Video Gaming Review: Portal 2

blogadmin On March - 3 - 2012ADD COMMENTS

Okay, let is start this video gaming review with a little confession, which isn’t so much a confession as a confirmation of a known fact. All us video gaming news bloggers are Valve and id fanboys almost without exception

Video Game Review Portal 2

A Video Gaming Legacy to Live Up To

Valve’s Half-Life, despite its shitty graphics (by today’s standards), was the first video gaming storyline that really hooked us, back in the day when Hollywood scriptwriters weren’t writing for games yet. Half-life drew you in and kept you there. “There’ll never be another video gaming experience like this,” we all said. And felt vindicated when, even until years later, none of the games, with their graphical and gameplay improvements could make up for the void that Half-Life left.

Then they went and released Half-life 2, and we fell in love all over again. Then they frustrated the world with the long waits for Half-life 2: Episode 1 and 2, and we’d all but lost hope for video gaming nirvana when Portal came out.

The video gaming sequel to Valve’s Portal had to be very special indeed, precisely because that first game was a revelation. It was immersive, funny and was an FPS video gaming experience that had no “shooting” to speak of. Oh wait, I forgot that turrets can shoot at you… anyway, Portal was unique, and quirky, and we loved it more than a lot of other games we’ve played, simply for its defiance of norms.

When Portal 2 released, we had mixed emotions: excitement and skepticism. It was, after all the freshness of the concept that made Portal the iconic video gaming experience it was, but now the concept was old… Could they pull off another HL2 with Portal 2?

Video Gaming that Leaves Your Breathless

Perhaps the biggest compliment we can pay this game, one we cannot quantify on a scale of 10, is that it is unputdownable. It just reels you in, takes you breath away and leaves your craving for more after the 8-odd hours that you spent playing it — on the trot. It is the video gaming equivalent of a best-selling page turner.

Comparisons to Portal may prove odious; its not necessarily a better or more iconic, but its a longer and the video gaming is much more fulfilling for some reason we cannot put a finger on.

Portal 2 begins with you waking up somewhere in the testing facility, and meeting Wheatley, a robot that looks like one of GLaDOS’ cores that you destroyed in Portal. Very quickly you realise that Wheatley, is, well, special, and is British, apparently. He’s funny though, and you can’t help but laugh at his dialogues. He’s also irritating enough to make you start thinking that this is just a poor substitute to GLaDOS, and not really as funny as the original. Then BAM! You’re quickly brought back to the fun of Portal, as GLaDOS is resurrected just as you were getting bored.

Very quickly, the video gaming seems to come to an end, and you start thinking, waitaminnit, this is even shorter than the first one, isn’t it? Then several plot twists later you begin to realize that this game has been plotted to perfection. Just when you think you’re about to start missing something from Portal, Portal 2 throws a curve ball at you to make you sit up and pay attention.

What’s Great About Portal 2

The world map is huge compared to the first part, and the puzzles are a little more challenging. There are also quite a few new props added into the puzzles, which bring a lot of freshness into the video gaming. Along the way you also figure out that you’re still playing as Chell herself, and not just a clone or someone who looks like her.

The dialogue is scripted immaculately as expected, but what’s new here is actual conversations between two bots, instead of just one way traffic.

What’s also new is that you actually get a true sense of how huge the facility really is, and the attention to detail – especially when you see some of the facility in disrepair – is pretty impressive.

Physics has always been what Portal is all about, and instead of just stuff that’s going through portals, Valve shows off the eye candy by making things collide and break apart very realistically. Some of the liquid effects are quite silly though, but seem to add some comic value rather than subtract from the immersiveness of the video gaming.

The main video gaming USP of Portal 2, however, is always going to be the puzzle solving, and just as you did in the first one, you will struggle at some points, die a few times, and finally figure out the solution that makes you want to face-palm, because it’s always obvious once you’ve finished it.

A must buy, must play experience that will keep you smiling for up to a week later, and chuckling when you remember a joke from the game. Do yourself a favor, try out this superb video gaming offering from Valve, and recommend it to your friends too.

