Warhammer 40,000: Space Marine Review

 

Once upon a time in the land of fish and chips there was a small company called Games Workshop. They were a tabletop miniature-making company that created a game called, Warhammer, taking dwarves, elves, vampires, and a whole bunch of other mythological creatures and making them have one big rumble. One day someone at GW decided to play a joke by taking the Tolkien-like setting

of Warhammer and setting it in the future, in space. This was called, Rogue Trader, and amidst the parody of-it-all there was a glimpse of potential, showing a truly excellent game system, coupled with a dark and dynamic universe. But Games Workshop decided to ignore it and made Warhammer 40,000 instead.

Why yes, he is using that Ork's head as a grenade.

A couple decades have passed, and now Games Workshop has quietly grown into a vast corporation, sort of like how mildew grows in a shower. They’ve been able to expand their franchises into surprisingly successful books, comics, a movie, and of course video games. Up until now the Warhammer and Warhammer 40k franchises have been confined to RTS, but no longer. Now Relic Studios has created Warhammer 40,000: Space Marine, a 3rd person action game for the PC, Xbox 360, and PS3.

Warhammer 40k: Space Marine follows the adventures of Captain Titus of the Ultramarines. It’s an odd name that Relic chose, as it is also the name of a Roman Emperor who had a famous arch in Rome named after him, depicting his conquering of the Jews. After presumably conquering the Space Jews, Captain Titus is sent to a manufacturing world to kill some Orks and defend the world’s titans, sort of like Gundam mechs crossed with gothic architecture with weapons that can wipe out cities. Along the way you and your mates gradually discover a much darker conspiracy culminating in an epic boss fight, and by boss fight I mean, “quick time event” and by epic I mean, “irksome.”

Now even before I played the game I was dubious. It didn’t seem that Relic, a company that had produced RTS games for the better part of the last decade could successfully make a transition into the action game genre, and this thought wasn’t helped when they chose the most generic of all titles for their game. It also didn’t help when Relic said they wanted the game to feel cinematic, which has worked as often in video games as making consoles with 3d graphics. But perhaps Relic’s new eyes on the action genre will help Space Marine learn from other games mistakes.

At Space Marine’s core is the ability to switch quickly from shooting mode to melee combat, which the game pulls of quite well. It’s very easy to switch between the two fighting styles, ensuring that combat is constantly dynamic. This can result in some really fun moments. There’s no cover system though, and while your shield does regenerate your health does not. Space Marine employs a system where in order to regain health you stun an enemy and execute them, Orks being presumably made out of life-giving jelly. The system is designed to keep you in the fight and for the most part it works. The gameplay is incredibly cathartic and you’ll want to keep fighting. You have a choice of guns that are very effective at turning Orks into headless green bags, a choice of melee weapons ranging from a combat knife to a gigantic hammer that’s very effective at making Ork pancakes. The game then points you to the nearest horde and lets you go nuts.

Game-play is solid, but there's definitely room for improvment, particularly in exections.

There are a few issues though. I did suffer a few cheap deaths when Titus’s executions took too long and a nearby Ork was able to run up and chop my limbs off. And while I didn’t mind it, some of the executions may start to get a bit repetitive after a while. Speaking of repetition, while the level design is quite nice, the environments are mostly brown industrial complexes, which can get old, especially when the level design is unnecessarily padded at points with the worst offender being a forge level early on.

Enviornments are repetitive, so I hope you like Brown...

The worst part is the end though. They spend the last few levels hyping an epic boss battle and after killing a few difficult hordes you do a quick time event and it’s over. Not even a good quick time event! You slap the last boss in the face with the butt of your sword until he dies. Nice to see that being cinematic is working out for your game, Relic.

The Forces of Chaos are a lot of fun to fight.

Also, while it’s nice to see that they went through the effort to make your Space Marine as customizable as possible in the multiplayer (like making a Dark Angel look like a Poker playing Marine), there are only five maps and two game modes. Whether you’ll want to keep playing or not depends on any future DLC they have planned. There’s a fight off the horde mode coming to the game later this month, so that may add some replay-ability.   

