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Star Trek review: Brown alert

Posted on April 29, 2013 at 4:15 pm

Once upon a time, Star Trek was a vision of an optimistic, enlightened future where solving issues of violence was a final resort. Now, owing to J.J. Abrams’ fun-but-shallow reboot, it is a slick action film that’s light on sci-fi, but big on explosions, excitement, and witty dialogue. Do you believe you studied your average popcorn muncher desires to see Picard sipping Earl Grey and calmly negotiating with a nebula After all not. They would like to work out Kirk 2.0 shooting an alien with a phaser as planets explode within the background.

Reflecting this flashier, dumber modern Star Trek, the inevitable spin-off game – which features an original story set after the events of the 2009 film and before the forthcoming sequel, Into Darkness – is a generic, set-piece-laden cover shooter. You spend much of it, playing as either Kirk or Spock, crouching behind bits of scenery and firing lasers at monsters. On the way to feel just like the captain of your individual starship, exploring the universe, and seducing weird aliens, play Mass Effect. In spirit, it is a better Star Trek game. Here’s, superficially, Uncharted in space.

Even supposing you are not a celebrity Trek fan, you’ll know the famous scene where William Shatner fights a hilariously fake-looking reptilian alien. This was a Gorn, and they are the bad guys within the game. They have been redesigned in an try to cause them to more intimidating (and not more rubbery) but they’re still pretty lame so far as Star Trek villains go. It is a universe famed for its memorable antagonists – the merciless Borg, the fearsome Klingons, the mischievous Q – so it’s disappointing that the most effective the developers could get a hold of is a gaggle of huge lizards.

The combat is totally unremarkable. There’s barely anything to claim about it. You pin yourself against cover, look forward to the enemy to pop their head out, then shoot them. It is the worst reasonably play-it-safe, by-the-numbers third-person shooter there may be . There aren’t even any interesting sci-fi weapons to play with; just reskinned shotguns, pistols, and rifles. There is something absurd about seeing Spock running around with an area shotgun, and it doesn’t fit his character in any respect. Turning Star Trek – even the brand new Star Trek – right into a shooter just doesn’t feel right.

There are some attempts to feature variety: simple environmental puzzles (e.g. find an obviously-placed power cell to open a locked door), bonus objectives that reward you for stunning in place of killing certain enemies, and a few dull, sluggish Tomb Raider-style climbing. Worst of all, though, is the hacking. Almost everything it is advisable to interact with to finish objectives involves one among a handful of tedious hacking mini-games. Sometimes you get the choice to sneak through levels without being detected, but when there’s some thing this game doesn’t need, it’s stealth.

You furthermore mght get to command the Enterprise, but it is a staggering anti-climax. Star Trek’s famously tense space battles are nowhere to be found; instead you progress a crosshair slowly across the screen, firing weedy lasers at waves of ships. There isn’t any visual feedback or damage indication whatsoever, and also you do not feel like, or know if you’re, hitting anything. The ship doesn’t even move; it just hangs in place, like Kirk was within the bathroom and an ensign was inexplicably given control of the bridge. It is the single worst element of any game we’ve played this year.

What the sport gets right is the rapport between Kirk and Spock. Zachary Quinto and Chris Pine are fundamentally awesome actors, so that they make the ideal of the hit-and-miss script. Their light-hearted back-and-forths are entertaining, and produce some humour to the otherwise drab, repetitive levels. Everything is designed with co-op in mind, and both characters ought to interact to avoid certain obstacles, like combining their strength to pry open jammed doors.

With a chum, the sport is lots more fun – but that may be said of virtually any co-op game. Where it falls apart is when you find yourself playing solo. The AI is dizzyingly stupid, with abysmal pathfinding and an infuriating tendency to disregard you while you are incapacitated and waiting to be revived. At one point, the AI actually broke the sport. We would have liked to finish a two-man hacking mini-game to proceed, but Kirk was frozen in place, running endlessly right into a wall. Ridiculous.

