Only the Games http://www.onlythegames.com Sun, 25 Oct 2009 16:42:46 +0000 http://wordpress.org/?v=2.8.4 en hourly 1 Film’s Fortune http://www.onlythegames.com/reviews/films-fortune http://www.onlythegames.com/reviews/films-fortune#comments Sat, 24 Oct 2009 15:23:25 +0000 Erik Rapson http://www.onlythegames.com/?p=2146 Uncharted 2 reviewFor those bent on seeing a reinvention of the way game stories are conveyed, Uncharted 2’s continued cinematic ambition will leave few convinced. To be sure, this is developer Naughty Dog’s evermore realised attempt at replicating film; peerlessly acted and its action keenly staged.

Similar praise was heaped on its predecessor, too, but its success was only in part. Because if last year’s Metal Gear Solid 4 represents everything wrong with the videogame cinematic, relegating fun to non-interactive form, then Uncharted 2 represents everything right. Rarely has a film fit so harmoniously within a game, neither part stepping on the other’s heels.

Certainly its success hinges on the promise that anything you’d expect to do as Nathan Drake, you can. From being shook up in the snow globe-like chaos of a toppling building, to a cat-and-mouse escape from a hulking tank, the game is full of thrilling play that a lesser game would sterilise with a cutscene.

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Indeed, scripted scenes are easily contrived, but disbelief can be effortlessly suspended by an accomplished sense of peril and drama – of which Naughty Dog has no deficiency. From battling a helicopter in a tangled urban sprawl, vaguely reminiscent of Half-Life 2’s chase in City 17, to a narrow corridor escape from a careening truck, evocative of Call of Duty 4’s flee from a downed copter, its set-pieces are of a class typically reserved by the likes of Valve and Infinity Ward.

Needless to say, this is linearity in the finest sense possible, made all the more impressive as Drake’s nimble frame is tailor-made for the open-world slums of InFamous rather than a game set so firmly on rails. In contrast to, say, Bionic Commando’s excessive flirtation with an open-world – fencing off levels with pretence and excuse – Uncharted 2 invisibly leads you from place to place conveying only hints of freedom and thrusting you along at a carefully plotted pace.

Even with locales far removed from the original’s dense jungles and deep caves, Naughty Dog maintains a mostly clear focus that ruined urban spaces don’t easily lend themselves to. Granted, some anomalous level design is near unavoidable for a character so adept – you can grab windowsill X but not Y – though it’s a fair trade in raising the tension through the virtue of diverse dramatic space.

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And the emptied streets of a war torn Tibetan city are a fitting place for Naughty Dog to showcase gunplay’s refined adherence to the framework of Gears of War. With scoped rifles and riot shields, there’s a welcome if entirely expected variation that was absent from the original (as the slightly grating repetition would suggest). The incentive for Naughty Dog is broader, though, as the partially cleaned up controls and extended toolset have merited the series its first foray into multiplayer.

For competitive and singleplayer alike, the original’s clearly defined line between its various parts has been aptly blurred. In what’s easily the game’s simplest yet most gripping scene, you’re caught mid-platforming suspended on a web of street signs as troops of armed mercs converge from all sides. The only option is to hang on tight, twist, shimmy, and shoot in an elegant display of player skill – or, more precisely, a cunning trick of design which congregates several mechanics into a single space.

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There’s no doubt that Uncharted 2 holds fast to simplicity and finds opportunity in merging its parts. But as its mechanics meet, there’s only so much mileage to work with in an overly long game. It eventually sputters on creative fumes as what seems like the final climax yields to another, padded with the game’s second crumbling bridge sequence and a buff but boring final boss (see Batman: Arkham Asylum and BioShock).

However, a precipitous fall in invention in its final stages is of little consequence when taken as a whole. Many developers have the ambition but lack the skill to reduce the cutscene to its sole purpose: furthering the human drama and stringing levels together. If you’re wondering why talk of Nathan Drake’s latest story has been omitted here, it’s because Naughty Dog’s ability to direct a stirring yarn is an empty revelation. Uncharted 2’s triumph isn’t its film, but rather its ambition to be one in videogame form; a clear distinction to make, considering it means playing begins where lesser games would have it end.

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Call of Competence http://www.onlythegames.com/reviews/call-of-competence http://www.onlythegames.com/reviews/call-of-competence#comments Wed, 30 Sep 2009 23:16:22 +0000 Erik Rapson http://www.onlythegames.com/?p=2113 callofjuarezreviewIf the original Call of Juarez proved developer Techland’s ability to mine the Western for its tropes, then its predecessor shows an equivalent ability in the direction of design. What was once a game of rugged stealth and broken platforming, redeemed somewhat by competent action, Bound in Blood has cleansed much of its forebear’s identity for an adherence to Infinity Ward’s formula.