Don't forget, pink is always an option.

Even though these are all polish issues, they’re quite numerous and hard not to notice. Still, at the end of the day I had fun with Space Marine and you probably will too. The developers have announced this to be part of a new series, and you know what–that could work. Touch up on the executions, add some new enemies and environments, trim the padding, and add some new Multiplayer maps and the next game will be even better. Consider this at the very least a recommendation to keep your eye on the series, and not up an iron-sight.

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Update

Blimey it’s been a while sine I last updated hasn’t it? The excuse I’d like to give is that I’ve been intensely learning the arts of writing and journalism from the most experienced people in the world, covering stories that have put me right at the heart of danger and earning me worldwide prestige. The excuse I have to give is that I went on vacation and got lazy. And no, I wasn’t playing Party Poker in some casino in Eastern Europe. I was in Italy actually.

I also spent some time going over previous reviews, and I can really see some of the mistakes in my writing. It’s sort of how we look at how people in the middle ages used to treat illness by bleeding themselves. Hindsight is both a benefit and a curse I suppose. Anyway I’ve got a review in the works right now that should be out before the week’s end, hopefully my best yet. And you can expect a lot more improved content seeing as this Holiday release season is going to be extremely busy. I might even throw in a hour by hour review of Final Fantasy XIII (if I don’t kill myself by the end of it)! So stay tuned!

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Darkspore or should I say “Dullspore”

by Ethan Guttman

When I first started “Darkspore” I was delighted to finally play this game because the creature creator tool (one of it’s noteworthy features) sounded great. When I finished the day I was very disappointed. I expected much better gameplay.

“Darkspore” is made by “Maxis”, and is published by “EA”. “Darkspore” is a Hack and slash RPG with an overhead display like “Diablo.” It requires Internet connection at all times, and an “EA” account.

In the game you are a crogenitor—a guy that creates hero creatures using genetics. The gameplay is basically the same as your standard hack and slash game. It’s really forgettable. You click to perform basic attacks like swinging your claws. And, you keep using the abilities you earn with each hero creature as you progress through each level. You get a new creature at each crogenitor level.  To get to new level you… that’s right…  hack, hack, and hack… This is basically the only thing you need to do to win the game… hack.

Where “Darkspore” gets interesting is in its creature customization. Darkspore lets you to put gear and detail on any part of your pre-set creatures. Gear is a creature characteristic like “increasing damage,” and detail are aspects of appearance put on for fun, like goggles.

To be honest, I was disappointed. It would have been 10x cooler to be able to make your own creatures.

One other novel element of “Darkspore” is being able to bring teams of three creatures onto the battlefield, each of which is effective against other types of enemy creatures according to their powers. There are a hundred creatures available (although that still wasn’t enough to keep me interested). I have a short attention-span…

There is player vs. player mode, as well. This mode doesn’t actually work that well, as you can end up with a more-experienced competitor who can easily beat you.  That alone essentially ruined the mode. Then there’s campaign mode, which is boring and dull. In this mode you can play in matchmaking for up to four players, or just by yourself.

In the campaign you’re forced to endure a boring AI called “Helix” say this and that. The story is superficial. This game can be played without even knowing the story. It’s mainly an excuse to go around and kill things!

If that weren’t bad enough, the visuals are poorly done. They make Darkspore look like a game from the early 2000’s. The cut scenes are just 2D cartoons with a few added special effects. The atmosphere of this game is mediocre and not engaging.

I had many other problems. One was simply learning the game—there weren’t enough tutorials. The only tutorial was in-game, and you learned by doing. So, it took me about ten play-through to actually figure out how everything worked.

I wish I could say that, with a few changes, this would be a great game. Sorry. This game is not worth $50.00. If you really want Darkspore, wait for a sale—a deeply discounted sale.

