With so much hype and anticipation for the latest game in the Star Wars universe, a lot is riding on The Force Unleashed: not only does the game feature seemingly awesome/exaggerated force powers and a honest-to-goodness revealing storyline set between Episodes III and IV, the game has the potential to erase a rather tumultuous history of quality in SW games. But after mixed impressions from its demo and equally varied review scores, will the game still make the cut for your $60 come its release tomorrow?

Well let’s fire up the ol’ review aggregator and find out shall we?

Site/Magazine: GameTrailers.com

Review Score: 6.9

Excerpt:

“With all the force lightning, gripping, pushing, and lightsaber combos, you’d think that the battles would be things of legend, but the combat isn’t really challenging, with all the big enemies being finished off by now-blasé quick time events. The only real power that the masses of troops possess is annoying you with extended lifebars that seem oblivious to half your lightsaber swings.

What’s worse is that later enemies can’t be thrown around like ragdolls–the game’s biggest charm. It’s something we’ve seen in Psi-Ops and Half-Life 2, and here it can feel wonky at times. The occasional swell of opponents creates choke points, and these encounters eventually simmer down to monotony. The enemies aren’t as scared of Starkiller as they should be—instead lining up for the slaughter.”

Site/Magazine: IGN.com

Review Score: 7.3

Excerpt:

“Going back to the enemy units in the game, including bosses — this is probably my biggest gripe with the experience. A good number of the stronger enemy units in the game can be rather tedious to fight, and oftentimes won’t let you use many of your powers against them. In the case of something like an AT-ST, you simply electrocute it, attack a couple times, retreat and then repeat a bunch more times. Large, lumbering but powerful stormtrooper variants in the second half of the game require the same technique, and it gets old quickly.

Boss fights are especially bad about this. In my experience, many of them will require some sort of trick to beat them, and in a number of the cases, the trick felt kind of cheap. The last couple fights were fortunately the most rewarding in the game, which are set up more along the classic lines of waiting for the correct moment to attack and defending when necessary. Had they all been like the last two, the other battles would have been more rewarding.”

Site/Magazine: Game Informer

Review Score: 8.75

Excerpt: (*Using the “Second Opinion” here)

While using the Force is fluid and intuitive, the rest of the combat system isn’t quiet as refined or responsive, mainly due to dodgy targeting and blocking. It’s also a pity that the game’s awesome premise doesn’t have a chance to shine; you only get what you need to justify moving to the next level, and nothing more. On the other hand, true Star Wars fans will appreciate the conceptual groundwork (if not the details) established by game’s events. Despite some combat irregularities and plot holes, there is one constant in The Force Unleashed: It puts power at your fingertips in a way that no game – Star Wars or otherwise – has ever achieved. This is the first game that gets the Force right.”

Site/Magazine: Gamespot

Review Score: 7.5

Excerpt:

“Force Unleashed’s art direction sparkles and glows, injecting brooding, rich color into every environment–even corridors and control rooms. The junkyards of Raxus Prime are most notable in this regard, but other locales, both familiar and new, are beautifully lit and feature lightly stylized textures and other subtle touches. It’s Star Wars, all right, but like the story, the art direction surpasses franchise standards. The graphics engine renders this artistic vision (along with the game’s overactive physics) well enough, but it often struggles to keep up. Visual bugs, momentary pauses, and frame rate drops are relatively common, and somewhat more prevalent in the PlayStation 3 version. We encountered instances of blinking textures, incomplete geometry, and on the PS3, multiple occasions when enemy character models would immediately disappear upon defeat. It’s certainly beautiful to look at, but throw in weirdly long load times just to pull up menus and jarring cutscene transitions, and you start to see the corners that were cut.”

Site/Magazine: PC World

Review Score: N/A

Excerpt:

Google shop ‘The Force Unleashed’ and you’ll unearth specialty action figures, a deluxe lightsaber (thank you Hasbro), the audiobook adaptation, a supplemental campaign guide for the official Star Wars Roleplaying Game, and a booster for the Star Wars CMG (collectible miniatures game). Factor in a massive multi-platform launch that includes versions for the Xbox 360, PS3, PS2, PSP, Wii, Nintendo DS (and if the rumor mill’s right, eventually the PC). Couple that with a mobile push for the iPhone, N-Gage, and various unspecified java-equipped others.

Then realize, therefore, that Star Wars The Force Unleashed is not a video game so much as a force of nature. If it were a hurricane, probably a Category 5.

How’s the actual game then?

In two words, ‘not bad.’