Though the weaponry is ancient, Civil War era rifles seem to fire as quick and clean as something out of modern war. Aim far and deep down the barrel of your gun and the foreground slips out of focus in a translucent haze. If it isn’t familiar yet, blow up that bridge, soldier, stick those charges where it glows bright and get on that em’ gee.

Yet that isn’t to say Techland’s historical battlefield, dovetailed by tumbleweed Western, lacks finesse in its design or is even void of invention. Imitating Call of Duty from smooth controls to first person set pieces is no small feat – something that even games bearing the same name but not quite the talent have struggled with.

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Bound in Blood is a more confident effort than, say, developer Treyarch’s first attempts at emulating Call of Duty’s structure. It’s even able to reconcile those broken cornerstones of stealth and platforming within a very different game, carrying Call of Juarez’s initial conceits to far more agreeable territory.

While the clock has been turned back on the series, the spirit of the setting remains; along with the duality of two playable characters. Ray McCall now carries more guns, less a bible, and his brother Thomas is a doppelganger for the agile Billy, less the mechanical incompetence.

A rope up to a rooftop once denoted a probable series of fail state hops and jumps – a complicated, finicky system that brought the original game crashing to a halt. Now, it’s simply a point at which Ray and Thomas go separate ways. Indeed, the brothers McCall both go in mean and loud, but it’s the difference between nimble high ground and brute power at dirt level.

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Granted, it begs the question of why you’d want to play as the bullish Ray seeing as his only advantage is soaking up more bullets and dealing extra damage, often simplifying and easing difficulty, whereas his rope swinging brother instantly adds complexity and height to levels.

Naturally, there’s little room for greater difference in a series that’s strayed far from its initial design and into a comfort zone of set piece punctuated firefights. From shooting Comanches off hilltops to slaughter in burning saloons, Bound in Blood finds every opportunity to alter the atmosphere that accompanies its central mechanic. Because like nearly all before it, the breadth of choice is limited to what you shoot, from where, and with what.

But perhaps some of Call of Duty’s influence was never meant to reach back to days of Civil War desertion. Some modern oddities poke through, yet they’re surprisingly limited to Techland’s sense of the cinematic rather than anything of true function. During on-rail segments, stage coaches seem to have all the power of tanks; horses smash through walls in scenes of destruction that belong to the next century’s war machines, and yet they gallop on without a scratch; or a scene in which a steamboat is pitted against your cannon, if only because it will blow up rather nicely.

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Like many shooters this year, Bound in Blood flirts with the concept of an open world. More the limited hub of Wolfenstein than Halo 3: ODST, these sections are littered with side-missions and distractions that complement the main game by bolstering the toolset through earnable cash for upgrades. It’s a jarring addition, perhaps, but it furthers Techland as a piggyback developer with a confidence of its own.

Most of Bound in Blood, though, has a definite familiarity. After all, it’s lifted straight from the developer that so many wish to be. The rusty rifles are M16’s, stage coaches are rolling tanks, and don’t be fooled by those bouncing sticks of dynamite (they’re frag grenades). Yet that exact imitation has guided Techland to craft a sturdy, competent game which is still somewhat its own – something few developers can boast in their pursuit of Infinity Ward.

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Leaning on Sly http://www.onlythegames.com/reviews/playstation-3-reviews/leaning-on-sly http://www.onlythegames.com/reviews/playstation-3-reviews/leaning-on-sly#comments Sun, 21 Jun 2009 01:46:33 +0000 Erik Rapson http://www.onlythegames.com/?p=2085 killzone2_review1Implementation can only carry imitation to a point. If Dark Sector’s soulless, emo-tinged Hayden Teno is anything to go by, his BioShock-style elemental powers slapped onto ubiquitous cover mechanics, a game can be stitched together with scarcely a blemish, but it’s the seams of construction that reveal the patchwork within.

It’s a danger to which inFamous’ identifiable blend of swiftness and muscle could have fallen easy prey: as the bald-headed Cole, you can scamper up structures in a series of pivots and shimmies akin to Assassin’s Creed’s Altair and plummet back to the ground with the hammering power of Crackdown’s hulking coppers.