 

Batman: Arkham City Review

blogadmin On November - 3 - 2011ADD COMMENTS

When we bring the latest news from the world of gaming multimedia on our gaming blog, we consider it a duty to bring you the most unbiased opinions. We’d really like you to remember that. That’s why we tried to find any reason not to give Batman: Arkham City a perfect mark, and not because we get a thrill out of nitpicking. There’s that too, but mostly it is the duty thing.

So we went in looking for flaws, for mistakes. But hours passed and turned into days. Twenty-six hours of gameplay later, and only 67% complete by the game’s telling, we admit defeat.

You win, Rocksteady. Arkham City is perfect.

The City’s Slicker

Batman Arkham City ReviewThis game, were you somehow not aware, is a direct sequel, building off of the already superlative Batman: Arkham Asylum in 2008. Essentially the entire combat system and most of the gadgets from the original make a return, immediately available to the player from the start. Still, improved AI makes things a bit harder. In return, however, each room has ever more ways to sneak around, unseen, picking off foes individually. The additions to Batman’s arsenal, meanwhile, are excellent: new, expanded movements off of the stun action, a dive bomb technique while gliding, and a vastly improved grappling hook that makes slinging around the city a breeze.

And what a city it is. Arkham City is a masterpiece of art direction, bringing to life a world even more fully realized than that of Nolan’s iconic films. Every section and building is wholly unique, every alleyway bristling with the Riddler’s well-placed trophies, every street a battleground between the warring factions of supervillains in Arkham City.

Though stalking through the claustrophobic corridors of Arkham Asylum was undoubtedly fun, the player won’t feel like Batman but could be any action hero with some dazzling array of gadgets; however, in Arkham City, things were different.

Cast and Crew of Arkham City

Being Batman, however, is not so nearly as fun without his cadre of supervillains with which to contend. Arkham City, its very nature precluding any possibility of contrivance, manages to squeeze nearly every major ally and antagonist in the history of the franchise into one, glorious campaign. Revealing the specifics should be considered, of course, spoiler territory, but it’s worth mentioning that several major villains don’t even make an appearance until you tackle their particular side missions. These completely optional objectives feel so fleshed out and rich that you would be hard pressed to tell them apart from primary story missions.

The story is well deserving of the license, and opens with such production value that you wonder if you should rent out a local theater just for the experience. With regard to performance, Batman: Arkham City has brought together possibly the single finest voice acting ensemble in the history of gaming. Mark Hamill, of course, is a ludicrously talented standout as the Joker, but every voice of every villain brings with it gravitas and panache to Arkham City.

The Knight of Arkham City

While the primary campaign is more than enough, there are dozens of distractions to keep you otherwise occupied during your stay in Arkham City. There are, of course, Riddler’s brainteasers and trophies making a return from Asylum, as well a pseudo-achievement system that rewards the player well with experience, which is then used to upgrade any number of devices from Mr. Wayne’s arsenal. There are dozens upon dozens of character dossiers, stories, and various other items of bonus content unlocked constantly throughout the game.

Arkham City: The Final Verdict

Batman: Arkham City is a game so good that we’re amazed it wasn’t programmed by alien wizards. Truly, it deserves every accolade it is so sure to receive, every perfect mark it is so sure to tally.

We’ll certainly be bringing you more video game news in the future, but we’re already certain that no game review would be as effusive as the one we’ve written for Arkham City.

Review Of Vanquish Video Game

admin On October - 20 - 2010Comments Off

Vanquish Video GameIt’s first necessary to address how fast the game feels before we begin with the game review. The latest title to roll off the barmy assembly line of Platinum Games – the developer behind Bayonetta and MadWorld – contains plenty of aspects gamers will recognize from other titles, but they have rarely been used at the service of such a high-velocity experience. The only time Vanquish puts up at all is during a tense, tension filled section involving a sniper rifle, which seems like a moment of quiet reflection when compared to what has gone before it. Make no mistake; Vanquish is a speeding bullet of a game. Just as impressive, is how gracefully the developers have implemented all of the game play aspects without sacrificing one speck of excitement.

