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Tuesday, June 18, 2013

Top 10 Games of the Seventh Generation Consoles - #10: Portal 2

Now that the big three game companies have all announced their new consoles, I thought I would take a look back at my favorites from the Wii/PS3/Xbox 360 era. I realize that what is soon to be dubbed ‘last generation’ isn’t actually over yet and there is a chance that some more truly impressive games might be released between now and the time that the Wii U/PS4/Xbox One take over completely. But as of right now, I feel that my list of favorite/most important games from this past generation will see little-to-no alteration, even with new games still on the horizon. The criteria for this list is as follows: all of the games listed below are among my favorites of this past generation, and have been placed in order of which I think were actually handled best, from gameplay, to storytelling, to graphical/artistic presentation, and overall production quality. A few series had sequels that were competing for a spot on this list, and because of how close it came between some of them, I’ve opted to include both as a single spot on the list. Keep in mind that this list is drawing from a large pool - everything from the Wii, DS, PS3, PSP, and Xbox 360. Also, re-releases of a game are not eligible – no Virtual Console or HD Collections, I'm afraid. However, full-fledged remakes are allowed. If your favorite game didn’t make the list that simply means that either I didn’t play it or it didn’t leave as significant an impact on me.


While the original Portal was certainly a landmark game for its physics engine and combination of puzzle and platforming gameplay, it lasted but a few hours. They were an enjoyable few hours, to be sure, but left less of an impression that I had played a ‘masterpiece’ and more the impression that I had played something that was a crossroad – not just for the aforementioned genres of video games, but for the medium as a whole. In the years that followed Portal’s release, there was seemingly no end to the number of developers who attempted to pay tribute to the game by including not-so-subtle references to false promises of cake and the instantly recognizable companion cube. But for so many that gave their individual nods to the game, there were few that dared try and replicate something like Portal.

Enter Portal 2, a sequel released four years after the original, which built and expanded upon everything the original created. Portal 2 once again follows protagonist Chell, but through a full-fledged story instead of a one-sided conversation with power-mad AI GLaDOS. It’s true that Chell is still silent, but Wheatley acts as both narrator and companion, while the other cores (brief though their appearances may be) and the recorded audio from Aperture founder Cave Johnson add a lot of life to the equation. The original Portal, while entertaining in its own right, did not feel to me as complete of a product as Portal 2. The addition of gels added a new dynamic to the gameplay, and a few of the puzzles were real stumpers. As for the flawlessly-executed co-op mode, that was simply icing on the cake.

Friday, June 14, 2013

Super Smash Bros. E3 reveal + roster and stage predictions

Nintendo revealed the new Smash Bros. at E3, and while I felt the expo as a whole was rather lackluster in comparison to previous years, the Smash Bros. reveal was certainly one of the highlights for me. I’ve never been real big on the Megaman games, but after Brawl opened the doors to non-Nintendo characters, I had a feeling the blue bomber might be a good fit for the series. Apparently, Nintendo, Capcom, and Namco all felt the same way.



As for the other two new fighters to be revealed, the Animal Crossing Villager looks a solid addition, if not a pretty basic fighter (perhaps the whole idea behind his inclusion is to present another balanced, easy-to use character like Mario). I was by no means surprised that many of his attacks saw him making use of tools like the axe and bug net, but I did get a chuckle out of his moves. As for the other big reveal, the Wii Fit Trainer, I found it downright hilarious, and in the best way possible. Her reveal trailer was just plain goofy, and based on her crazy moves that were shown off, I think ‘over-the-top and silly’ is the whole theme of her character.



When Nintendo first announced the partnership with Namco to bring players a new Smash Bros. title, they stated that the number of fighters on the roster was not likely to increase, but that some of the fighters at players’ disposal certainly would. From the E3 reveal, we know of twelve confirmed fighters, which are as follows:

- Mario
- Link
- Donkey Kong
- Samus
- Fox
- Kirby
- Pikachu
- Pit
- Bowser
- Animal Crossing Villager
- Wii Fit Trainer
- Megaman

