Sunday, April 24, 2011

Mortal Kombat


Without a doubt, Mortal Kombat’s heyday was the mid ‘90s, a time when it and Street Fighter ruled not just arcades, but home consoles as well. It enjoyed a brief resurgence in the mid 2000s with sequels like Deadly Alliance and Deception, but with each new game came more goofy finishing moves, uninspired character designs and a needlessly complex plot. These were followed by MK vs DC Universe, which neutered the violence and gruesome finishing moves that made the series a success in the first place.

With so many missteps since the last major hit, what could the franchise do to regain its former glory? Ignore all the mediocre stuff and take things back to the original three games that started it all.

For the most part, this new MK sticks to the characters and tone of the first few games, meaning tons of vicious, mean-spirited attacks with just a hint of humor; groin punches and hilariously excessive fatalities are in, farting attacks and tacked-on kart racer minigames are out. Even the roster preys upon the world’s fondness for MK1-3, pulling just about every single character from those early days into one game. It’s clear developer NetherRealm’s goal was to tug at our misty-eyed recollections of the past, and on that front, it totally succeeded.

Beyond the superficial pandering lies a commendably fun scrapper that mixes successful elements of the first three games. Combat falls somewhere in between MK2 and MK3, with emphasis on chaining normal moves into specials; stringing combos together is slightly more freeform than MK3’s infamous “dial a combo” system that only allowed combos with pre-set button combinations, but it’s also not as open to experimentation as say, Street Fighter IV.


Speaking of SFIV, new MK freely cribs from not just Capcom’s workhorse, but also, of all things, Rare’s Killer Instinct. Along the bottom of the screen is a meter that fills up as you deal and receive damage. When one section is full, you can execute an “enhanced” version of any special move your character has; in other words, it’s the same as SFIV’s EX moves, where Ryu’s fireball deals an extra hit or in this case, Kano throws two knives instead of one.

Two full sections give you the ability to cancel someone’s combo and break free of their attack. Both enhanced attacks and combo breakers have tactical applications that can increase damage or set up more elaborate moves, so they’re far from copycat afterthoughts. If you refrain from using those moves and fill up the meter completely, you have access to X-ray moves, which are this game’s equivalent to Street Fighter's big-damage Ultra Combos.

All these elements form a game that mostly plays like MK2, just with more juggle, combo and interrupt options. It’s great, flashy fun for button mashers yet rewards those who want to dissect each move and how it reacts with another, so in our opinion that makes this the “best” Mortal Kombat to date. That said, I noticed several instances where moves would connect when they really shouldn’t have, even cases where my fighter would be jumping over another and magically reappear back in front of the computer, somehow being thrown. Most of the time special moves behave like they should, but there were more than a few times were I legitimately could not understand why one move has priority over another, or why the hit range on one move is as wide or tall as it is.


But that’s getting into tournament-level play discussion, which is not how most of us will judge the new Mortal Kombat. And in all fairness, MK has always favored style over substance, and this time the “style” is shredded faces, broken bones and splattered blood, which all combine to create a thoroughly violent experience.

This persistent damage is purely cosmetic, but it does indeed add to the flavor. It helps convey how much these guys are pounding the hell out of each other, and when one finally stands tall as the winner, with his costume tattered and teeth showing through his jaw, it truly feels like a victory. Before, blood flew around the screen for the sake of blood flying around the screen; now, it helps sell the dark, macabre atmosphere.

Topping all this off are the aforementioned X-ray moves, which are devastating new attacks unique to this version of MK. Land one of these suckers and you can deal up to 50% damage, which, while cool for comebacks, is perhaps too much. We want to always have a chance at victory, but uh, some of these moves can turn the tide in a very un-fun way.
 

ref: http://www.gamesradar.com/xbox360/mortal-kombat-2011/review/mortal-kombat-review/a-2011041822464379342652/g-2010061085535550091


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Saturday, April 23, 2011

Red Faction Battlegrounds

Red Faction Battlegrounds is a mainly-multiplayer-focused dual-stick shooter in which you jump into a buggy, mech, armored vehicle or tank and move around an arena-type enclosed area. Depending on the given mission structure, your objective will be different from match to match. The offerings consist of Deathmatch, Capture the Flag and King of the Hill. I really tried hard to like this game, but it seems like it’s not firing on all cylinders. And while I’m not the biggest Red Faction fan on the planet, even I can tell that the relation that this game has with its full-blown disc-based brethren is flimsy at best.

Beyond the multiplayer aspects, there are also a limited number of “training” courses, basically set up in order to give the player the ability to hone their skills somewhat before jumping online. Usually these training missions will have a specific goal, like simply surviving an endless onslaught of enemies, killing a certain number of baddies within a time limit, etc. The player then gets judged with a three medal rating (bronze, silver, gold) and that’s that. I could see some people REALLY wanting to get all golds for the training missions, but there’s not really much meat to that aspect.

he controls make sense, and anyone who has played a dual-stick shooter before will be able to jump right into the action. Included in the control scheme is a secondary-fire button (RB), which will deploy either a “suck you into a black hole” bomb or a couple different kinds of land mines. Movement of the vehicles differs too, which is a nice thing to see. At least the developers made sure you could pull a U-turn more quickly in a little dune buggy than a huge tank.

Graphically the game is pretty good - the models look nice, but you rarely get a chance to look at them even remotely up-close, since the camera is super-pulled back to ensure you can see all the action happening on the screen at the same time. The audio design is nothing to write home about, but it’s really nothing spectacular either.
Strategy isn’t the name of the game as far as multiplayer goes, even in non-deathmatch modes. A combination of the aforementioned pulled-back view of the screen, thus having a hard time getting a good handle on the action, plus the explosive containers riddled throughout the arena, make for kind of a cluster of activity. There is likely to be the most strategy employed for the King of the Hill mode, but even there the action can get confusing and frustrating.

All in all the game simply does not do much to impress me. It doesn’t stand out in the field of XBLA games that are vying for your hard-earned MS Points. It’s not a terribly-made game, there just not anything... exceptional to it. For the money you’d spend picking this title up you’d be better off picking up any of a number of other Arcade games which provide a unique and engaging experience.

ref: http://reviews.teamxbox.com/xbox-360/1914/Red-Faction-Battlegrounds/p1/

GEARS OF WAR 3

Gears of War 3 is about humanity on the edge of annihilation by the Locust and a new enemy, the Lambent. The women, who were not allowed to be Gears, have now taken up arms and joined the fight. We're expecting lots of enemy bits splattering across the screen, tons of curse words, and some silly plot twists. But with lessons learned from the first two games, we're hoping Epic can deliver answers and some genuine emotion to go along with the pretty visuals and over-the-top action.
The real question is the multiplayer. It's not really a concern of whether or not the tweaks to gameplay will make it better or if the new modes can satisfy long-time Gears fans. All we want to know is if the matchmaking system is actually going to work, if online matches are going to be stable, and if it's not going to be a hassle to play with your friends. Has the community spoken loudly enough for Epic to make things right the third time around?  

 Ref: http://xbox360.ign.com/articles/114/1140284p2.html