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Portal 2 Review

In 2007, game developer Valve released an anthology of their newest and best games called, The Orange Box; yet they received a success that they did not expect. The gaming media’s coverage of the package focused on the inclusion of all the Half Life 2 games to date, including the new 2nd episode, as well as Team Fortress 2, which quickly grew to be one of the most successful online shooters to date. The game that received the most success however was the puzzle game Portal. The concept of the game was simple, but had the potential to become game of the year, which it did. The player had a gun that could shoot two portals, and the player could walk between the two.  This created some very complicated and fun puzzles that had a seamless increase in difficulty. Combine this with a surprisingly brilliant story, excellently humorous dialogue, and a memorable villain, and it’s no surprise why Portal gained quite the following.

Now after four years, Portal 2 has arrived for the PC, Mac, box 360 and PS3. The expectations for the game are high, considering that some critics called Portal “the closest to perfection a video game is going to get”. Portal 2 isn’t just a small game thrown into a package either, it’s a full blown triple A sequel selling at full retail price. But did Valve succeed in improving the original, or was it a flop?

Wheatly is one of the several characters you'll meet in Portal 2.

First, let’s start with the single player. I’m going to say straight out that this is probably some of the best writing I’ve seen in a video game as of late. While the dialogue’s pacing can be a little predictable in the beginning, it still is very funny to listen to. The dialogue manages to seamlessly blend light and dark humor, while the original game only had the latter. As for the story, it’s good, with the pacing still expertly done, although admittedly it can get pretty bizarre sometimes, especially the ending. This isn’t a complaint, but there were times when I was weirded out, and let’s just say the game’s final achievement is more appropriately named than you might think. If you like a good story, characters and dialogue, then this is a game for you.

But of course, there’s the gameplay, which is absolutely critical. The gameplay hasn’t been refined seeing as how Portal gameplay was perfect as it was, so Valve just added more to the game. There are several new elements to work with in the game, such as repulsion gel, which causes you to bounce incredible heights, and Arial faith plates, which catapult you through the air. When all these elements are combined together, it can make for some incredibly complicated, but nonetheless fun puzzles. One of the problems though, is that the difficulty curve of the game is a little too low. While the puzzles can be complicated and a real joy to solve, the mechanics could have been more cohered, which would have made for some really complicated puzzles had more elements been combined. The single player is also somewhat, going at only six hours, although I did have fun replaying it several times.

Apart from the single player, there’s also an independent cooperative mode. The cooperative mode isn’t just the campaign with a multiplayer add-on; it has its own story, characters and levels. You and a partner go through the levels as two robots: Atlas and P-Body. The cooperative mode becomes much more challenging when you’re coordinating a puzzle between two different people, and if you think the campaign holds your hand too much, you’ll have fun with this.

Co-op is a must play

I won’t lie; Portal was a hard game to make a sequel for. It was perfect as it was, yet it was small enough that a sequel would demand much more content. This game was probably tough to make, and while it isn’t better than the original, it still is worthy of the name Portal. If you love puzzle games, and if you loved Portal then this is definitely a must buy.

 

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Total War: Shogun 2

By Ethan Guttman

As I was running with my men to my enemy’s battle line, all of a sudden a huge force of horses came out of the trees a distance behind us. As I saw them I yelled to a few troops of mine. “Make a line before the horses get here!” As they did so, we saw the bowman a second before getting slaughtered by the fast horsemen.

Total war: Shogun 2 is a RTS (Real time Strategy) game. It is a game with tactics that are simple to grasp, but still provides deep gameplay. I would recommend this to all strategy fans new or old to the “Total War” series.

The atmosphere of the game is great—everything looks Japanese—even the menu. The voice actors had realistic foreign accents. The developer put a lot of work into creating a compelling atmosphere.

The gameplay was simple to grasp. It’s like rock-paper-scissors (one element versus another) with a few extra twists.  But, the strategy you use to apply it is challenging. For example—should I put my archers in front or behind my troops?  Or, should I put my horses in the trees to surprise and ambush my enemies. In addition, there are some things that can change the conditions on the field of battle. For example, rain can make bowmen less accurate. There are a lot of complex decisions to be made—but, this is one thing that makes the game interesting

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The objective of the game is simple–you need to travel to “Kyoto” to defeat the current shogun, and hold the city for several turns. The campaign includes a turn-based map where you manage your provinces, (which are basically bases). You govern your people who pay taxes (which can make them unhappy if you get too greedy). Then there are battles, which can be played in real-time or which can be automatically resolved without actually fighting.