The Brawl roster contained thirty-five fighters, which (assuming this number is to remain the same) leaves twenty-three spots open. Personally, I expect most (if not all) of the clone characters to be dropped, while I expect them to keep all of the fighters from the original Smash Bros. – Captain Falcon, Ness, Jigglypuff, Luigi, and Yoshi. Luigi, while technically a clone character of Mario, is such a huge part of Nintendo’s brand image, and I can’t imagine them dropping him for any reason. Plus, his new moves in Brawl set him and Mario a little further apart from one another. While I didn’t expect Mr. Game & Watch's debut in Melee to be more than a cute bit of nostalgia from Nintendo, he made a return to Brawl, and I expect he will be back for this next installment, along with Zelda, Olimar (representing the soon-to-be-released Pikmin 3), Ice Climbers, and at least one of the Fire Emblem characters. Considering SEGA’s good relationship with Nintendo and their upcoming Wii U exclusive Sonic Lost World, I’d say their blue hedgehog mascot will almost undoubtedly return to the fight too.

Assuming all of those predictions prove true, that would leave us with twelve free spots. So then the question is, who is left to fill them? Going solely off what was shown in the reveal trailer, there were two stages that really caught my attention. The first was a boxing ring, which had the Smash Bros. logo displayed in the center. It’s entirely possible that this is a brand new original Smash Bros. stage (much like Battlefield and Final Destination), but I wonder if it isn’t the home stage of Punch-Out protagonist Little Mac. The second was the Skyloft stage from The Legend of Zelda: Skyward Sword. Link’s appearance still seems to be based largely off his Twilight Princess counterpart, but he has a slightly different look than he did in Brawl. His tunic and the belts that run across his chest bear a striking resemblance to his Skyward Sword design (even though he does not bear any cel-shading), while his face is more angular and his nose slightly more pointed (again, much like Skyward Sword’s Link, or even Ocarina of Time’s). If this new look is in fact a nod to Skyward Sword, I think there is a decent chance that Ghirahim could replace Ganondorf on the roster. He’d certainly offer up a significantly different play style and would remove one of the clone characters in the process.

As for the stages shown between both the 3DS and Wii U versions, we can confirm the following:

- Battlefield (Smash Bros. series)
- Spirit Train (The Legend of Zelda: Spirit Tracks)
- Skyloft (The Legend of Zelda: Skyward Sword)
- Smashville (Animal Crossing)
- Dr. Wily's Castle (Mega Man series)
- Nintendogs
- A new Mario Bros. stage (that highlighted spiked pillars in the water)

We also saw snippets of a few other stages, but not enough to be certain as to what series they are representing. Here are my ideas on the four:

- Valley with a waterfall (possibly Gerudo Valley from Ocarina of Time)
- Indoor colosseum of sorts (possibly from Fire Emblem or a new original Smash Bros. stage)
- Boxing/wrestling arena (possibly from Punch-Out or a new original Smash Bros. stage)
- Spinning stone wheel in a forest/jungle (possibly from Donkey Kong Country Returns)

I expect we’ll gradually learn more in the months leading up to this new Smash Bros. release. Maybe these exclusivity deals between Nintendo and Platinum Games will see the inclusion of someone from the Wonderful 101 as well? It seems like and appropriate fit for the franchise. As for me, I’m still hoping and praying that they put in Travis Touchdown.

Sunday, June 9, 2013

Anime review: Cowboy Bebop: The Movie


Effectively a side story to the main series, Cowboy Bebop: The Movie sees Spike, Jet, Faye, Ed, and Ein reunited for one more adventure on Mars. A man by the name of Vincent Volaju has been spotted on Mars and is seemingly responsible for a series of explosions within the capital city. As the crew of the Bebop works to connect the dots between Vincent’s true identity and the grander scheme he has in mind for Mars’ populous, they discover that the situation at hand may be more dangerous than any of them had anticipated.

For a 2001 release, the film looks quite visually impressive. It is from an era when digital animation was starting to be phased in and traditional hand-drawn series being phased out, but the film looks very clean. The environments are in keeping with the gritty backwater setting that frequented the series, though both crowded narrow market streets and neon-lit arcades are brightly colored and highly detailed. The film utilizes some fun and unexpected camera angles at times – these are not overly frequent, but come into play enough to bump fights or chase scenes another step up from the excitement the series offered. Spike’s lanky form dodging throws and reloading clips is as fluid and well-animated as ever, and the same goes for Faye taking tight turns inside her ship the Red Tail, and Ed and Ein having fun in exploring nearby neighborhoods. While the soundtrack is just as enjoyable to listen to as ever, it opts for some grunge and alternative rock tunes over the series’ signature jazz tracks.