In ten, ‘initially dull, eventually much better, and cumulatively, a trifle disappointing.’ “

So what’s the verdict? Terribly average at best, it seems. While the demo was fun, the loose combat mechanics and the floaty presentation of said combat can’t be hitched to mere “early build” excuses; judging from these and other reviewers, those problems can be a real detriment to the game. However the main factor here – and at least to every other Star Wars fan who has heard about the game – are the new nuggets of information that the Force Unleashed supposedly reveals for the SW universe, ultimately bridging the gap to the “old” trilogy that many have fallen in love with over the last thirty years. But then again, as the reviewer from PC World mentioned, there is always the $20 novelization of the Force Unleashed to quench that curiosity.

Stay tuned for thatgamefunk’s own review.

Before Harmonix and MTV delivered the music juggernaut that we all know as Rock Band, I was frankly mystified by the success of Activision and RedOctane’s Guitar Hero franchise – I played a little here and there, and while fun, it astounded me as to how fast the popularity of the game has grown. It is ironic then, that the first game to truly captivate me enough to finally go on and purchase a Nintendo DS is Activision and Vicarious Visions’ offering of Guitar Hero : On Tour.

Countless other iterations of the franchise aside (see: GH Aerosmith), the thing that made On Tour stand out from the rest of its brethren is the inclusion of the Guitar Grip – a peripheral that plugs into the GB/GBA slot on the DS lite (also included is an adapter for those that have the original DS). Manufacturer RedOctane has successfully managed to capture the tactile feel of the game on a considerably smaller scale, and for that they should be applauded. Depending on whether you’re left or right handed, one hand will be strapped to the Grip while the other is strumming along to the touch screen – preferably using the included guitar pick stylus. At first, it felt slightly jarring, and even uncomfortable, to play with the Grip; but once you get going and find a suitable position to play in, you’ll see that the spirit of Guitar Hero has been kept pretty much intact.

Series veterans may be a bit miffed at the inclusion of only 4 buttons – compared to the 5 on the console releases – but believe me, you’ll find plenty of challenge here. Whether it’s trying to navigate your pinky to hit the blue notes fast enough or finding a comfortable position to play the game at long sets at a time, it takes some serious practice if want to hang with the big boys on Expert. I’m frankly frightened how those with much larger hands than mine will even manage to play the game…

While On Tour offers your standard fare of game modes – Quickplay, Career, Practice, Tutorial – the new mode, Guitar Duel, is served up a little bit different. In a tug-of-war style battle with either the computer or another player via Multi-Card Play, Guitar Duel is focused on causing the most havoc to your opponent as much as possible. This is done through the use of power-ups that can be obtained through “Battle Gems”, which replace the usual Star Gem note sequences that are used to gain star power, with up to 3 that can be stored at a time. These power-ups range from the practical to the hilarious: cut guitar strings; t-shirt autographs; pyrotechnics that must be blown off through the DS microphone; and even a screen flip icon that can cause unwanted confusion during the heat of battle. Other multiplayer modes are the usual co-op and face-off options, but Guitar Duel is the one that’ll keep you playing with your friends.

Now the dealbreaker for any GH game is the track list, and this is one of On Tour’s greatest strengths and yet its most detracting weakness. Many may turn their nose at the inclusion of Smash Mouth, Daughtry, or Maroon 5, but rest assured, their is much more variety than what you may expect; further songs to be unlocked include Santana, Osbourne, and Twisted Sister. Personally I don’t have any real dislike to the songs included, but as always, musical taste is largely subjective so it is up to you if the track list will be worth your while. The reason these songs are a weakness, however, is its disappointingly short number of songs that you’ll find – 25 in all. While I don’t have any significant insight to whether this was due to technical limitations or simply holding back for future releases on the DS, it is a rather questionable decision on the developers part to include such a short list.

If you’re still wondering whether Guitar Hero: On Tour is right for you, then consider this: if you liked/loved the franchise before, then you’ll have no problem embracing its portable cousin – now, you can rock out to Guitar Hero wherever and whenever you want. If you could care less about the series, then On Tour won’t do much to dissuade you. However, if you are as interested as I was to see how the successful console franchise was translated to the Nintendo DS, don’t hesitate to at least try it out – it certainly is remarkable how much of what makes GH successful is contained in this portable package.

HAZE: The Final Verdict

June 11, 2008

Not too long ago, I wrote up some impressions on my first few hours with Free Radical’s HAZE. While there were a few rough spots here and there, I mostly found a very capable shooter, replete with concepts that could have made it outstanding – instead of the dose of mere adequacy that was actually delivered.