There is an extra option when you attack enemy provinces—“Siege” which allows you to surround a province without attacking it, hoping that the province will surrender (or starve).  You also have the option of using the multiplayer mode instead of using the AI, which let’s a person come into your campaign.

The multiplayer mode is pretty good. It is either co-op-campaign or avatar-conquest. Co-op campaign doesn’t change the gameplay. Avatar Conquest does, and uses a different map.

In avatar conquest you play normal battles, and if you play enough games you can unlock new parts of the map. Every new unlock can get you new units.

A major element of “Avatar Conquest” is your avatar. In the process of dominating the map, you create your own avatar, which can unlock special skills. With this custom avatar, as the game progresses, you can get retainers, which assist you in battle.

Another aspect of multiplayer is clan competition. This mode allows you to get into a clan and fight for territories to control. This is the first game that made me want to try out for a clan!

Total War: Shogun 2 kept me intrigued the entire time I played. It’s the kind of game that challenges you, and makes you think deeply and carefully about your moves. But, it’s still simple enough to achieve a win in your first few games. Anyone who enjoys strategy games—whether or not they are familiar with the Total War series—will appreciate this game.

Total War: Shogun 2 is made by “Creative Assembly” and published by “Sega”. The developer, Creative Assembly was founded in 1987 and is in the U.K.

 

 

 

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Bulletstorm Review

I first realized how much fun I had with Bulletstorm after I had finished it. I had beat the game and played the multiplayer and went upstairs to finish my homework. I went through the rest of the day normally, but after dinner I went back to my PC and started playing the game again. I’m not saying that reviewing a game is an unhappy obligation, but rarely have I had so much fun in a game, that I wanted to play after I was done with my obligation. That’s what this game is; it’s fun, it’s just damn fun.

Bulletstorm has you play as a former solider turned space pirate named Grayson Hunt (voiced by Steve Blum). Grayson and his crew have turned pirate after they discovered they were being used by an army General to assassinate civilians. Their ship runs into the former General’s ship, and Grayson (in drunken rage) manages to crash both his and the general’s ship on a post-apocalyptic planet.

The story is just OK. It manages to get its job done and little else, although it does get rather weak towards the end as it deliberately tries to set up room for a sequel. The game really tries to go for humor which is hit or miss. While a lot of the humor could be considered juvenile, it can be rather clever at times, and I won’t deny that it gave me a chuckle or even a big laugh at some times. The characters are rather likable and have a dynamic that doesn’t just make them feel like cardboard cut-outs, like so many other shooters.

The gameplay is by far the strongest aspect of the game. Instead of going through the game, popping in and out of cover and shooting enemies (stander shooter gameplay), Bulletstorm has you “kill with skill”. You basically need to use all the tools in your arsenal to come up with the most creative ways to kill someone. For example, if you just shoot someone until they die, you’ll only get ten points. Instead, why not slide towards the enemy, kick him into the air, shoot him in the crotch, and while he’s down, pull an explosive barrel towards him so he explodes. You can easily get a couple hundred points off of that. The motivation for the point system is that the points are used to buy upgrades and ammo for your guns. The guns are also quite fun; I mean who wouldn’t like a four barreled shotgun.

The levels are gorgeously detailed thanks to the new Unreal engine. Environments are really pleasing to look at and the level design is quite good too. In order to make sure you’re not bored by the same moves over and over, Bulletstorm is constantly throwing things your way, whether it is set pieces, new weapons or new environments Bulletstorm never gets you bored.

Multiplayer is done a little differently than your average deathwatch. In multiplayer, you play solo through a section of the campaign and try to get the most amounts of points possible. Those points are then compared on a leaderboard to see where you place. The second part of multiplayer is anarchy mode in which you and 4 people fight off waves of enemies and again, try to get the most amounts of points possible.

Bulletstorm is a game that accomplished what it set out to be.  It has managed to make itself unique in a time where the Gaming market is oversaturated with gritty, realistic and boring first person shooters. Bulletstorm is a fun, goofy and memorable FPS that reminds us how to have fun again.