But rather than a Frankenstein assemblage of latterly sandbox heroes, inFamous’ design hinges on the underpinnings of its developer’s past. Granted, after years of reiterating Sly Cooper, developer Sucker Punch has sustained a legacy of crafting familiar platformers with a simple edge: controlling a character with distinctive grace and ease.

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Cole inherits the nimble tiptoe of the thieving Sly crossed with the weighty pummel of superpower; a fusion of elegance and strength that few developers can match. He skates along wires that crisscross the cityscape, glides through the air on a cushion of electricity and dishes out electrical blasts, sending hoodlums careening off rooftops.

Ease may pervade control, but there’s much to be mastered: one thoughtless move and a hail of gunfire proves you’re a downright pansy when taking bullets. Yet Sucker Punch commands the mounting complexities with sophistication, leading players skilfully along by tying Cole’s toolset to Empire City’s electrical grid – each rebooted sector equating a newly introduced power.

Hop on the train tracks and use the constant current to accurately snipe thugs while whizzing along rails. Blast shock grenades backward in an electrical gust, making each lobbed orb stick to an enemy before detonating in a fury of explosion. The toolset is perpetually broadened, even to a point where the controller eventually feels the slightest bit overloaded.

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Yet such mechanical beauty reaps nothing without a complementing urban sprawl, and Empire City’s skyline of dilapidated buildings and ramshackle slums are harmonized with Cole’s leaps, zaps and bounds. Every structure can be scaled from top to bottom and each decayed city block is webbed with interconnected currents, seamlessly propelling you toward the next distraction.

Because if Half-Life 2’s towering Citadel represents a constant and looming goal in the distance, always drawing you forward, so too do the landmarks that peak from Empire’s slums. If it’s not the mountainous pile of trash that a gang of hobos has piled toward the sky, it’s a collectible blast shard sitting atop a barely reachable ledge.

Diversions are plentiful, and missions uphold the game’s central conceit that there’s always a perfect place for combat. Keep a train rolling as its human generator and the battles that crop up in between can be carried out on your terms: play it at street level with a near endless source of electricity, or forgo power and take to the rooftops where accuracy is key.

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Despite the grace of its central mechanics, though, inFamous teems with rough edges. Enemies will spawn out of thin air, hording and whittling your health to nothing in an instant. Or they’ll clip into a building’s side, remaining there until you zap them free. Even the wonky animations of the populace produce hysterics, each face strangely contorted atop a mannequin’s body.

It culminates as a toy box that tries its damndest for believability, yet reluctantly settles in Crackdown’s synthetic territory. And with so much heavy grit overbearing its world, it almost seems as if Sucker Punch isn’t entirely aware of what inFamous gets so right. Because just like the mischievous racoon before him, Cole’s blend of strength and light-footed style is of a calibre all its own – beyond a playground of amusement, he needs nothing more, nothing less.

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Half a War Won http://www.onlythegames.com/reviews/playstation-3-reviews/half-a-war-won http://www.onlythegames.com/reviews/playstation-3-reviews/half-a-war-won#comments Sun, 29 Mar 2009 22:35:23 +0000 Erik Rapson http://www.onlythegames.com/?p=2029 killzone2_review1Before slabs of towering concrete were dropped in, the metal twisted into devastated shapes, Killzone 2 clearly banked that it all begins with the simple fun of movement within a space. Because even though they radiate an orange, almost perfectly menacing glow, Helghast eyes don’t constitute a game on their own.

From a weighty run and the lumbering weave of a turn, it’s clear that Guerrilla Games knows the chief tenet of a shooter is its feel. The metal of your gun jolts and shutters, every incoming grenade and overhead blast seeming like a rock to the gut. And instead of fashionably dovetailing Call of Duty 4’s pinpoint control, Guerrilla aptly agitates that comfort for heft: Guns in the truest sense – shivering with each shot.

But all doesn’t flow from feel alone. Developer Guerrilla looks to stand on the shoulders of giants, yet Killzone 2’s campaign misses the forest for the trees.

The harsh, stunningly ashen landscape of Helghan is a testament to tech, and maybe even imagination at times. But after the initial awe wears out – lingering smoke refracting god rays becomes commonplace – there’s a distinct lack of sophistication in commanding that visual blaze.

When gamers and reviewers haphazardly moniker Half-Life 2 or Call of Duty as “cinematic”, what they actually mean to say is that the respective developers of those games hone the power of film within an entirely different form. Guerrilla’s fight is valiant but, when it comes to making use of its hi-tech bombardment, the direction only deals in hand-me-downs.