The game’s hero, Sam Gideon, is clad in what the game calls the Augmented Reaction Suit (ARS), a neat piece of kit which also just happens to be the developers’ ace in the hole in keeping the gameplay fresh. Like most shooters, Sam gains access to an arsenal which includes light and heavy machine guns, rocket launchers, shotguns and one or two oddities – such as one gun which fires sharp metal Frisbees. At its core, Vanquish is a third-person pop-and-cover shooter in the style of the Gears of War series, inasmuch as players latch onto walls and barriers with one button, take aim with the left trigger and fire with the right. However, that’s where the comparison ends – and not just because unlike Gears Of War, the environments in Vanquish have a shiny and smooth veneer and its protagonist is lithe and acrobatic.. The AR suits endows the player with a raft of abilities which have been intuitively and excellently mapped to the controller. Players switch weapons by tapping the D-pad; Sam can carry three guns and up to six grenades.

The suit’s AR powers are where things get interesting; by tapping the left shoulder button, players can launch into a power-slide that sends them hurtling along the floor at breakneck speeds. Not only is this handy in avoiding incoming attacks, it doubles as a way to navigate environments quickly and allows players to get the drop on opponents tactically and reflexively; with just a quick burst, players can move behind cover or outpace enemies who are trying to draw a bead on them. The fun doesn’t stop there; players can also activate bullet-time, which slows down enemy movements, while allowing them to hit multiple targets in the blink of an eye. Bullet-time is also activated if the player sustains enough damage to put them close to dying; they can then concentrate their fire on the nearest threat or slide into cover. Both the power-slide and bullet-time mechanics are linked to a power gauge which needs to be refilled after a few seconds, but this is where the game’s high-speed pacing comes into play.

It’s difficult to describe the experience of playing Vanquish, but I can only imagine it compares to being dragged behind a speedboat with no waterskis. To say the action comes thick and fast is an understatement. One minute you’ll duck behind cover to snap off a shot at an enemy. The next, their returning fire will blast away the wall you were hiding behind. You’re then forced to power-slide towards them, activate bullet-time while between their legs and unload with a heavy machine gun which completely finishes them off. Victory is short-lived as another platoon of enemies pour into the screen.


The gameplay’s mix of person pop-and-cover, bullet-time, power-sliding and mêlée feels smooth, slick and ridiculously over the top at the same time. The enemy AI is lethal enough to force the player into using as many of Sam’s abilities as possible – usually combining a number of them for maximum impact. The level-design is off the charts; just when you think you’ve found the game’s limit, Vanquish introduces an epic new boss battle or massive acation set-piece which cranks the excitement up a notch. The whole experience feels like a massive sensory overload, and this is only compounded by the soundtrack – an overpowering audio cocktail of gunfire, explosions and fast-paced techno (which bears remarkable similarity to the music in the webuyanycar.com adverts).

There’s a story of sorts, involving some extremist Russian military faction taking control of a space station and using it to turn San Francisco into a landfill, but it may as well have been dumped altogether for all that it features in the proceedings. The characters are all walking clichés and the dialogue is laughably bad (“I’m getting better at this ‘falling out of moving vehicles thing’, says Sam. “You’re getting better at looking like an ***hole,” comes the reply.) However, none of these things impact negatively on Vanquish as a whole; in all probability, players will be too busy ducking, rolling, shooting and sliding to care about any of the plot’s shortcomings. The length of the game may strike some as criminally short – it clocks in at around six hours, if you play it through on Normal difficulty. However, given the game’s blistering pace, pounding soundtrack and relentless stream of action, if it were any longer Vanquish would probably wear out its welcome.

However, Vanquish does falter at times and this occurs when the level design doesn’t make the set-piece the player is up against feel like a relentless, thrilling experience. The moment the game’s show-stopper veneer slips, the basic, age-old design of the enemies, and the way they are to be defeated, is thrown into sharp relief; point the reticule at the bits that look like glowing red and eyes and shoot. The only other complaint you could aim at Vanquish is that the only replay value it has is solely based around bragging rights. At the end of every section, players receive a score they can upload to leader boards and, aside from some collectable statues scattered throughout the levels, this is the only mechanic Platinum Games has included to draw players back to Vanquish once the credits role.

Still, when one considers the sheer, grin-inducing fun Vanquish has to offer, these complaints become insignificant. It should also be pointed out that Vanquish is also one of the best looking games released all year and in terms of sheer specatacle, there are few titles that can match it. This is a fast-paced, high-octane and resolutely hard-core shooter, which makes no concessions to casual gamers. It also happens to be one of the best games of 2010.