The Single Player

If you’re looking for you’re next compelling FPS narrative a la Call of Duty 4, then I suggest you keep on lookin’: the story, told through the eyes of Shane Carpenter, is hopelessly cliched and generic. Stereotypical characters – on both sides of the conflict – never manage to alleviate this problem, as shouts of testosterone -filled rage and calls for “the Promise” will no doubt ring in your head as the dialogue repeats ad infinitum throughout your battles. This is perhaps the most disappointing aspect I had with the game, since the underlying concepts behind it are not all that bland compared to the way it was presented to us. From the obviously brainwashed soldiers of Mantel Global Industries and their unhealthy reliance on a drug known as “Nectar”; to the cause of the rebels, the more every-day-type of man; and the inevitable “twist” of turning against the original corporation that you fought for, the clash between the two factions could have been something great.

Instead, what we get is more joke than contemplation on the horrors of war. After finishing the game, I honestly had to ask myself if the story was even meant to be taken seriously at all, as its execution is so laughably bad at times that it’s hard to believe otherwise. Though you play as a conflicted soldier, trying to make sense of the chaos around him, I couldn’t really feel one way or another about his actions in the game. Whether it was slaughtering dozens of rebels or sabotaging a fleet of my former comrades, none of my actions ever seemed meaningful at all. As such, I didn’t care about Shane, didn’t harbor a hate for Mantel, nor could I sympathize with (rebel leader) Merino.

To its credit however, HAZE, as mentioned before, is a competent shooter – solid gameplay mechanics that was unfortunately backed up by a poor story. You have your standard weapons types of rifles, rocket launchers, etc., which have similar counterparts in both Mantel and Promise Hand (the rebels) equipment. One feature that I did have fun with for awhile, and later in multiplayer, was the Nectar abilities mentioned in my impressions: the way it clearly distinguishes enemies on screen and the enhanced sense of sight and health was hugely beneficial. The “benefits” of the rebels on the other hand, were not so great: the only useful one is the ability to play dead, but even then it’s only good for a few tight situations.

Multiplayer

The other half of HAZE is its 16-player online component, with players choosing to play either as a Mantel trooper or a rebel, but presenting only three options to duke it out with friends: Deathmatch, Team Deathmatch, and Team Assault. The standard modes aside, Team Assault is much like an escort type of mission, where both sides must fight to retrieve a missile back to their base and arm it before the other side steals it back. As in single player, Mantel soldiers have the benefit of Nectar dosages, but are still extremely vulnerable to OD on the drug, causing you to go batshit wild while you automatically shoot everything in sight – and in playing against actual human beings, you can bet that most will aim for your drug tank, as had happened countless times with me. Rebel abilities are also kept intact, including the valuable dodge-roll, but its usefulness will depend from player to player.

There are no intrinsic reward factors for playing multiplayer, such as medals or ranks, but you do get special recognition for certain “achievements” that can be seen on the results page after a match. Vehicles do get some use to, as the maps can sometimes be a chore to run across, but nothing you haven’t seen in previous games. Additionally, one of the features that HAZE does right is the inclusion of drop-in/drop-out co-op, both online and off. For the single player narrative, up to 3 other friends can join; for battles online, you can bring a local friend with you, splitscreen style, as a guest.

At the end of the day, I find it difficult to recommend HAZE as a full $60 purchase; the gameplay may be adequate, but the entire package is severely lacking in comparison to the bevy of other FPS’s available on the PS3. The best redeeming value for the game is its co-op, so if you have a buddy or three on tap, then by all means give the game a go – it can only make the experience that much better. Online, which can be fun at times, will determine the game’s longevity, but I honestly don’t see it going very far with the small set of options it allows. Again, HAZE is not a terrible game, but there isn’t much to distinguish it from the competition.

The Definitive Harvey Birdman: Attorney at Law (PSP) Review:


I’ll be honest: before poppin’ this UMD into my system, I wasn’t much of a fan of the show. In fact, I can’t recall a single time where I’ve sat and watched even an entire episode of it on Adult Swim/Cartoon Network. However, after guiding Harvey through the case-scenarios presented in the game, I think that’s something I’m going to have to change as soon as possible.

With the show’s signature wacky humor and dialogue intact, Harvey Birdman unequivocally shines as the best use of a cartoon license yet; fans will recognize their favorite characters from the show, while newcomers may be caught off-guard by its random sense of jokes and foul play as they share the experience with everyone’s favorite third-rate lawyer of Sebben & Sebben. There are five different scenarios to tackle in the game, each playing like an interactive episode from the series: Harvey will question possible witnesses, collect and present evidence from familiar locations, and of course, cross-examine in court to his heart’s content. Bridging the gaps between these elements are animated cut scenes that are simply superb – crisp and clean, it truly feels like you are part of a bona fide episode from the much-lauded TV show.