Moments are cut and paste from the books of nearly every modern shooter, strung together with context so skeletal that it barely comes together with a single sense of character. From shoeing in a replicate Normandy beach invasion to an obligatory nuclear blast, the pace lacks the classiness of something like Valve’s ability to contrast weaponless chase on the rooftops of City 17 with Strider battles that later reform the same space.

Granted, Killzone 2’s forward thrust doesn’t have to be Valve’s, but the timidity with which it refuses to stray away from cold-comforts leads it down a one-note path. It’s when the levels broaden and overflow with Helghast that the game begins to commit the cardinal sin of shooters: an awkward trick of depicting a battle as intense through rendering it endless.

At times, encounters are nicely laid out, with well placed cover points and scattered enemies smartly working off one another in a harmonious, concerted struggle. Though, when the vistas sprawl, Guerrilla gets clumsy.

In levels littered with a host of Helghast, the inundation only ends when you trip the proper invisible wires that put an end to enemy respawns. It’s a messy and cheap tug at changing pace, a circumstance that defines the entire campaign. The experience is filled out to evoke the impressive sense of presence and place of its shooter cousins, but Guerrilla never quite invokes its own voice – rather, easy and ugly genre tropes are celebrated.

And they aren’t limited to mechanics, either. Jingoistic speech litters the game’s scenes, so cheerless and without point that it borders on a Gears of War 2 love-story kind of misstep. The rest fits into predictable place: careless character arcs played up in laughably heavy handed scenes and token glum brutality used for the sake of an easy shooter fit.

It’s no surprise, then, that multiplayer manages to curtail the second-rate campaign and boils the game down to its bare essentials. With the same hulking gun models and bulky ballistics carried over so completely, Killzone 2’s multiplayer starts out will all the advantages of its singleplayer brother minus the self imposed chains.

The evocations here are far more agreeable, synthesizing Team Fortress 2’s class system and a Call of Duty 4 style interface into a single space, while also enacting the necessary twists for a distinctly Killzone formula. From medics to engineers and beyond, online matches are full of each and every class type, proving Guerrilla has balanced and tasked each one to near perfection. Because in most shooters, you’re always missing that nurse.

Rotating objectives, probably the game’s simplest trick, pays off grandly in making use of each map’s every square inch. From Deathmatch to Search and Destroy variants, the multiplayer pace ebbs and flows in intensity. Where similar games are shoehorned into predictability, matches here are constantly flipped and rearranged.

Killzone 2’s campaign adopts a similar methodology, but unfortunate for Guerrilla, loosely combined moments and protracted battles never work beyond the online space. There, circumstance can boil down to “run here and shoot this” with little stretch of the imagination. Yet contrary to that relative bluntness, singleplayer needs context and pace to survive: It needs the power of an evenhanded storyteller.

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Colour and Comedy – That’s Rare http://www.onlythegames.com/reviews/xbox-360-reviews/colour-and-comedy-thats-rare http://www.onlythegames.com/reviews/xbox-360-reviews/colour-and-comedy-thats-rare#comments Sun, 29 Mar 2009 22:30:30 +0000 Erik Rapson http://www.onlythegames.com/?p=1982 banjo_reviewIf copycats are the finest form of compliment, then Epic Games’ gunmetal grime would be tenfold the worth of Rare’s cartoony colour. But contrary to Gears of War’s replicable machismo, Banjo Kazooie: Nuts & Bolts’ keen sense of humour is an industry one-off – dealing in distinct dry wit while others brood.

Yet Rare’s problem has never been one of style. Rather, it’s what to do with an inheritance of old game design that’s grown obsolete. Granted, a show of hands among seminal cartoony mascots reveals only one, Super Mario, still revelling in that sole mechanic of hop, anticipate and jump. The rest need refitting, and Banjo – dug up after a decade and looking for success in a new console space – has been tricked out in spades.

Nuts & Bolts relinquishes former series basics for the seemingly greener pastures of experimentation; namely, testing the waters of player-generated content by letting you cobble together vehicles that fly, float and everything in between. The main mechanic is nothing like it once was; trading stomping bear feet for propellers and rolling wheels.

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A racer at its heart, task completion rests entirely on what you craft, and the game is at its best when the toolset is ripe and the method is vague. And yet, although creativity is championed, the insincerity of an old mentality, “get twenty of X to pass through door Y”, is anomalous when applied to Nuts & Bolts’ construction set.

Creative potential is ceilinged at the outset, forcing you down an ancient, meaningless grind for vehicle parts. Rare’s piecemeal pace gives you bits and bobs of what will eventually become a robust game, but even when you get there the long trek feels no more purposed.