It’s hard to begin any review of Vanquish without first addressing how fast the game feels. The latest title to roll off the barmy assembly line of Platinum Games – the developer behind Bayonetta and MadWorld – contains plenty of aspects gamers will recognise from other titles, but rarely have they been used at the service of such a high-velocity experience. Just as impressive, is how gracefully the developers have implemented all of the gameplay aspects without sacrificing one iota of excitement. The only time Vanquish lets up at all is during a tense, tension filled section involving a sniper rifle, which seems like a moment of quiet reflection when compared to what has gone before it. Make no mistake, Vanquish is a speeding bullet of a game.

At its core, Vanquish is a third-person pop-and-cover shooter in the style of the Gears Of War series, inasmuch as players latch onto walls and barriers with one button, take aim with the left trigger and fire with the right. However, that’s where the comparison ends – and not just because unlike Gears Of War, the environments in Vanquish have a shiny and smooth veneer and its protagonist is lithe and acrobatic. The game’s hero, Sam Gideon, is clad in what the game calls the Augmented Reaction Suit (ARS), a neat piece of kit which also just happens to be the developers’ ace in the hole in keeping the gameplay fresh. The AR suits endows the player with a raft of abilities which have been intuitively and excellently mapped to the controller. Players switch weapons by tapping the D-pad; Sam can carry three guns and up to six grenades. Like most shooters, Sam gains access to an arsenal which includes light and heavy machine guns, rocket launchers, shotguns and one or two oddities – such as one gun which fires sharp metal Frisbees.


The suit’s AR powers are where things get interesting; by tapping the left shoulder button, players can launch into a power-slide that sends them hurtling along the floor at breakneck speeds. Not only is this handy in avoiding incoming attacks, it doubles as a way to navigate environments quickly and allows players to get the drop on opponents tactically and reflexively; with just a quick burst, players can move behind cover or outpace enemies who are trying to draw a bead on them. The fun doesn’t stop there; players can also activate bullet-time, which slows down enemy movements, while allowing them to hit multiple targets in the blink of an eye. Bullet-time is also activated if the player sustains enough damage to put them close to dying; they can then concentrate their fire on the nearest threat or slide into cover. Both the power-slide and bullet-time mechanics are linked to a power gauge which needs to be refilled after a few seconds, but this is where the game’s high-speed pacing comes into play.

It’s difficult to describe the experience of playing Vanquish, but I can only imagine it compares to being dragged behind a speedboat with no waterskis. To say the action comes thick and fast is an understatement. One minute you’ll duck behind cover to snap off a shot at an enemy. The next, their returning fire will blast away the wall you were hiding behind. You’re then forced to power-slide towards them, activate bullet-time while between their legs and unload with a heavy machine gun which completely finishes them off. Victory is short-lived as another platoon of enemies pour into the screen.

The gameplay’s mix of person pop-and-cover, bullet-time, power-sliding and mêlée feels smooth, slick and ridiculously over the top at the same time. The enemy AI is lethal enough to force the player into using as many of Sam’s abilities as possible – usually combining a number of them for maximum impact. The level-design is off the charts; just when you think you’ve found the game’s limit, Vanquish introduces an epic new boss battle or massive acation set-piece which cranks the excitement up a notch. The whole experience feels like a massive sensory overload, and this is only compounded by the soundtrack – an overpowering audio cocktail of gunfire, explosions and fast-paced techno (which bears remarkable similarity to the music in the webuyanycar.com adverts).

There’s a story of sorts, involving some extremist Russian military faction taking control of a space station and using it to turn San Francisco into a landfill, but it may as well have been dumped altogether for all that it features in the proceedings. The characters are all walking clichés and the dialogue is laughably bad (“I’m getting better at this ‘falling out of moving vehicles thing’, says Sam. “You’re getting better at looking like an ***hole,” comes the reply.) However, none of these things impact negatively on Vanquish as a whole; in all probability, players will be too busy ducking, rolling, shooting and sliding to care about any of the plot’s shortcomings. The length of the game may strike some as criminally short – it clocks in at around six hours, if you play it through on Normal difficulty. However, given the game’s blistering pace, pounding soundtrack and relentless stream of action, if it were any longer Vanquish would probably wear out its welcome.


