Final Review – Mount&Blade

It’s been a long time since I first looked at Mount&Blade. This game was my first review subject here at videolamer over two years ago, and it has held my attention for hundreds of hours. It’s progressed a great deal since its original release and my “review update” for .903, and in fact had its final release some weeks ago. As of this writing, Mount&Blade 1.011 has just been released with a demo on Steam, where I hope many prospective gamers will try it out. It’s currently the #5 seller – it’s selling better than Team Fortress 2! – but that spot is very well-deserved.

The improvements over the previous version I reviewed are myriad. Movement, weaponry, and armor are all much more realistic than they were before, and one of the best additions is a completely revamped soundtrack – with 70+ songs that are almost always played in the right situation – trumpet-filled battle themes that play as you clash with your foes, light melodic tracks while making your way through the countryside, and so on. →  I’ll read you, my pretty, and your little dog, too!

Review – World of Goo

Do you like puzzle games? Do you enjoy gooey things? If so, you should try World of Goo. This blob-based puzzler is one of the latest indie games to be released via Steam (or Wiiware, for the console-inclined). It’s filled with brain-twisting, goo-placing goodness.

Puzzles in World of Goo generally revolve around building structures out of blobs. Each level has a pipe you are trying to reach; once you have reached it, the goo-blobs remaining on your structure shuffle their way into the pipe. There is a simple goal (say, 4 blobs) to complete the level, and a more difficult “OCD” goal (save a lot of goo, complete the level quickly or in very few moves). Any extra blobs you get go into a pool to be used in the tower-building “free” game.

Most gameplay is similar to other physics-based puzzlers, such as Bridge Builder. In some ways it is more akin to Lemmings, since you want to save as many of the adorable little suckers as possible. →  I can has post?

Review – Insecticide

DS Adventure-action hybrid Insecticide attracted some attention (on this site, if not from the videogame community as a whole) when the developer, Mike Levine, criticized negative reviews of the game for overlooking what he considered some of the game’s strengths. What are these supposed strengths? The game is in 3D and features voice acting. To me, the measure of a game isn’t the number of dimensions in which it resides, but how much fun it is to play, and whether I believe the developer tried to do something interesting or innovative.

The early criticisms, as well as Levine’s retort, turned on two key disagreements. Reviewers thought the controls were poor and the game had technical problems. Levine thought the reviewers did not completely explore the controls (ie complained about using the d-pad and buttons while stylus controls were available) and argued the game is technically very impressive (in 3D and featuring voice) even if there are a few hiccups. While I generally like to give developers the benefit of the doubt, especially when they talk about their game as a labor of love rather than a money making opportunity, Insecticide deserves most of the criticisms leveled at it. →  Virtua Poster 4: Evolution

Review – The Force Unleashed

Star Wars: The Force Unleashed is now the fastest selling Star Wars game of all time. Being the biggest closet Star Wars fan on this site, this was reason enough for me to check it out. The current general sentiment about the game is that it is a rental at best, and perhaps not even worth that due to a variety of issues.

Some of these gripes are valid, but others appear to be the usual negatives that spread thanks to speedy reviewers (and the comment section trolls that parrot what they hear from them). Force Unleashed is buggy and filled with many of modern gaming’s worst tropes, but it also has decent action bolstered by the sheer fun of using The Force, and it tells a story that tries hard to be worthy.

Force Unleashed begins like so many other games of its ilk. The opening stage explains very little about your abilities, hoping players either read the instructions or can button mash their way through. →  You lost me.

Review – Lock’s Quest

My quest for time killing DS games that aren’t infantile and minimize the use of the stylus came to an abrupt end when I purchased Lock’s Quest. Lock’s Quest does use the stylus, but in a manner which doesn’t offend my manly lifestyle of sex with supermodels and drinking rye whiskey (when drawing rainbows in Kirby, I pick up a hankering for an appletini) but feels familiar, in a very mouse-like style.

This is helpful, because Lock’s Quest is a tower defense game – you construct defenses in an RTS-style world against unintelligent, persistent, and most importantly plentiful, clockwork monsters – a genre that would be unplayable without a touch screen (or a mouse).

I was unaware that tower defense was a game genre that extended beyond Warcraft 3 custom maps, but seeing as I enjoy those, I decided to see if THQ could turn them into a meaningful DS experience. The game is fairly straightforward: the bulk of gameplay revolves around constructing defenses, keeping them upright, and beating the crap out of the Clockworks. →  Zero Escape: Nine Hours, Nine Authors, Nine Articles

Review – Civilization 4: Colonization?