Showdown Town, the game’s hubworld, too, takes this archaic structuring to heart through enforcing obligatory sequences of dryly carpooling quest items from spot to spot. Nuts & Bolts pushes new ideas on old legs, and it gives a sense that Rare is at something of a loss when it comes to ripping entirely away from a past that impinges the present. The game is padded, putting weight on collect-a-thons when the real fun’s to be had in fitting pieces of the kit together in imaginatively useful ways.

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If last year’s LittleBigPlanet showed potential in setting players on the loose, then Nuts & Bolts is emblematic of an opposite, equally viable method of careful constraint. Like Media Molecule’s platforming levels, a vehicle can be completed in literally a thousand different ways and Rare works the blanks best when there’s just enough creative push, while also a grounded pull.

But the touch isn’t always sound. In battle with Gruntilda, Banjo’s hag nemesis, you’re nudged to load your car up with gats, guns and ammo – with eggs and bursts of colour, it’s the most endearing gunplay this side of Ratchet and Clank. However, the toolset hasn’t been kept in check with the objective, and a few well placed blasts end the mission in a mess of shrapnel before it gets the chance to truly begin. It’s this kind of oddity that faults Rare’s focus on inflation when less proves to be so much more.

In a stage titled Log Box 720, a disarray of wires constituting the high tech jumbling of a future console, Banjo has to drive, float or fly around to put out electrical fires caused by nasty hardware malfunction. It’s this perfectly witted self-deprecation and pointed mission structure coming together that makes Nuts & Bolts shine. Shame, then, that the overstuffed frame tends to render those instances a little too rare.

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Cult of Killzone: Review Reverence and Revile http://www.onlythegames.com/articles/general-articles/cult-of-killzone-review-reverence-and-revile http://www.onlythegames.com/articles/general-articles/cult-of-killzone-review-reverence-and-revile#comments Mon, 16 Feb 2009 22:47:07 +0000 Erik Rapson http://www.onlythegames.com/?p=1929 Anonymity is buffer for consequence. Perhaps that’s why in our era religious texts and pitchforks have been replaced by keyboards and broadband connections. Granted, we live in a time of donning masks: the lonely are led to Second Life, videogames imitate power fantasy, and intolerance is epitomized by a faceless crowd, who stare at computer screens and treat dissonance as a disease.

Fanatical response to game reviews is less an exception than it is something of an unspoken rule; stretch the imagination just a little and the internet rabble becomes a religious mob, burning heretical reviewers at the stake. Likewise, when praise for a game is on the menu, the pious mass will just as readily bow down, douse the flames they created, and kiss a reviewer’s feet.

Somewhere along the line, sincere passion for videogames turned to veneration, and the reverence of reviews followed suit. And in a time in which avatars and display pictures are more accountable for online discourse than the person mouthing off behind the online pretence, it seems as though gamers find personal worth in delivering dogma alongside a commonly belligerent community.

Like Metal Gear Solid IV and Halo 3 before it, the case and point of the moment, Killzone 2, is also emblematic of that recurring goal to crucify critics. But rather than the lambasted dissenters, whose lone reviews are guaranteed to garner response from the severely crazed, it’s the reaction to positive reviews that also puts cultic inclination on display.

“This reviewer doesn’t seem so enthusiastic. Different reviewer plz.”
– User: whitefroDK4, IGN Killzone 2 review by Jeff Haynes

In a world where hyperbole awards are held at the end of the year – shaming sites that have a particular knack for misleading their audience – user whitefroDK4’s response starts to make sense. To put it into context, what he and so many others want isn’t an assessment, but a sermon; a preacher to indoctrinate predisposition, rather than evaluate and critique.

What separates the normal from the irate is a mystery in the same vein as whatever spurs people to believe in a reality in which witches walk the earth. If a game is put on a pedestal, conversation between audience and reviewer turns to a single sided shouting match wherein one drowns the other’s voice. Yet just as often, that same group might be civil when they don’t have preconceived notions about a game and would, in all honesty, just like an impression of its quality.

The cause that separates the two can only be determined through guesswork, but there is certainly an innumerable amount of effect:

“You get payed for such incredulous writings?”

And,

“This review embodies the toxic, vile, cheap and nasty wh0re that the gaming media has become. yes, that’s right chris, you’re a wh0re, a nasty, vile, toxic and cheap WH0RE.”

– Anonymous comments, TVG Killzone 2 review by Chris Leyton

Every review seems to have a shadowy conspiracy lurking behind it. Every reviewer has some detrimental defect that should prevent them from doing their job. This week critic X is a dirty corporate whore, and the next, he or she is a saint when the evaluation of a game matches the stars of truth that a bigoted audience prescribe.

