Showing posts with label 360. Show all posts
Showing posts with label 360. Show all posts

Thursday, 21 July 2011

[REVIEW] Honest Hearts (Fallout New Vegas DLC, Xbox 360)

Wow, doesn't time fly when you're up to your eyes in other stuff... Before I whizz off to York for a week-long intensive uni project, I thought I'd spend a few minutes telling you all about Honest Hearts, the second downloadable content pack for Fallout New Vegas. After getting woefully and embarrassingly stuck somewhere in the Sierra Madre in Dead Money, I was a little apprehensive about going back to a previous save and starting this one, in case FNV had suddenly got really hard in the few months I hadn't played it.

My fears were put to rest just a few minutes in. Although the baddies in this particular area (above the top edge of the map, it is mentioned that you are headed towards Utah.) are armed to the teeth with submachine guns, they wear little to no armour as they are based on a kind of alternate reality wasteland tribal group. Which makes the removal of their heads from a distance all the easier. I found the story to be quite engaging - without trying to give too much away, this is the story of Joshua Graham, also known as The Burned Man, who is mentioned during the main quest plotlines as an associate of Caesar who turned against him. This is his story, and what he's been up to all this time in exile in the Zion National Park.

Now onto the good stuff - the new perks, items, and so on. The level cap has been raised by 5 again, so I can try and get myself closer to wiping out those Deathclaws at Quarry Junction (anyone got any tips? Seriously, I'm desperate here.) New perks have been added, such as the delightful Eye For An Eye (10% extra damage for each crippled limb you have) and Fight The Power! which gives bonuses against any authoritative figures in uniform such as NCR, Legion and Brotherhood of Steel. There are also new items and recipes, mostly based around the datura plant, known for it's use as a poison, a hallucinogenic and a general nasty piece of work.

All in all, I enjoyed this DLC very much. The scenery was beautiful, and there was even rain, for the first time! (Can't vouch for it's acidity, though.) The plot was good, and kept me entertained for a good 4-6 hours which in my opinion is SUPERB value for money, especially considering some games *cough*Bulletstorm*cough* are rumoured to last only 8-10 hours. Next on the agenda, Old World Blues!

For keeping me entertained and helping me procrastinate over my uni work, a solid 4/5!

Wednesday, 6 July 2011

[REVIEW] Alice: Madness Returns (Xbox 360)

Admittedly I have never played American McGee's Alice, the predecessor to this game, although I read Through The Looking Glass when I was a kid, and am vaguely aware that it's really a woeful tale of mental illness. Within the first minute or so of the gameplay, Alice comes across a small boy who has had his pants stolen by another boy in the institution. She tells him, "Wear bloomers" and my hopes are raised for some very dark humour indeed. The game starts with Alice having to pop to the chemist to pick up her prescription, and we see that the streets of London are paved with half-starved hookers and smelly street urchins, and an odd cat that wants to be chased.

As you might expect, this is where Alice's problems begin. Her first hallucinatory experience (or "cut-scene", as I shall call them) ran quite jerkily, although that doesn't seem to be the general rule which I'm glad about, because visually this game is very pretty. Unfortunately it does seem to suffer from the same problem as a lot of third person perspective games - a bit of a wanky camera. I find that I tend to get disorientated if the camera doesn't automatically centre itself when the character is running forwards, hence in Madness Returns I find myself running into the camera perspective quite a lot.

Another thing I find particularly frustrating is the combat system. Again, the camera causes most of the hindrance, although I think a lot of my problems are due to being relatively inexperienced in the hack 'n' slash genre - perfectly timed dodges are NOT my forte. A lot of the platforms have that "sudden death" feel to them, possibly because I keep falling off a lot - however, I work on a "third time lucky" basis, that is, if I don't do it the third time, I'll give up and play Fallout instead. One particular puzzle involving leaping onto moving invisible platforms (!) particularly got on my nerves!

Now onto the good bits. This game is exceptionally creepy for a BBFC 15 rated game in my opinion, even if The Husband does say I have the courage of a wussy child (I got freaked out by Unstoppable, which is a 12, embarrassingly enough.) The NPC's have an aura of griminess befitting of the era, and the whole story makes me feel uneasy. But that's what it's supposed to do, so I can't fault it there! The soundtrack is very atmospheric and certainly adds to the sense of wonder/terror.

Overall, I have to give Alice: Madness Returns 3 out of 5, due to wanting to launch the controller at the telly. If you are a more patient soul than me, consider it a 4 out of 5, but don't say I didn't warn you! :)

Wednesday, 25 May 2011

[REVIEW] A quick look back at Borderlands

With the arrival of several high-profile releases such as LA Noire and Brink (at least, you'd think Brink were high profile given the amount of advertising being pumped into it at the last minute, competition from the former much?) you'd think I'd have had my hands full reviewing these to be able to get my opinion out to you all asap. But no! I've been revisiting old games that have lain by the wayside for a while, the first and foremost of these being Borderlands.

Alright, so this was probably triggered by my last post, thinking about dear old Claptrap made me hungry for a bit of a senseless post-apocalyptic Mad Max-inspired shootfest. Yet for a game which (quite shamelessly) picks and chooses its influences and waves them in your face, Borderlands stands alone very well. For the uninitiated, it's a first person shooter with RPG elements - shooting stuff gets you experience, and as you gain experience you level up your personal skills and also your skills with each weapon, leading to bonuses to fire rate and accuracy, and also copious amounts of swearing when you're in the middle of a massive firefight with no SMG ammo and a level 1 shotgun.