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Magicka The Review

by Ethan Guttman

Magicka was created by Arrowhead. Arrowhead is a studio working in the northern parts of Sweden. I wanted to review this game because I saw some gameplay and it looked both funny and creative.

This game is about stopping an evil sorcerer that has brought evil forces into the world, attacking the good. This includes evil beings like goblins, trolls and druids. They are trying to stop the wizards—you, and up to four friends.
Magicka - display of arcane powers
This game has small RPG elements that you can customize, like robe colors. You have an account name online and in single player mode, but no NPC ever says your name. If they did, it would be in the weird language they speak in the game.

In the game you get eight powers to use and you can combine them to make more. These powers include water, life, shield (for protection), frost (for freezing people), lightning, arcane powers (a big laser), earth, and fire. This game is also filled with hundreds of pop culture references like “This Is Magicka” (reference to “This is Sparta”) an achievement. The graphics were well made and vibrant like, the grass and village visuals. I could recommend this game to casual gamers, but not for hardcore players because there’s no PVP (player versus player).

A combo on display

Although this can be a fun game, there are a lot of bugs in multiplayer mode (and a few in single player) that ruin the gameplay! The developers make new patches every day! So, be prepared for some glitches and crashes.

The games mechanics use a variety of keys. These keys control your element powers and you can combine up to 5 powers to make a spell. The movement mechanics consists of clicking and holding on a position to move there.

This game could be very good but. I think the developers kind of rushed it. This left the game with too many bugs. The good news is that its only $10.00 and in time it will be patched. So, eventually, it will be reliable and worth your while.

Magicka - Lightning Powers

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Dead Space 2 Review

Whenever a game is good or bad, it’s usually easy to tell why. The pros outweigh the cons or vice versa. That’s why Dead Space 2 has stumped me in that it’s completely average. This has been the hardest review I’ve ever done mostly because it’s hard to figure out why Dead Space 2 is average. Dead Space 1 wasn’t an amazing game, but it had a few things going for it. It had a good atmosphere, and tension and an interesting combat system. Dead Space 2 just feels like a huge and disappointing step backwards.

The biggest problem is that it’s not scary. Now this is a huge problem if your game is supposed to be a horror game. The scares are jump out scares meaning that enemies will jump out of the walls at you and play dead only to jump up and start biting your legs off. The problem with this type of horror is that it soon becomes hackneyed and predictable. The player begins to expect jump out scares and reacts to them as indifferently as John Malcovich in any movie ever. It also doesn’t help that combat has been severely dumbed down in favor of the player. You see, Dead Space 1 was tense in that the combat was actually hard enough so that if you didn’t dismember every single enemy running at you down a hall, then you’d soon find your innards floating through the void of space. In Dead Space 2 you literally only need to upgrade the first gun you get and all your problems are solved. It also doesn’t help that one of the two new enemies can be instantly killed upon anything more than a gentle breeze. Combat doesn’t even become challenging after a while, it just becomes a slog through the different levels, hoping to get to the end of the game as fast as possible.

There is however, one thing in the game that while I wouldn’t call scary, I’d definitely say it’s creepy. The protagonist in this game, Isaac Clarke, is suffering from dementia and repeatedly sees his dead girlfriend appear. The problem is that his girlfriend is now the mental manifestation of an ancient alien artifact that was coded in Isaac’s brain. So every now and then a ragdoll marionette of Isaac’s girlfriend appears and taunts him. This would have worked well as a horror aspect and might have even been scary, but it still fails. Example, I was walking towards a train station when Isaac’s girlfriend appears on a bench and starts taunting him. Unfortunately instead of making the event scripted and taking your freedom of movement away in the scenario so you could focus on Isaac’s girlfriend, they give you the freedom of movement. I just walked right past her while she was still talking and started looting corpses for ammo and money. Horror is not horror if we are given the option to ignore it. The best way to make a horror game is to give the player as little power as possible to progress, so that they can just barely make it past the other dimensional horror hoping to make your brain his snack before his afternoon commute.