Maybe one night, when the kids get tired of placing games on that holy mountain, they’ll also shine a flashlight under their beds and realize that the boogeyman they’ve been screaming about isn’t actually there. Even then, though, who’s to say they don’t continue puncturing critics with their pitchforks. Because, if the nature of the medium itself is anything to go by, making noise behind a different face is what comes naturally for our era.

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No Flood in February http://www.onlythegames.com/articles/general-articles/no-flood-in-february http://www.onlythegames.com/articles/general-articles/no-flood-in-february#comments Mon, 02 Feb 2009 17:29:02 +0000 Erik Rapson http://www.onlythegames.com/?p=1921 Too much of a good thing always has its eventual consequence, no matter how you shake it. A lifetime supply of a favourite food will either prove exhaustive within a month, or turn you fat over years. Everything requires balance.

I have the opportunity, owed to some consistent work on this site, to get many games without the need to consistently pinch for pennies. And, on one hand, that means my one man show can roll out the content carpet often. But, on the other, it rests entirely on my will to plough through and review each one to its fullest extent.

The final holiday rush is an inundation that seems great from a height, but becomes exhaustive once you’re neck deep into it. Game after game, review after review, enjoyment turns to clockwork – and so does a general interest in any of it.

It’s a lengthy way of saying that I will be back to posting in February after a month long break that consisted of very little gaming. It was a good way to clear the head, step back and remember why I do this. Because when you take on a flood, you drown.

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Greatest Hyperbole of All Time http://www.onlythegames.com/articles/general-articles/greatest-hyperbole-of-all-time http://www.onlythegames.com/articles/general-articles/greatest-hyperbole-of-all-time#comments Tue, 06 Jan 2009 20:05:05 +0000 Erik Rapson http://www.onlythegames.com/?p=1728 "This game is like attaining a state of Nirvana, within Nirvana" - A predicted quote from a 2009 game review

"This game is like attaining a state of Nirvana, within Nirvana" - A quotation predicted to appear in a 2009 game review

When an audience saw a reel of film projected onto a backdrop for the very first time, they were so taken with the reality of the illusion that they ran, panicked and screaming, to the back of the theatre. The moving image was that of a train rolling into a station; towards the camera, and, in turn, the mass of people in its path of motion. To them, it all but barreled through the screen.

If you frequent games press outlets upon the eve of a tentpole release, where thousands of smelly nerds wear down that F5 key at 11:59 for the long awaited review, you already know the likely outcome: Being told that game X will transcend review scales, be the best of all time, make the previous hyperbole darling a moot point, and redefine the gaming landscape, of course.

It’s the brigade of review euphoria that throws a tumultuous rabble of fallible and unsubstantiated statements for quick, drunk consumption. The page-reload congregation want their sermon, and oh how they do get it.

This isn’t a question of whether or not title X lives up to the statements in terms of quality. Simply, the phrases uttered as description are so outlandish that they prescribe nothing besides a reviewer’s penchant for statements that border on the manic, or, more likely, their inability to express exuberant sentiment within the realm of rational rhetoric. The picture they paint doesn’t exist.

An example:

“To review such a game as Metal Gear Solid 4 is like commissioning a blind man to share his opinion on a beautiful oil painting painted by a true artist, it just wouldn’t work. The nature of Metal Gear Solid 4 lifts it above such conventional ways of judgement.”
TheSixthAxis, MGS4 Review

So this videogame transcends anyone’s ability to critique it, understand it, or look upon it? Then pack up and go home, because that’s it people: we’ve found the Golden Fleece of games, the Philosopher’s Stone. By the estimation of this reviewer, the very exercise of criticism he or she ostensibly takes part in is ultimately pointless because us plebeians would never understand it anyway.

The sole function, perhaps not by intent but by default, of these utterances becomes to affirm a preconception of the audience that’s been built up by the hype bandwagon months before. This game is the end all, be all. An earth shattering moment which, again, could happen – theoretically – but nowhere near the non-existent, pipedream meter by which we’re told to measure things by.

When a grand technological wonder was witnessed, everyone ran away from that train in a state of panic, but it soon clicked that it was an illusion, a mental trick that made them run for their lives. That same train is created by reviewers every year, moving full speed ahead. Yet everyone jumps and screams in surprise, every single time.

“Fool me once, shame on you; fool me twice, shame on me.”

Here are those most inebriated by hyperbole in 2008.