I can’t even figure out exactly what the name of the Colonization remake is, so we’ll just call it Colonization 2. In an attempt to drive sales, it has Civ 4 mixed in the title, since the game leverages the Civ 4 engine (and more importantly the Civilization brand name), but you don’t actually need Civ 4 to play. Despite the confusing title, the game itself is not confusing.

Like every Firaxis effort for the past two years or so, it’s a game with a great deal of promise and terrible QA testing that is largely carried by a talented and extremely forgiving community that does Firaxis’ work for them. Interestingly, this might be why Civ Revs is currently covered in “This game sucks” threads; the community cannot mod an Xbox 360 game. But I already covered this here.

Before getting to the review, let me give a bit more of a scathing commentary to Firaxis’ effective business model that I am depressed I have supported. →  Read me now, believe me later.

Review – The Spirit Engine 2

Five years ago, as a younger lad with a small budget and an unending hankering for good games, I would scour the internet searching for quality freeware. Generally my searches ended in failure; though such games existed, they often had no story and little depth. One of the few games that caught my attention, though, was The Spirit Engine. It looked polished (for the time) and had the feel of a late SNES RPG – the perfect combination. Although my interest waned over the course of several hours, and I did not complete it (though I now intend to), it was a refreshing experience for the same reasons for which I will now laud its successor.

On finding out The Spirit Engine 2 even existed several days ago, nostalgia for the original drove me to look into it. That night, I would buy it. The following week, I played it religiously. It managed to win out over any interest in Dragon Quest IV or Mount&Blade – two games whose release I had been eagerly anticipating – and was the only game I played for the entire week (with the exception of half an hour). →  You had me at read more.

Review – Etrian Odyssey 2

Etrian Odyssey (the first one) was an interesting RPG by independent developer Atlus. Rather than focus on traditional RPG elements such as story save X kingdom from Y evil wizard, Etrian was explicitly a dungeon crawler. A giant dungeon has appeared near a city, adventurers flock by the dozen to be plumb the depths looking for treasure while mostly being savagely killed.

And that’s about all the plot you get. Instead of a standard plot driven party, you had an entire guild you could fill with various classed adventurers, and off they went into the meat grinder. It wasn’t a perfect game, but it was an interesting concept, particularly on a portable device where entertaining time killing is the primary motivator for many people. And one could plausibly assume, if one were naïve and trusting, that the franchise would be built upon and gameplay refined in future installments.

Unfortunately, Atlus thought that Etrian Odyssey 2 was a Halloween Masquerade, and Atlus showed up disguised as Electronic Arts. →  Eh, I’ve got nothing better to do.

Review – Prince of Persia: The Two Thrones

There are quite a few game series with planned trilogies in the works, but the modern Prince of Persia games are one of the first successful trilogies to wrap itself up in a few years time. Its successes and failures highlight several important points that these future sagas must address if they wish to avoid some of the pitfalls that keep the PoP trilogy from sheer greatness.

First off, a good trilogy needs to stay consistent. We all know about the hiccups that occurred in Warrior Within, though I found them far less offensive than most. Their true damage can be seen in the final chapter of the series, Two Thrones. Ubisoft felt that the angsty, goth direction of Warrior went too far. One over steer leads to another, and suddenly the angry, darker prince is replaced with his old voice actor and personality, and even new clothes. His companion, the Empress of Time has changed even more.

These two reboots are thrown into an opening cutscene that plays out much the same as the ending to Warrior, with the duo finding the kingdom of Babylon in flames. →  Shadow of the Article

Review – Haze

If you still view Free Radical Design as “the guys who once did Perfect Dark and Goldeneye”, then their game catalogue might seem fairly weak. Second Sight was a successful experiment, and with the Timesplitters games they carved themselves a nice niche in the shooter market with their blend of Goldeneye inspired design and offbeat humor. To be frank, this is a very good situation to be in.

For those that would assume that Free Radical’s output is a failure should it fail to match Rare’s classic shooters, I would remind them that having David Doak and some friends start up their own studio does not automatically mean that the entire Goldeneye team was ready to rock. Goldeneye and PD were lightning in a bottle, something that can’t be easily replicated. Compared to most upstart devs, Free Radical’s output has been more than acceptable.

With the arrival of Haze, however, I begin to question this judgment. For lack of a better term, Second Sight and the Timesplitters games feel comfortable in their own shoes, while Haze is yet another heaping on the FPS pile, which by now is a mound of shit and compost made from scraps of Halo, Half Life and Gears of War. →  I am become game, destroyer of words.