Sunday, April 11, 2010

Risen review

You awake in the night to the steady sound of pouring rain, broken by the occasional crack of distant thunder, washed up on the shore of a tropical island.  Surrounding you are the remains of a wrecked ship and her crew (now only food for the vultures).  You're clothed in rags, shoeless, and the best weapon you can scavenge from the wreck is a stick.  You have no direction, no objective, other than to scrounge through the detritus, collecting rum, coins and junk--anything that could possibly be useful to your survival.

Darksiders review

Just as comics struggled to break into the film industry before eventually exploding in popularity, so have comics done with games.  The days when developers could just stick favorite costumed fighters into a forgettable brawler are long gone.  They gave way to a new trend of developers placing beloved characters in open-world games that rarely ranged above mediocrity.  Game developers are now realizing the need to approach comics-based games in unique and inventive ways that reflect the strengths of their properties, talent, and respective mediums.  The mechanics in Batman: Arkham Asylum were tailored to the character; investigation, stealth, gadgets, using fear as a weapon to dispatch opponents one-by-one.  Similarly, the upcoming Spider-Man: Shattered Dimensions plays to the superhero comic trope of the multiverse, casting the player as multiple versions of everyone's favorite web-slinger.  Last year's InFamous, in addition to having a title that's annoying to type, was an original comic-style game.  At a reductive level, InFamous was just an open-world shooter.  It was good, but its comic inspiration wouldn't have been so strongly felt without its comic-book styled custscenes.  As an original IP, Darksiders is much in this same vein.  However, Darksiders does a much more effective job of evoking its comic inspirations.

Friday, April 2, 2010

Section 8 (PS3) review

From the moment I started playing Section 8, I had to wonder, "Why haven't I heard more about this game?"  I burned through the atmosphere before hammering into the earth below with a thunderous crash, leaving a me-sized crater decal on the ground.  I met up with my squad and could see our target in the distance -- a giant planetary defense cannon, firing at our fleet in orbit.  I began the long run to the objective, instinctively clicking the left thumbstick to engage my sprint, as I have been condition to do from years of modern first person shooters.  Lost in the beard-stroking thought of how the pervasiveness of shared control schemes and mechanics have established a standard in game design literacy, I was just as quickly snapped from that thought when the camera pulled back to third-person view, showing my avatar engaged in a full-on super-powered hyper-sprint.  The fence surrounding the facility quickly approached as I raced toward it, struggling to find a jump button so I might not have to end my mad blitzkrieg just to find a way around the obstacle.  Success!  Much to my delight, I manage to engage my jet pack, sending myself soaring above the fence and into the heart of the enemy base.  While my opponents are distracted by my squadmates, who were not quite so suicidal as I, I seize the opportunity to hack the control panel, allowing us to capture the target and complete our first objective.