There are a number of familiar faces that return, including the trio of elderly men and the Native American named Tribal Bull, though all see little more than brief cameos. The story hones in primarily on Spike, Jet, Faye, Ed, and antagonist Vincent, as well as Elektra, a rough-and-tough war veteran who is investigating Vincent’s string of attacks separately. Spike’s less-than-serious demeanor plays off her no-nonsense routine in a fun way, and the two develop a sort of unusual rivalry as they both seek the same individual – one of them playing by the rules, and the other paying them little heed.

When it boils down to it, Cowboy Bebop: The Movie is a love letter to fans of the series. It may carry a slightly more serious tone than purely-for-laughs episodes like “Mushroom Samba”, but it doesn’t tread too near the notably darker territory of the original series’ finale episodes. One last adventure for the crew of the Bebop may not have been entirely necessary, and the film doesn't actually offer extra insight to the larger story or any further development of the main cast. Nonetheless, it’s an enjoyable ride.

My rating: 8 (out of 10)

Saturday, June 8, 2013

Anime review: Tengen Toppa Gurren Lagann


Gurren Lagann is effectively one giant satire on the mecha anime genre. Delightfully cheesy catchphrases like “Mine is the drill that shall pierce the heavens!” as well as the combination of two Gunmen to form the series’ titular mech harken back to the mecha boom of the 1980s. Meanwhile, the wastelands that team Dai Gurren traverse, the eventual foray into space, and the focus on character development ring closer to more modern takes on the genre.

The series is split into two story arcs, with the first being slightly longer and of a slower pacing in order to familiarize viewers with the main cast and the desolate world in which they live. This arc, known as the Beastmen War, places the spotlight on Kamina, Simon, and Yoko as they fight the human-animal hybrids known as the Beastmen and rally allies as they forge a path toward the enemy’s capital city. Simon, having spent the majority of his life digging tunnels in his home city, is excited about the opportunity to venture into the wild expanses of the surface world, but is frequently uncertain of his own potential. Kamina prefers to dive headfirst into a battle, and while he might not always have a plan in mind, he constantly provides Simon with words of encouragement. Yoko, lacking a Gunman of her own to pilot, provides support with her powerful sniper rifle and seems to be the most gathered of the three. While Yoko sometimes finds herself frustrated with Kamina’s brash nature, it is quite obvious that she has a romantic interest in him after just a few episodes.


The supporting cast is surprisingly large, especially for a series of this nature. Due to the action-heavy nature of Gurren Lagann it would be easy for the writers to use many of them purely as cannon-fodder and write them off as quickly as they are introduced, but this proves not the case. It’s true that not every character makes it to the finale, but the show does a solid job of rounding out each member of Team Dai Gurren enough to give you reason to care for them as well as tugging at your heartstrings a bit when one of them meets an early end. Granted, few of the supporting cast outside of flamboyant mechanic Leeron, hotshot pilot Kittan, and soft-spoken Rossiu do more than pilot their own Gunmen, but it’s an admirable effort to make viewers sympathize with the cast in a manner that seems neither forced nor distracts the focus of any given episode.

The animation is gorgeous throughout – perhaps even more so during the second story arc, due to the fact that the wasteland environments have been discarded in favor of a futuristic city setting filled with production model Gurren Lagann mechs as well as a journey across the Milky Way and beyond. Bright colors like the red and yellow that decorate Gurren Lagann itself pop on screen, while the dark and dusty interior of the old underground human cities create a mysterious, almost sinister atmosphere. The Gunmen perform many dynamic (and often ridiculous) actions as they combine with one another, dash up mountainsides, fly through the air, and exchange blows with their opponents. It’s hard not to find yourself cheering inside as Kamina and Simon perform one of their silly signature attacks, whether it’s a set of giant sunglasses being flung like a boomerang or the Giga Drill Break tearing an enemy to shreds.


Gurren Lagann does not spend much time explain its backstory. Rather, it opts to show the audience just what sort of a world the characters live in and how the Gunmen operate as a faction. There are a few episodes that are dialogue-heavy and spend a decent amount of time exploring how the world came to be in the position it is now, but by and large Gurren Lagann is a series that knows just what its fans want to see – borderline-ludicrous fighting robot action.

In fact, most of the ‘story exploration’ occurs during the latter episodes of the first story arc and the first half of the second story arc. This lends to the second story arc feeling a bit less action-heavy at first, but ultimately the payoff is nothing short of superb. For a show that follows so many of the conventions Gainax has set forth in their anime over the years, the finale – thankfully – avoids the ‘Gainax ending’ syndrome so many in the anime community have come to hate.