“If you come to the game with no prior MGS knowledge, you’ll still uncover one of the most absorbing stories ever told.”
– Playstation: The Official Magazine (US) [July 2008, p.38], MGS4 Review

“This bears about as much comparison to the typical ‘10/10’ game as black and white TV did to colour. What you want to be able to do is tell your kids fond stories of how you played GTA IV when it first came out.”
BigPond GameArena, GTA IV Review

“Is it possible to give a game an 11? If so, this would be the game that would merit that score.”
IGN, MGS4 Review

“I now know how film critics felt after screening “The Godfather”… Grand Theft Auto IV doesn’t just raise the bar for the storied franchise; it completely changes the landscape of gaming.”

GameInformer, GTA IV Review

And the winner is…

“Do you remember when it happened? Of course you do, no one ever forgets, no matter how hard they try. It was like the universe sucker punched you in the gut, sending you down on your knees, gasping for air. The moment you realized that you are not special, that you will never amount to anything, all your dreams will go unfulfilled, you will never know anything but empty false happiness and you will die alone and bitter. You remember that hollowness that formed in your centre at that moment? Remember how your soul was sucked into the black hole, the singularity of despair that formed in its centre? Remember how you died inside? I want you to concentrate on that numbing pain of your decaying soul, because that is exactly how every other game will feel like after you have played Metal Gear Solid 4: Guns of the Patriots.” – TheSixthAxis, MGS4 Review

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The Fresh Prince http://www.onlythegames.com/reviews/playstation-3-reviews/the-fresh-prince http://www.onlythegames.com/reviews/playstation-3-reviews/the-fresh-prince#comments Thu, 18 Dec 2008 18:58:54 +0000 Erik Rapson http://www.onlythegames.com/?p=1694 She reaches out with that slender, delicate hand and evaporates the danger before it takes its usual toll. You seemingly fall to your death, yet she’s right there to pull you up and away from the corrosive depths. The motions are there: rhythmic platforming, daring combat, all the stumbles and spills, too. But death, in the traditional sense, never greets our princely hero.

Through the eye of the structure of play, redoing is the very fabric of game experiences; working around obstacles and learning from mistakes. But through the lens of context, player death is an ugly and unavoidable break from the illusion and construction of believable spaces. Continually, and perhaps even forever, stuck at an odd place, autosave retreads carry on as oddities that have proved imperative to structure, yet blasphemous to common sense.

With Prince of Persia, rebooted from the brooding days of man-mascara and rock riffs, developer Ubisoft Montreal looks to place the pieces of sense and play in equilibrium. The personified patch to the problem is Elika, a white clad damsel who tames your distress. She swoops in at the sight of any besetment, turning the threat to dust, and quickly returns to your side, letting you get back to the sway of a wall run or swing of a blade. Though if you’re looking for absolute reasoning behind her death defying tricks, well, just leave that to the wonders and mysteries of magic.

No longer is it about turning back the Sands of Time in order to come to grips with tricky combat and demanding platforming. Elika’s figurative safety net is spread thick underneath every jump, and the ease of getting back to the line of movement enforces the very feel of the Prince’s fresh hops and skids, which have taken on a new tempo. If the serene and tranquil environments don’t lull you into a quiet trance, the cascade of visual cues will surely complete the calming effects. Few elements beg to be looked upon with action or adventure as their key tone, but rather wide windowed timing and near rhythmic aspects to the flow of movement fully prescribe what this reboot is all about.

Laid out like a fantastical jungle gym, environments take a series of timed button presses to traverse. And at first it seems like an extended quick time event, though it becomes clear that the series of swings and jumps, correlating to key buttons, are placed mindfully.

A typical quick time event denotes a blazingly fast series committed to random buttons, and when you fail it’s then committed to memory. Perhaps it can be said that the visual cues tied to their particular presses – such as the deeply worn walls in which it seems a thousand princes ran before you, and the large rings which appear as blatant handholds – are simply extensions of that dreaded mash attached to a cinema. And in a sense, that’s true. But there is true tempo to become lost in, and this Prince has one foot clearly set in the pool of the rhythm genre, while the other is touching the more typical, structural aspects of platforming.

And while this newfound, semi-genre fusion is clear at about an hour of taking in the gorgeously lonely environments and grasping the feel, the new leading man is at odds in a game that banks everything on the power of showing, rather than telling. With harmonized movement and interaction between the Prince and Elika, it has more than little semblance to Ico. However, instead of keeping with the quiet, unuttered tone of that which it clearly evokes, the Prince is a witty, womanizing thief and adventurer – the same voice actor of Uncharted fame is used, no less. Their banter is rich and entertaining, though it always exists as something oddly separate and belonging to a different narrative mood.

