Review – Ico

Barely noticed when it was first released, Ico has now become the #1 game to reference when bringing up the issue of art in games. But is it really all that and a bag of potato chips?

Developed by SCEI (Parappa the Rapper, Shadow of the Colossus) and directed by Fumito Ueda, Ico is a third-person adventure game, set in a derelict castle that is situated on top of an island just a few hundred yards off the coast of some unknown continent. Cut-off by ocean on each of its sides, the castle becomes the player’s prison, so to speak.

Ico is a young boy (his name is never referenced, so I’m only guessing it’s his name) that has been shunned by his village and sent to an empty castle to distance himself from society. →  This better not be as bad as everything else here.

Review – Prince of Persia: Warrior Within

I’m sure everyone remembers the shitstorm that hit the Internet when Prince of Persia: Warrior Within was released two years ago. An unstoppable tide of criticism and disgust toward the game flowed for months, only getting worse when it ended up outselling The Sands of Time by leagues. (Thankfully, we were spared from having the Prince’s early game cry of “You Bitch!” become the next Internet trend.) However, the most curious thing about the criticism was that very few people ever made any sort of commentary on the actual gameplay. For all intents and purposes, it looked like angry nerds acting as immature and angsty as the kids that Warrior Within was trying to cater to (though that is not to say that I didn’t jump on the bandwagon for some period of time). →  The happiest post on Earth.

Review – Dragon Quest 8

Dragon Quest 8 is a big game. Big in terms of how much content has been pressed onto the disc, in terms of how popular/hyped (insert appropriate word for your region) it was during release, and in terms of how much of a leap forward it is for the entire series. All in all, this is a frank and clear picture of everything that is right and wrong with this genre 20 years after Dragon Quest helped create it. There’s a lot of ground to cover here, so let’s cut the introductory B.S. and get right to it.

Sometimes, when feeling contemplative, I like to stand high up on this mountain overlooking the forest and think about all of the deep issues this game’s plot doesn’t try to touch.

 →  Some say the world will end in fire, some say in read more

Review – Devil May Cry 3

Charlton Heston defends Dante’s right to own a gun capable of unleashing God’s wrath.

As I mentioned in our last episode, Devil May Cry 2 was indicative of the dark side of Capcom; the side that sees a hot new series and can’t help but try to run it into the ground with sequels of questionable quality. Of course, that also means that there is a good side to the company (which, judging by my stack of games, has been popping up a lot more often). This good side is on display when they focus on making polished, highly playable games that don’t try to be derivative or innovative, but instead are whatever the hell they want to be. Lucky for us, this was their only choice when it came to creating Devil May Cry 3. →  Today I consider myself the luckiest reader on the face of the earth.

Review – Frequency

Tron? Rez? A seizure?

So here it is, Harmonix’s first console game, Frequency. The gameplay is essentially the same as playing DDR with a pad; notes cascade along the screen, and you hit buttons along to the beat. But Frequency isn’t about simulating dance steps — the angle here is on music generation and remixing. In this respect, the game manages to provide a unique experience that is only possible thanks to the nature of videogames. On the other hand, like DDR on a pad, there’s only so much fun that can be had with such basic gameplay. Harmonix tries to add some features to make it more like an arcade shooter, but ultimately Frequency walks a very fine line between being an actual game and just an interesting tool. →  Ba da bam ba baa I’m readin’ it.

Review – Devil May Cry 2

DMC 2 was absolutely grilled when it was brand new. Okay, so maybe grilled is too strong of a word – the shills at Gamepro still manage to slip it a 7+ review as is their fashion. Still, most reviewers were not at all thrilled, and made it very clear that this sequel was a severe downgrade from its predecessor.

Take this, you stupid wall!

Yet despite all the bashing, the bad words, and the obvious warning signs, I felt compelled to check this game out. Part of it was the completionist in me wanting to finish the entire trilogy. Part of it was the fact that many of those same reviews were filled with glaring errors (complaining about moves that debuted in the first game) and more smarmy jokes than actual criticism. →  Shadow of Read

Review – Devil May Cry

Now that I look back, a lot of action games from the N64/Playstation era were trash. Most involved rudimentary combos, bad controls, and unnecessary platforming elements. They weren’t good at taking advantage of 3d, and looked ugly as sin to boot. You were better off finding a copy of Final Fight or Contra if you wanted a polished action experience.

Even today, it isn’t hard to see why those classic 2d action games were, and still are, so damn good. They realized the importance of simple, precise control that gave the player all the tools they needed to succeed against the onslaught of enemies. Victory required the player to keep a cool head among the chaos, and to find enemies’ weaknesses by recognizing patterns. →  Zone of the Readers: The 2nd Reader

Review – Kingdom Hearts

I’m not sure why Jay asked me to review Kingdom Hearts. The game is fairly old by now, and just about everyone who wanted to play it already has. Then there’s the fact that the sequel has been out for months. Looks like I’m a little late to the party, but I still intend to crash it.

Kingdom Hearts is a perfectly mediocre game. At its best it was a lighthearted diversion, one that I could play while enjoying my then-girlfriend’s company while not having to think too hard about it. At its worst it was a mess of poorly implemented design choices based on typical Square drudgery and messy, stolen scraps from the Book of Miyamoto. If I had any care for in game stories, I probably wouldn’t have finished, as the game takes Disney characters and plots and compresses them into dull, mediocre shells of their former selves that are more offensive than enjoyable. →  2 h4rdc0r3 4 U.

Review – Street Fighter Alpha Anthology

Yeah, the menus are that simple.

The last few years have been tough for Street Fighter fans. As 2d gaming continues to wane, Capcom is far too wary to release anything new, for fear that even something as big as Street Fighter 4 would not sell enough to warrant the cost of development. Instead, they’ve decided to take the conservative route with their 2d offerings, either by cobbling together something quick and dirty like Capcom Fighting Jam, or by releasing compilations of their older stuff. Many people frown at the concept, since Capcom rarely give fans what they want (even though they’re the target audience) and because the games exist solely for the company to milk its prize franchises as much as possible

Of course this is all true, but I don’t really mind the idea of compilations. →  Finger lickin’ read.

Review – Killer 7

There was once a silly, fluffy intro here, until I realized it wasn’t necessary for Killer 7. No matter what pages of forum analyses may claim, this is a simple game, both gameplay wise and story wise. Yes it is weird as hell and artsy in structure. And no, I don’t claim to “get” everything about it, but if you ask me there are a lot of people out there that don’t understand what this game is all about. Here’s a hint; all you need to do is stop thinking so damn much.

First things first; Killer 7 is not an action game. It is not a rail shooter. And most importantly, it is not survival horror. I’ve heard all of these names applied, and none of them make sense. →  Sid Meier’s Alpha Centarticle