Above all else, Gurren Lagann is just plain fun to watch. While perhaps not the most mind-blowing anime to be released by Gainax, the combination of colorful characters and way over-the-top action makes for one of the most genuinely entertaining viewing experiences I’ve had with an anime in a long while. Its pacing, atmosphere, and themes are consistent throughout, so don’t expect any transitions to dark territory in the style of Neon Genesis Evangelion. Instead, strap in for some intense mecha action, good laughs, and positive vibes (and don’t feel bad if you find yourself marathoning episodes because you are unable to put it down).

My rating: 8.5 (out of 10)

Saturday, June 1, 2013

Anime update: Row, row, fight the power!


This year, I have been focused primarily on video game reviews and haven’t posted much that relates to anime… yet. Whereas last year I tried to keep a more consistent schedule by posting at least one video game review and one anime review each month, I’ve opted for a more free-form schedule in 2013. That said, there are a few anime films I viewed last month and the month before and simply have not yet written up a review for due to my busy schedule as of late. But I hope to write up the majority (if not all of these) reviews in the next few weeks, making June a month more for anime reviews than video game-related posts. The list of anime I’ve already finished is as follows:

- Cowboy Bebop: The Movie
- 5 Centimeters Per Second
- The Wolf Children Ame and Yuki

In addition, I’ve nearly finished viewing Steins;Gate, and am a little less than halfway through my viewing of Gurren Lagann. I also have Tekkon Kinkreet in my collection, and have simply neglected to pop it into my DVD player as of yet, so there is a chance that film may be reviewed early this summer as well.

As for the Toonami block, I’ve grown a little frustrated with their insistence on altering the schedule to accommodate earlier time slots for Bleach, Naruto, and One Piece, three anime which I have neither patience for nor any interest in. However, I have found Soul Eater quite entertaining, and I plan to follow it through to its finale. I’m really hoping that Toonami picks up some new shows this summer to present greater variety – at the moment, I’m really only tuning in for Soul Eater and IGPX, as I’ve already seen Thundercats, Fullmetal Alchemist: Brotherhood, and Cowboy Bebop through to completion. Inuyasha (while enjoyable enough) is on far too late for me to stay up and watch, and Eureka Seven really isn't my cup of tea.

Admittedly, I am a bit behind with Unicorn Gundam and have been meaning to catch up on everything that has been released since episode four (where I last left off). I plan to return to watching Victory Gundam before the end of the year, and I’d like to give another old anime, Space Runaway Ideon, a shot, as it is another of Tomino’s works and is apparently something of a spiritual predecessor to both Zeta Gundam and Neon Genesis Evangelion (two of my personal all-time favorite anime).

Sunday, May 5, 2013

Xbox 360 review: Bioshock Infinite


Though it shares many gameplay elements and plot themes with its predecessors, Bioshock Infinite is set in a place and time very different than Andrew Ryan's city beneath the sea. The year is 1912 and protagonist Booker Dewitt has accumulated debts so significant that his only remaining means of repaying them is apparently to travel to the floating city of Columbia and retrieve a young woman named Elizabeth. While Jack experienced Rapture after it had fallen into chaos and disrepair, Booker enters Columbia shortly before it is scheduled to go to hell in a hand basket. His initial encounters with citizens - children, police officers, carnival-goers - do not see the inclusion of gunplay, save for a few carnival games that act as quick tutorials. While technology such as mechanical horses, the skyline rail transportation system, and the large balloons that keep buildings afloat are more fantasy than factual, the game does a remarkable job at balancing the two and creating a world that, highly creative as it is, allows players to suspend their disbelief for the less than fifteen hours it will take to complete Bioshock Infinite.

The Unreal Engine has certainly showed its age over the past few years, but Infinite does a nice job of masking the majority of the engine's shortcomings or simply avoiding flaws altogether through elements of its design. While the highest settings on the PC version of the game look downright gorgeous, the console release still looks impressive and is a significant step up from the visuals of the previous two Bioshock titles. Rays of light dance across rooftops and down alleys, while the occasional storm appears as dark and foreboding as it does dangerously powerful. Columbia is brightly colored and its citizens full of life. They have a lot to say, with those loyal to Comstock being a generally racist and prejudiced lot, and those loyal to revolutionist Daisy Fitzroy's Vox Populi camp being equally passionate and violent. The exchanges shared between Booker and Elizabeth, the ideas festering in the minds of Columbia's denizens, the billboards and posters that decorate the floating cityscape - all of it goes a long way toward immersing players in this fictional world. And with such a perfect balance of steampunk-style characters and vehicles with real-world events and ideologies presented, Bioshock Infinite is nearly as much a work of science fiction and fantasy as it is a period piece on 1912 America.