The gameplay is standard and unchanged from Dead Space 1. You still have the same guns minus a couple new ones, but like I said before you only need to upgrade the first gun you get. What breaks the gameplay even more is when during the last couple of levels, they throw enemies at you that were from level one. I’m actually insulted that they think they can get away with that. The biggest insult though is when they literally copy paste the entire first and second levels of Dead Space 1. I miss the day when a sequel actually meant innovation instead of padding. Speaking of which, the boss monsters in this game, save for one, are all copy pasted multiple times from Dead Space 1. I can’t even begin to tell you how lazy this is. Did the developers spend the time they should have been working on new enemies playing Minecraft? Oh wait…

One thing that actually had a lot of potential was the puzzles. The puzzles were actually really interesting and had a lot of potential. That is until they were ruined by having the game literally tell you the answer. There was one puzzle where I needed to deactivate a core surrounded by 3 spinning fields and my only clue was that there was a time slower device charger nearby. Then a voice came over the intercoms and told me that I needed to pull down the plates that would power the containment fields. “This is what we like to calling unnecessary padding instead of a puzzle” I thought while entertaining the notion of microwaving the game disk.

Scary, until you realise they all go down with one shot

One thing I actually did like about this game was the scripted events. For example there’s one moment where you need to fly to one train car to another in the void of space, only for the train to be derailed and you firing at enemies while sliding down the cars. You get your foot caught at the train’s door and must fight advancing enemies whilst hanging upside down and finally destroy a boss monster as you finally make it down and escape the exploding train. Those kinds of moments I actually like because that was when the game decided what it was and embraced it, instead of trying to be a horror game it clearly wasn’t.

The plot is competent as far as plots go. Isaac has awoken after the events of the first game to find himself in a space station overrun by alien zombies. He finds out it’s all the work of an alien marker and goes on a quest to destroy. He gets some friends, some enemies and manages to get out safely in the end.  The plot serves its purpose and nothing else.

Oh yes and there’s multiplayer. In multiplayer you either play humans or necromorphs. As humans your job is to complete a series of objectives before time runs out and if you do so, you win. As necromorphs you need to delay the humans until the timer runs out. Humans get your standard machine gun, pistol load-out while necromorphs get several special units. There’s a fast melee necromorph, a necromorph that shoots acid, a necromorph that shoots spikes and can climb on walls, and others. In fact it may remind you of another vastly superior game, Left 4 Dead. Better yet, just buy Left 4 dead because it and is sequel combined are better and cheaper than Dead Space 2, because they know what they are.

I think the problem with Dead Space 2 is that it isn’t sure what it wants to be. It tries horror but it’s repetitive and hackneyed. It tries action but the gunplay is merely average. It tries puzzles but they’re too easy. All and all the game just feels average, a step down from its superior predecessor. I’m not sure who exactly I’d recommend this game to since there’s no one genre it consistently is. Give it a rental, but don’t be surprised if you’re disappointed.

Even Isaac can't believe how disappointing this game is

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Worlds Biggest Apocalypse Game

So we went to Games Workshop today for the world’s biggest apocalypse game. It was really fun and I managed to get some screen-shots of it.

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Arizona shooter was apparently a big video gamer

http://kotaku.com/5730082/arizona-shooter-pegged-as-big-video-gamer-by-classmates

Read the links to the AZcentral and Wall Street Journal.

While neither AZ or WSJ, seem to use this fact to promote an anti-video game mood, you can bet others will. I mean forget the fact that the guy was a radical philosipher, read Mein Kamph, bore aggression towards the government, and was angry because of the military turned him down. Nope it was all video games.

I suppose gamers have endured a lot of this already. Whenever new concepts or ideas are introduced, there’s always going to be people who demonize it, merely because they are afraid or can’t adapt to change. Its merely paranoia that they aren’t living in the world they once lived in. Rock had to go through wit hit as well as radio, TV, movies and now video games.

I suppose the turning point will be the supreme court decision this year. I’ll be waiting with anticipation, just like the rest of you.

The Guy’s youtube account,. See video games anywhere? Nope.

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