My shoddy techniques aside, this is a beautifully action-packed game that is an absolute pleasure to go back to after a year or more of it sitting in its box. The graphical style is reminiscent of cel shading and gives the game a fairly unique cartoony look that caused some criticism amongst the Call of Duty crowd, and the story revolves around four mercenaries trying to gain access to the mysterious Vault which initially caused me to think it might be trying to rip off some elements from Fallout, but that could not be further from the truth. So since it's so cheap in the shops now, why not treat yourself! I'll see you in the arena!


Wednesday, 4 May 2011

[REVIEW] Portal 2 (Valve, 360)

Just a brief chat about Portal 2 today, I'm supposed to be revising for one of my exams at the moment so this is all procrastination, but I may as well take a few moments to write a few words about the game which is keeping my head out of my books this week.

Portal is one of those genre-busting games that defy definition. The main focus is on it's puzzles, (somewhat fiendishly difficult at times) crossed with some kind of first person shooter. Originally bundled in with the Orange Box compilation with Half Life 2 and Team Fortress 2, Portal tells a story of science, testing and madness at the hands of a sadistic AI known as GLaDOS. To cut a long story short, there are buttons that need to be pressed, high ledges that need to be accessed and turrets that need to be removed, all using a device known as the Aperture Science Handheld Portal Device, which can fire two linked (you've guessed it) portals which allow the player to pass through and instantly arrive at where the exit portal was fired. Phew, that was harder to explain in laymans terms than expected.

Portal 2 expands on the foundations laid down by the first game by having you attempt to escape from the testing facility after being in suspended animation for some unspecified time. Of course, nothing is ever as simple as that, and before long, you find yourself back in the old testing chambers, having to solve puzzle after puzzle before you can continue. The puzzles are challenging, but not impossible - fifteen minutes of sheer frustration is often followed by a 30 second solution and shouting "oh I see!" at the TV once the necessary bit of flat space for your portal has been found. New aspects such as the bouncy Repulsion Gel add new interest to the game, which I am about half way through. My partner, who annoyingly seems to have a natural aptitude for testing has completed the single player campaign, and assures me that the ending is nothing short of spectacular.

Speaking of my other half, where this game really shines is in the co-operative mode. There are not many games out there which allow for split-screen two player, and even fewer that are actually any good. (If you have any recommendations, please give me a shout!) Two player Portal 2 is a great experience, not only is there the satisfaction of working together on the puzzle, the fact that there are two players, (represented by the absolute cutest robots I've seen since the Claptraps) means that there are now four portals at your disposal for even more variation in the puzzles. For those playing online there is also a signalling and gesture system, so you can tell your partner where to put his portals without having to physically shout and point.

In summary, I cannot recommend this game highly enough, and that's before I've mentioned such other treats as the vocal talents of Stephen Merchant and the dark, dark humour that is ingrained in every test chamber. Now, I've got an exam to cram for, so seriously, go buy this game now! 5/5

Wednesday, 29 December 2010

REVIEW PREVIEW: Fallout New Vegas - Dead Money (DLC) (Xbox 360)

Anyone who knows me personally will be WELL aware of my Fallout obsession. Seriously. Check out my personalised nametags at work, or the selection of Fallout-related tat in my house, or my rather large collection of bottlecaps which I'm saving  up for when the end finally comes. I am quite proud to say that the majority of my 360 gamerscore is made up of achievements from Fallout 3 and Fallout New Vegas. So obviously, we got the Dead Money DLC as soon as it came out.

Dead Money is the story of a long abandoned casino called the Sierra Madre, outside of the main map of the Mojave Wasteland. Simply getting to the entrance has been a drama so far - I'm approximately halfway through the main storyline and have just pissed off one of the major factions in the game, the Legion. The Dead Money pack raises the level cap to 35, but I don't have to worry about that just yet - level 20 seems like it might be enough to start the additional content.

Upon getting to the entrance, a dialog box pops up warning that you are about to leave the Mojave Wasteland and will not be able to return until the Dead Money story is finished. Fine by me, but I create a fresh savepoint anyway. (A good habit to get into - Who knows how many Deathclaws/Super Mutants/pissed off Legion boys are round the next corner) The dialog also recommends being at least level 20 before proceeding - Fine, says I.

The story begins with a shot of gas to the face, and waking up in front of a rather shifty looking hologram chap, who's fitted you with a collar  a la Battle Royale, which will explode if you're naughty. You're stripped of all your hard earned weapons and gear, told some VERY worrying things about dodgy electrics which might interfere with your collar, and the toxic atmosphere surrounding the Sierra Madre known as the Cloud.  This stern looking chap wants you to head into the old casino, find the treasure, avoid the traps and then everyone can go home and have a nice tea. Only problem is, the aforementioned death lurking at every corner.

First on the agenda - meet up with three other prisoners colleagues who have the same aims in mind, and convince them to join forces with you. At this point, I reloaded my previous save, and ran off to Black Mountain to play with the Muties. I'm not surprised by this one bit, as I found all the DLC for Fallout 3 to be ABSOLUTELY TERRIFYING as well - probably due to being removed from the comfort zone and relatively easy life of the Wastes. I'll be levelling up a little more before I give this another go. I need to grow a pair, you say? Nah, I'm just sensible, THAT's what it is...

*curls up into a ball and rocks gently*

Scoring: Well, it's Fallout, so it's hard to imagine I'd give it any less than 4/5. Watch this space!