your bullets don’t seem to do much more than tickle them until they die of laughter.

After all that you’re probably thinking that it won’t be the game for you but hear me out. Red Faction Armageddon will get you through a “dry spell” so to speak. It will be faithful to you, just don’t expect blockbuster action or scripting as it falls short of the mark on this front.

Past Blast: Mass Effect 2

With Mass Effect 2, in 2010, gamers were taken aback by the sheer immersion that this once glitch-infested universe now held, incorporating seedy alien organisations, planets filled with wonder and corruption and a storyline that matched all the greatest icons of the sci-fi genre both in this industry and in others (Star Wars? Meh. George Lucas didn’t have an army of Reapers preparing to converge on our planet.).

Certainly, there’s one thing that’s impossible to deny upon booting up the disc again for the first time in a while – the production values are astounding. From the layered and deep menus to the beautifully animated cut scenes and battles, there really is not a single moment in Mass Effect 2 where you’ll lose the sense of being fully integrated into its twisting and breath-taking plot threads. That BioWare had the sheer audacity to seemingly kill Commander Shepherd – the man who many of us had spent us hours upon hours levelling up in preparation for the sequel – off in the opening moments of the game, sending him hurtling into the lonely void of space with no oxygen remaining in his tanks, still resonates deeply, while also highlighting the developer’s justified confidence in the entire project.

Things don’t get any less ambitious from there, either, as we’re then thrown into the revelation that alleged terrorists Cerberus have resurrected Shepherd for a suicide mission (as if one literal near-death experience wasn’t enough), whereby he must gather a team to face terrible odds in order to stop the menacing Collector army building a new Reaper out of stolen human tissue. The countless red herrings and ground-breaking narrative shifts that are thrown your way throughout genuinely make for some of the most emotional and stomach-churning moments in modern video gaming, sure to push you to your absolute limits in terms of character empathy as they have with me a good while after my first playthrough.

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Perhaps it’s easy to forget, but Mass Effect 2 in itself was incredibly focused on its third-person shooter action, such to the point that you would barely go five or ten minutes of the main campaign without being engaged in some kind of firefight, be it against renegade human forces like the Black Suns or indeed the overwhelming Collector threat. The frequency of these dangerous interludes cannot be ignored, and yet it is all the more unexpected to me that all of the battles still feel integral to the overall storyline, really serving as the crux of the reason why even now Mass Effect 2 remains such a compelling, nay, gripping experience to relive.

The final moments on the Collector base only serve to heighten the tension and emotive drama that build steadily and convincingly throughout the game – if you can name one other title that provides such an impactful climax, whereby team members can be gunned down at random regardless of their loyalty or indeed their romantic status with Shepherd, then I’ll be amazed. I can assure you now that seeing my weathered and worn incarnation of the N7 Commander (who apparently has quite a few favourite shops in the Citadel, or so I’m informed) grimace over the graves of Tali and Mordin – both of whom failed to survive due to a reckless decision I made earlier regarding Tali’s father – was just as heartbreaking as when the majority of my team were gunned down back in 2010.

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For a video game to still provide just as many surprises, tears and thrills as it did two years before is one thing, but it’s that Mass Effect 2 retains the same heart, overwhelmingly engaging set pieces and true-to-life cast of human and alien characters that to me makes it one of the best releases of all time.

What did you think of Mass Effect 2 when you originally played it? Have you tried it again recently?

Past Blast: The Elder Scrolls IV: Oblivion

Everyone’s talking about Skyrim nowadays – and for good reason, since it seems to be getting ported to every system under the sun. But before the fifth instalment of the Elder Scrolls chronology wasted hours of everyone’s life, there was its predecessor, The Elder Scrolls IV: Oblivion. Morrowind was already popular, but its sequel was truly the game that rocketed TES into mainstream gaming popularity with a stunning 9.5 million copies worldwide (as of 2015). It was many gamers’ gateway into TES‘s rich universe, including my own, and is worth remembering today for its contributions to the sandbox RPG genre in general.

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Whereas the relatively darker Skyrim gave us a Roman Empire-inspired Tamriel, Oblivion gave players a bright, colourful medieval fantasy world. The province of Cyrodill was a sight to behold, with reams of golden fields, a rich, sprawling Great Forest and a wide array of different castle towns filled with interesting characters and locales. As a matter of scale, Oblivion‘s world map is a little larger than that of its successor, albeit lacking in some of the finer details offered by said successor. But this doesn’t make it any less of a pleasure to stroll through, when Cyrodill’s golden sun shines upon you in the hills, with Jeremy Soule’s epic orchestral soundtrack sweeping you through the experience. That same sense of wonder is instilled in the player as they find new locations such as abandoned forts, bandit camps and caves within the wilderness. A favourite memory of mine is coming across the huge lake that rests before the Imperial City and watching the surreal White-Gold Tower standing proudly in the distance. It makes you feel so humble and small in this vast, detailed fantasy world.

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Having crafted such a large, detailed world, it was up to developers Bethesda to make it feel alive. And make it feel alive, they certainly did, using the ‘Radiant AI’ system to give each NPC a routine through the day and night. Then there was the inclusion of multiple operating factions throughout Cyrodill. As with the game’s predecessor, Morrowind, players could join a number of factions in the game including the Fighters Guild, Mages Guild, Thieves Guild and the Dark Brotherhood, each with their own benefits and exclusive quest-line. As with the other games in the series, it was so easy to get caught up in these quests and forget the main plotline altogether, but it also highlights one thing Oblivion did better than Skyrim – the quality of the quests. The quests were far more involving and fun than the game’s successor. Mention the Dark Brotherhood questline to a seasoned Elder Scrolls gamer and they will likely let out a nostalgic sigh. It was successful in that it made you feel like a badass assassin in a lawful world and set up many unique situations, including having to fake someone’s death. Similarly, the other questlines were generally well-written with a great deal of suspense and mystery, often pulling the player in hook, line and sinker.

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As far as the gameplay went, it was similar to Skyrim. Of course, being ‘the game before’, it’s naturally a little less refined. The ability to select seven major skills at the beginning of the game has its fans and foes. On the one hand, it helps keep your character unique since constant use and upgrading of said skills is the only way to level up your character and, therefore, encourages players to keep to those skills. On the other hand, it can trap new players who are unused to the Elder Scrolls games and doesn’t offer much in the way of skill experimentation. This was later altered in Skyrim where players could level up with whatever skills they wished to use. Many players, however, missed Oblivion‘s levelling system which concentrated on unique character growth as opposed to Skyrim’s, which allows players to potentially upgrade and master every skill in the game if they wanted. Personally, I wouldn’t label Oblivion‘s levelling system as better or worse. It’s just a little different.

Overall, I would recommend Oblivion to any gamer who loves Western role-playing games or even RPGs in general. It offers an immersive, fantastically colourful fantasy world with great characters, voice acting and an epic soundtrack. Even if you’ve played Skyrim, but never played this, it’s well worth it for all the additional hours of great content at your disposal. Given that Skyrim is basically being re-released over and over for all of time, it would be a shame to forget Oblivion and sweep it under the rug. Let us remember it for what it was: a great adventure that laid the foundation for what was to come and a ‘how-to’ on creating a gripping, immersive fantasy game.