While you’ll find yourself spending some time collecting new pieces of evidence to convict or defend your client, the real meat of the game is spent in the court room where you must flex Harvey’s legal skills to win the case. The whole process works in a formulaic matter: defendants and plaintiffs give their account of the case, with the player having the option of pressing them for more information. Choosing which statement to press will yield the right chances for presenting a particular piece of evidence. Representing your reputation and dignity in court are a starting set of five Birdman Crests, or gravitas, that’ll literally be blasted, taken, or stolen from you if you pick the wrong pieces of evidence to present. Lose all five, and its game over; however, with ways of gaining extra Crests through certain dialogue branches, losing your “life” shouldn’t be too much of a concern. The process repeats until you are able to solve the case. While there is nothing entirely innovative in all of this, it perfectly fits the game’s subject matter, and is much better than, say, exploring the world in a 3D manner that would ruin the authenticity of the show – a la the Family Guy or South Park video games.

However, since game reviews are supposed to turn a critical eye on the game mechanics itself, this is where the review turns ugly: Harvey Birdman, let me just say, is not a bad game. Not by any definition of the word. But it is quite limited. Using a graphical interface to navigate the world with such options as “Talk”, “Examine”, “Move”, etc., the game is basically a very pretty point-and-click adventure on the PSP. Since the game play is rather straightforward, Harvey Birdman lacks that particular depth, comparatively, to a Phoneix Wright/Ace Attorney title, and thus can be finished all told in just a few hours. There isn’t much motivation to revisit certain cases after you’re done with them – unless you want to see new scenes that unlock the few extras within the game, you’re practically done.

To be fair, Harvey Birdman is hardly a title that was meant to innovate the genre or stand out as a piece of triple-A software on Sony’s handheld – you’d be too busy smiling and laughing your ass off to even begin to notice these minor shortcomings anyway. The game is meant to be enjoyed as an extension of the television series, and to that end, it completely satisfies its goal.

Thinking out Loud

January 31, 2008

Ok, so you know how I mentioned in the last post of putting out game reviews and such? Well ever since then I’ve been trying to come up with a more creative way of rating games rather than using the standard 1/10 or 1/100 point models, as am sure most people are familiar with for practically every other gaming site and magazine on the planet. Within the last couple of years, certain said sites and magazines have been criticized for assigning such-and-such game a particular score, often sending fans into a frenzy – leaving a bloody trail of thousands of message board posts across the internet.

First, however, read this fantastic article (found on GameSetWatch):

Review Philosophy

The writer does make pretty valid points. How often have critics been under fire for delivering a “7″ (which is still considered to be “good”) to an incredibly anticipated/blockbuster game, such as a Halo or a Final Fantasy? Most gaming enthusiasts automatically react to certain numbers: “10’s”, at least lately, are critically looked at being overpraised, while “7’s” tend to disappoint most who read those reviews, and even shrug off the game entirely because of it (especially now that aggregator sites like Metacritic have become quite popular). Such scores have been ingrained for us for so long that we start to actually value our games according to the number it received – an incredibly limited system to cover the other wise complex nature in games. And yes, even badly made games deserve a shot, too.
The point is, I’ve already made a decision to deviate from standard scoring systems – it seems more of a matter of convenience to publishers, developers, and fans alike to have a numbered point system all across the board – but since this is my own little blog, I obviously have a lot more leeway in this manner. However, what this means is that not only must the writing be concise, but as one commentor mentioned in the link above, “clear and captivating.” This may or may not lead into longer articles in terms of mere text, but then again one simply can’t describe the complexity of Judaism in just a few pages, can they? (No, I’m not saying games have just as much depth and complexity as religions do; just here for comparison’s sake).
In its place shall be a comprehensive analysis of the games being reviewed, and not just some cookie-cutter review formats that some sites (sadly) have adhered to. Will I devise some sort of “Seal of Approval”? A labeling structure? I haven’t particularly ironed out the details yet, but the way I’m thinking is to approach the writing as an essay – with an intro, body, and conclusion – that would at the very least pump some thought and creativity into the review. This being the web, space isn’t a premium – but I can see where magazines might consider such things when being forced to use the now archaic number system.
My philosophy is this: if I deem the publisher and developer placed a lot of thought, dedication and care to their game, then I shall return the favor with a review with as much thought, dedication and care. You may or may not agree with me in these reviews, but as always, the choice is up you.