The combination of vigors and guns does not feel as wildly inventive as it did when it debuted in the original Bioshock nearly six years ago. There are a few guns that are thrown in the mix that are fun to use, impractical as they may be for facing down larger groups of foes (especially on the higher difficulty settings). Meanwhile, there are more automatic and semi-automatic firearms than need be. Whereas Irrational Games and 2K hit the nail on the head with the types of guns available in Rapture, there are some in Columbia that simply aren't needed. Because they are older weapons, the kickback on automatic firearms is greater and the range of rifles somewhat limited. It's a nice touch of authenticity on Irrational Games' part, and thankfully none of the guns feel terribly clunky. Booker can also get up close and personal with enemies, smacking them silly with the end of his skyrail hook, and finishing them off in genuinely brutal and bloody ways. Still, aside from the occasional use of a crank gun that Booker can salvage from a downed Motorized Patriot, none of these weapons evoke the same guilty pleasure as dispatching Rapture's splicers with the spear gun or drill.

Vigors are a welcome variation of the familiar plasmids, as Booker is capable of utilizing each for both ranged attacks and traps - much like Bioshock 2 allowed you to add a dash of lightning or fire to a cyclone trap, but without demanding the extra trouble of layering two separate vigors on top of each other and spending double the salts (Infinite's equivalent of EVE hypos) in the process. Though vigors see more varied application than the almost exclusively straightforward-combat purposes of plasmids, some will outlive their usefulness early on - interestingly enough, most of these are ones that attempt to break conventional use. Though the game does explain why vigors exist in Columbia in brief, they are not as integral to the story as plasmids were to the downfall of Rapture, due to the lack of nasty mind-addling and physically mutating side effects.


Skylines connect the different parts of Columbia, acting as a sort of railroad in the sky for the people to transport goods from one portion of the city to the other. Though you will occasionally see box cars on the move, the primary uses of the sky rails for gameplay purposes are divided between transportation for Booker and Elizabeth and a means for Booker to gain the upper hand on his enemies, firing upon them as he zips by. This means of mobile combat works surprisingly well, as Booker can speed up and slow down, and can even lunge toward any enemies that might attempt to pursue him via the same skyline, knocking them back to ground or even to certain doom through the clouds. When Booker and Elizabeth are not in the sights of enemy guns, the skyrails present an exciting new view of Columbia, and are much like a roller coaster.

Whereas the Rapture titles incorporated Tonics as a means of bonus abilities, Bioshock Infinite allows you to seek out and equip different articles of clothing. Up to four can be worn at a time, and these include (but are not limited to) typical defense/offense bonuses, increasing the likelihood that you will receive ammo drops from defeated foes, the ability to temporarily stun foes when attacking with a certain weapon, gaining brief invulnerability after dismounting from a skyline, and replenishing health after melee kills. Infusions can also be found throughout Columbia, with some of them more or less shoved in your face and others hidden in some rather hard-to-find (or sometimes, easy-to-overlook) locations. Infusions are used to upgrade the capacities of Booker's health, shields, and salts, though when it all boils down to it, it's generally the best bet to simply boost shields and salts, since foes have to break through Booker's shields to damage his health.


Much like Rapture's audio diaries told the tale of the fall of that city, the Voxophones scattered throughout Columbia present private recordings by the likes of a young girl enchanted by Elizabeth named Constance Fields, industrialist Jeremiah Fink, Booker's old military comrade Slate, and many more. While these are nowhere near as prominent for filling in plot holes as they were in the previous two Bioshock titles, they still serve well to expand the storyline and better flesh out the major characters. For those curious about the founding of Columbia and the ongoing conflict between Comstock loyalists and the Vox Populi, there are kinetoscopes - black and white silent films that last about twenty seconds a piece - that are as much propaganda pieces for the people of Columbia as the radio announcements decrying Frank Fontaine as public enemy number one were for the people of Rapture.