On the side of pairing together two separate genres, rhythm and platforming, the corresponding language has put forth a successfully rebooted tune. Elika, too, carries on the series legacy as the context that informs the unbroken tempo of platforming, as well as personifies and leeches player death of much hindrance. But in Ico if the title character wittingly told the delicate Yorda not to look at his butt, his sly banter would be strikingly odd. Although the pair in Prince of Persia are adults, the fantastical and deserted world just doesn’t smack of talkative chatter, and neither does it work in contrast.

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LittleBigPossible http://www.onlythegames.com/reviews/playstation-3-reviews/littlebigpossible http://www.onlythegames.com/reviews/playstation-3-reviews/littlebigpossible#comments Thu, 11 Dec 2008 20:53:34 +0000 Erik Rapson http://www.onlythegames.com/?p=1670 The divide between initial imagination and concluding execution is broad and full of obstacles. Some of the most memorable avenues are the early, simpler ones: re-enacting old films from a pile of Lego blocks, hammering out a dishevelled concoction of wood and string, and then, much to the grief of those who have to listen to it, playing the damn thing like a real guitar. And when dreams grow, from sticking together odds and ends, to more complex pursuits, such as building a videogame or authoring a film, most are scared away when the true requirements of their initial aspiration become apparent.

And so enters LittleBigPlanet, a gambling letter of faith to the untapped bank of creative energy that is the gaming populous. But developer Media Molecule is hardly brash, making sure not to throw a toolset into the hands of millions only to say, “Okay, now make something”. Because we’ve seen where that leads; the sound coming from those thousands of inevitably mangled instruments isn’t sweet music, it’s death knells.

LittleBigPlanet, however, is hardly a victim to that fate. The hand that guides is delicate, careful, and builds a steadfast bridge for all to walk upon. Taking place on a two dimensional plane, this simple yet elegant platformer requires you to run, hop, and grab; any more complexity to those mechanics would turn a community of the creative into the communally confused.

Complementing the simplicity is a construction set of wood, gears, and glue for all to use. It’s so tactile and ingrained in physical rules that it seems like the whole world might tumble from the screen should it be touched. Shapes are pieced together with string and elastic, swaying and stretching when your little Sackboy avatar interacts. And the distinct, multiple parts are brought to life by sensors, mechanical brains, bolts and rivets, making motorized monsters and raged little cars.

But getting to that point is an endearing and adorable trek through the minds of Media Molecule. Through doing you are automatically learning in the dozens of levels that form the story mode, and whether or not you already consider yourself to be a design virtuoso, there is much to admire. Explored are the starting points of basic puzzling, simple platforming and dazzling mechanical contraptions. As you go along, bubbles are strewn with materials, stickers, and gear, all of which will add up to your eventual creative toolbox.

Not so slyly, the story itself is about the collective creative process, told with an eccentric and quirky style. When the climax comes in which you gain the ability to post your levels online, there will be nothing but a big grin on your face. Thoughtfully crafted, it will inspire anyone and everyone to take part in the inventive, at least in some way. Even if it’s just plastering a new costume onto Sackboy, the wide grinning bundle of burlap joy, or filling his astral pod with streamers and bottle caps. Your ambitions will grow as the creative spaces are deliberately increased in scope.

Of course, eventually when you’re set free with all that knowledge it’s quite daunting – there is no getting away from that feeling. But the warm, inviting narration of actor Stephen Fry, signature dry British wit and all, is the last little nudge forward and the safety net under that immense bridge. Yes, it’s an extremely loquacious series of tutorials, but by the time you have to dive into the thick of it, you’ll be focused and dedicated with a creative mindset, ready to hear it all.

And by now, we’ve seen the fruits of Media Molecules’ labour and, in turn, yours. After some initial technical blunders, the hub planets are now filled with the brain matter of gamers all around the world. Some levels are no doubt rehashes of the trappings put forth by the story mode, but the point is to explore the mindset of many and share your creative view only to rethink, redact and republish. Then there are those, so jaw-dropping and original, that it only emboldens your own imaginative strive.

Many have posited LittleBigPlanet’s signature tactile and charming world as a move to appeal to the masses, but that’s only one side of the coin. The wobbling wheels, the festive adornments, and the oversized objects will all stir you to that old, familiar feeling; inventive daydreams that began as childlike wonder, but only now is there a crossing that leads to their fully realized conclusion.

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