However, Vanquish does falter at times and this occurs when the level design doesn’t make the set-piece the player is up against feel like a relentless, thrilling experience. The moment the game’s show-stopper veneer slips, the basic, age-old design of the enemies, and the way they are to be defeated, is thrown into sharp relief; point the reticule at the bits that look like glowing red and eyes and shoot. The only other complaint you could aim at Vanquish is that the only replay value it has is solely based around bragging rights. At the end of every section, players receive a score they can upload to leader boards and, aside from some collectable statues scattered throughout the levels, this is the only mechanic Platinum Games has included to draw players back to Vanquish once the credits role.


These complaints become insignificant, when one considers the sheer, grin-inducing fun Vanquish has to offer. Vanquish is also one of the best looking games released all year and in terms of sheer spectacle, there are few titles that can match it. This is a fast-paced, high-octane and resolutely hard-core shooter, which makes no concessions to casual gamers. It also happens to be one of the best games of 2010.

Development company Vicarious Visions has a history of Transformers games — the Autobots and Decepticons battling it out in separate titles for Nintendo’s handheld. Now, it’s got a new combo, this time influenced by the upcoming High Moon Studios-helmed Transformers: War for Cybertron. We recently had the chance to see the portable efforts from a private hotel suite in Las Vegas, and although our first look was brief, it was also revealing.

Here’s what we know. There will, of course, be both Autobots and Decepticons campaigns again. Vicarious took a look at the storyline powering the Xbox 360 / PlayStation 3 and ran with it while staying true to the integral plot points. Between the two versions, there are 30 playable Transformers — 15 Autobots and another 15 Decepticons. You’ll find all your favorites in the roster, including stapes like Optimus Prime, but also the likes of everybody from Bumblebee to Jetfire. Many of the characters become unlocked as you play through the title, and find secrets in stages and during the multiplayer mode.

There are two major additions to this year’s games. First is the character swap. At any point during all of the missions, you take two characters through a quest. The developer showed us one example as both Optimus Prime and Bumblebee explored together. At the tap of a button, you swap the Transformer you play, taking on his energy levels, firepower, and more, and this is used in strategy. So, if Prime has taken a beaten from Megatron and he’s on the verge of death, you can quickly cycle in Bumblebee, whose energy levels and resources will be unaffected. Meanwhile, Prime can recharge in the background.

All of the Transformers are equipped with primary and secondary attacks. Optimus carries a plasma rifle and a solid axe. Bumblebee wields a laser pistol and a solid sword. All the enemies in both games have certain weaknesses. For instance, some might be prone to attacks by lasers while others will take damage with plasma-based weapons. However, if you continue to “game up” enemies, repeatedly taking advantage of their weaknesses, they will eventually adapt and develop defenses and new weaknesses.

The other big improvement is the inclusion of melee attacks. Bumblebee has a sword and shield so that if he takes damage it’ll drain his energy bar, not his health bar. There are fix or six different melee types and an additional five or six different range attacks.

All of the Transformers fall into different bot categories. The lights, heavies and flyers. The former are great for mid-range attacks, the heavies sport high endurances and the flyers are the tanks, able to inflict the most damage, but lack any sort of defenses. There’s skill in pairing the right combo together so that you can maximize their strengths. For instance, when Jetfire soars through the air you’ll be able to transform mid-flight and then land on an otherwise unattainable platform as Bumblebee, at which point you can slide through a crevice in the wall.

There’s plenty of action to be found in Vicarious Visions’ new titles, but fans can also look forward to some straightforward puzzling. In one stage, the goal was to unlock a door by tapping a button on the opposite side of the room, but you had only a limited amount of time before the exit closed shut again. So, you could either zip through the stage as one of the light Transformers or simply avoid the navigation altogether as a flyer.

The demo shown to us ended on a high note — a huge battle against Omega Supreme. The boss encounter is not nearly as large as the one in the PS3 and Xbox 360 iterations of the game, but it’s still pretty huge. Omega takes up most of the real estate on the top screen as he flings missiles in every direction. The framerate holds up, too.

Vicarious was keeping quiet on the multiplayer mode in the game, but it will be robust, allowing versus and team play and support for up to four gamers.

Look out for more on the game in the coming weeks, but while you wait don’t forget to look over some brand new screenshots of the DS title in motion.