While Songbird is perhaps the most iconic specialized enemy in the game, he is more a plot device than anything else. The other Big Daddy-style enemy Booker will encounter is the Handyman, a fast-moving, heavy-hitting (literally, since he punches and throws objects) man in a clockwork suit. The Handyman is not particularly smart, but Booker almost always encounters one when he is taking on a group of enemies, requiring you, the player, to divide your attention between them. The Handyman's weak spot is his heart, contained in some sort of glass chamber within the center of his chest. Any attempts to avoid the Handyman by jumping onto a nearby skyline will be a short-lived experience, as the clockwork monster can attach himself to the rails and electrify them to damage Booker.


There are turrets that fire different ammunitions found in some of Columbia's more fortified locations, but most are rather easy to destroy. The Motorized Patriot, on the other hand, is a force to be reckoned with as he is essentially a fast and highly-mobile turret. Inspired by the Hall of Presidents animatronic likenesses of George Washington and Abraham Lincoln, these automatons recite patriotic rhymes as they spray rounds from their crank guns. The Boys of Silence harken back to the more horror-driven elements of the original Bioshock titles, acting as cameras that will summon many enemies to swarm Booker if they detect him. Meanwhile, the Firemen and Crows are basically just slightly specialized characters who can utilize a single vigor and have greater health than most footsoldiers.

Social unrest in Columbia has given rise to the Vox Populi, a revolutionary group that means to raise arms against Comstock's men. Part of the game will see Booker and Elizabeth attempting to track down munitions for Daisy Fitzroy and the rest of the Vox, and over the course of this the two gain a much different perspective of the conflict - one from the slums of Columbia. While there is a decent payoff with the Vox Populi subplot, as a group they come across largely as a typical gun-toting gang upset with the current status quo. Daisy Fitzroy isn't in the game much, save for a few key exchanges with Booker, though it feels like Irrational Games had something much greater in mind. Unfortunately, what is included in the game isn't nearly as interesting as what might have been.

The choices you make at a few junctures in the game aren't really as important in the grand scheme of things as the game originally leads you to believe. Decisions like which pendant Elizabeth should choose or the potential for Booker to get stabbed in the hand offer little more than minor aesthetic changes in the appearance of these characters. Falling off the city's edge simply results in Booker respawning where he stood moments before, with no reduction in health or salts, so on the off chance that you accidentally jump too far too fast or mistakenly jump off the skyline at a point where there is no ground to catch you, it's as simple as "no harm, no foul". Much like the previous games utilized Vita-Chambers to overcome the issue of the protagonists' mortality, Infinite has Booker relive a dream sequence, opening the door to his apartment and stepping back out to the streets of Columbia each time he 'dies'. Each death has a small price attached to it, however - Booker will lose some money, only respawn with half his health, though he will have some salts and ammo at his disposal. His enemies, on the other hand, will have regained some of their own health.


While Booker does not have Elizabeth at his side for the first hour or so of his exploration of Columbia, the game is plotted as such with good reason - the idea is that you familiarize yourself with the Vigors and guns available, as well as take time to breathe in the world around Booker, before zeroing in on the girl he's come to rescue and getting the real story underway. Almost immediately following Booker's partnership with Elizabeth, the game informs you that she can handle herself, and that there is no need to keep an eye on her during firefights. Instead, Elizabeth can scrounge up salts, ammo, and health for Booker, tossing them to him in the midst of battle. The amount of what she finds is limited, however, and one should not rely on her entirely. A few hours into Bioshock Infinite, after Elizabeth has become more trusting of Booker, she will offer the idea of opening tears in reality to provide Booker with barricades for cover, sky hooks so he can gain a better vantage point for firing, and even friendly turrets. While these are all useful enough, it is a bit disappointing to see the use of these tears limited to three basic, repetitive uses, though they are what most distinctly separates Bioshock Infinite's core gameplay from that of the original two games.

Elizabeth is a genuinely interesting companion character, and is - at least for the better portion of the game - arguably a more interesting study than Booker. While we know from the start that Booker was sent to retrieve Elizabeth as a means to rid himself of his debts, that's really all we get for quite some time, but is really all we need for that period as well. Elizabeth has been stuck in her tower for her entire life, interacting only with Songbird and blissfully unaware of the fact that she has long been both the central object of the study of opening the tears in Columbia and Prophet Comstock's heir. When Booker breaks her out of her cage, Elizabeth's behavior is equal parts curious and vengeful - she has never seen or interacted with so many regular people and places a great deal of trust in Booker as he is the only individual to have ever attempted to free her from her prison, yet she fails to understand what it is Comstock wants with her and why he would simultaneously spout forth holy words and rain cannon fire down upon Booker.


Truth be told, Bioshock Infinite is not a terribly challenging game. If you've completed the other two on normal difficulty, you should find Infinite's hard mode to be comparable. However, regardless of the difficulty setting, there are some notable spikes in the challenge factor during the game's last few hours. A boss encounter or two will require plenty of ammo and salts, and the waves of footsoldiers aiming to foil Booker and Elizabeth's plans will require plenty of patience, strategy, and the ability to act quickly on your feet. It's not an unwelcome addition by any means, but the fact that the spike in difficulty is so sudden proves, at the very least, a bit frustrating. One of the inclusions Irrational Games touted prior to Infinite's release was that of a 1999 Mode, which was meant to amp up the difficulty factor even more so. In reality, the foes Booker faces in this mode aren't notably more challenging than they are on the 'hard' setting. However, since Booker loses some cash each time he dies, 1999 Mode presents the possibility of an actual 'game over' - if you run out of sufficient money for a respawn, then you are sent back to the main menu.

The final portion of Bioshock Infinite plays out in a manner not quite the same as the traditional reliance on the combination of vigors and firearms. It does, however, answer the vast majority of those important questions not laid to rest during the course of the main game. While nearly all of it makes sense, there is one bit that goes against principles laid out since the early hours of the game. As such, this particular point comes across as not only self-contradictory, but a cheap cop-out as well. Nonetheless, Irrational Games should be commended for everything else the story does right, and for creating such an adventurous new narrative. There's simply not enough new or expansive in terms of gameplay to rank this game among the greatest of this generation's consoles.

My rating: 8.25 (out of 10)

Monday, April 22, 2013

DLC review: Mass Effect 3 - From Ashes


From Ashes sees Commander Shepard and company return to Eden Prime, the colony that the Geth hit first during their campaign in the original Mass Effect. Cerberus forces have apparently uncovered more Prothean artifacts, and knowing the gravity that Shepard’s contact with the first Prothean beacon had, Liara believes this new discovery could be just as important. As Liara has devoted much of her life studying the Protheans, she volunteers to go planetside with Shepard, along with whichever third party member you select. There is a bit of dialogue shared by the third party member, but the majority of the exchanges are made between Shepard and Liara due to their history with Prothean culture and technology.

Once the trio has landed, they discover that Cerberus’ discovery was not one of a Prothean artifact, but instead one of an actual living Prothean. As the Prothean is still sealed inside his stasis pod, Liara instructs Shepard that they must locate certain frequencies from nearby terminals to ensure that the pod opens properly and does not jeopardize the Prothean’s health and safety in the process. There are only a handful of Cerberus troops stationed at the excavation site, and as a result the fight to locate said terminals is not particularly difficult, nor is it the most interesting aspect of the experience. In fact, the real meat of this DLC lies in scripted cutscenes that detail the memories of the stasis-bound Prothean. Only Shepard is able to see them via the terminals, while everyone else sees static, an apparent side effect of his/her contact with the Prothean beacon in the first game.

Once the Prothean – named Javik – is revived, Shepard informs him that he is the only living Prothean in the universe, a matter which Javik already expected would be truth. Instead of spending time in shock or grieving his fallen comrades, Javik almost immediately swears his allegiance to Commander Shepard’s cause of seeking out a means to destroying the Reapers. Javik is highly skeptical of the Commander’s odds of success, and frequently informs him of how horribly the Protheans lost to the Reapers – how the Reapers divided their people, turned some of them on one another and slowly slaughtered the rest. But he also realizes that Shepard’s actions in rallying the fleets of the Citadel species places his strategy ahead of the Protheans’ own. In battle, he controls as a typical soldier class, as his default weapons are an assault rifle and a pistol. He is capable of utilizing the unique power Dark Channel, a damaging biotic attack, as well as Slam, Pull, and Lift Grenade. He also adds unique dialogue in both main missions and side missions, further relaying information on the Reapers, Protheans, and long-extinct cultures of a previous galactic cycle.

My rating: 7 (out of 10)*

*(rating applies solely to downloadable content, not its inclusion with the content on the original game disc or other downloadable content)
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