Between missions you are able to explore small sections of the Enterprise. The gleaming, shiny-floored bridge looks great, complete with unnecessary lens flares, and you’ll talk over with members of the crew – all of whom have the correct voices and likenesses in their respective actors, including Simon Pegg’s atrocious Scottish accent. But pretty much as good because the faces are, they’re horribly animated, looking more like weird animatronic waxwork dummies than actual people.

Prejudiced after years of being burned by promising, but ultimately rubbish, film spin-offs, we weren’t expecting much from Star Trek. There are some decent ideas in here – like having the ability to scan our surroundings, Metroid Prime-style, with the tricorder – but they’re outweighed by flat combat, clunky controls, and uninspiring level design. Strip away the license and you’re left with an underwhelming shooter punctuated by endless hacking mini-games and woeful space combat.

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God Mode review: A sight for Thor’s eyes

Posted on April 27, 2013 at 4:15 pm

In this age of compulsory tutorials and instruction screens it’s refreshing to play something like God Mode, which dumps you straight into the action with nary an evidence in sight.

Not that it’s difficult to determine, mind. It is a £6.99 ($9.99 USD) PSN, XBLA and Steam shooter that thrives on simplicity, with only a single game mode, five maps and a smattering of weapons and customisation options on offer.

There’s a narrative in there, but it is so harmlessly irrelevant we needed to look it up again. Players take the role of 1 of 3 descendants of a bloodline banished from Mount Olympus by Hades. The trio must blast their way through one in all Hades’ five mazes to assert a rightful place a number of the gods.

Right, now forget that, as it isn’t important.

That paper-thin plot is basically just an excuse that allows you to team up with three other players and gun down a barrage of enemies who pour in from all directions. If you are still alive by the point you’ve emptied a collection variety of baddie-filled rooms, the prize is the Gold Room, an elaborate hall choked with cash pick-ups. In all, a whole ‘playthrough’ of a map takes around quarter-hour.

God Mode keeps its limited choice of arenas interesting with Test Of religion modifiers. Anytime you enter a brand new room, a random modifier is triggered and stays active until you clear the world.

At times these modifiers are straightforward enough; you are granted infinite ammo, friendly fire can be switched on otherwise you might trigger the titular ‘God Mode’ during which temporary invincibility randomly switches between the four players.

Frequently, though, the modifiers are less conventional. One delivers a random weapon every five seconds, making it difficult to get right into a flow. Another makes the enemies larger and more challenging to destroy. Another sees giant fireballs falling from the sky all through the battle. And one, brilliantly, puts comedy hats in your foes for no reason.

When you end the map you’re given XP and cash, which might be used to unlock and purchase new weapons, upgrades and appearances to your character. Sadly, the weapons are fairly conventional with just a laser gun promising any form of quirkiness, and most of the different player outfits are all generically grim and moody. The sole major incentive to maintain going is to tick off all of the challenges.

Completion may be achieved quicker with Oaths; these are seven gameplay modifiers that may be turned on or off before you enter a game. One makes your attacks less powerful, for instance, while another makes the enemies’ attacks more powerful and another grants poison damage anytime you’re hit. The more of those Oaths you switch on, the harder the sport gets, however the more XP and money you’re going to get subsequently in case you have the capacity to finish the map in a single piece.

This is less complicated said than done within the harder difficulty levels, partly because God Mode’s health system is defiantly old-school in nature. With health and armour represented by numbers (as much as a maximum of 100) and no automatic healing, you should keep picking up red and blue glowing collectibles to revive them, while also grabbing green ones when your ammo runs out (which it can).

Since it’s purely a web-only game, God Mode does leave us with a couple of concerns. While it is easy enough to locate and fasten to a game at the present, it is still seen whether interest could have waned in a month or so from now.

The Gold Room is your reward for finishing a stage In the mean time it also includes frustrating that having teammates quit out of the sport will occasionally end proceedings, although the game’s developer promises it’s engaged on a fix. Considering that the game’s co-op only, the shortcoming of any local split-screen multiplayer can also be strange.

Those concerns aside, God Mode is an enjoyable, affordable shooter for those seeking to switch their brains off and blast away hordes of bad guys, which during this age of increasingly complicated narratives can prove quite appealing.

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Monaco: What’s Yours Is Mine review: Ocean’s Eleven meets Pac-Man

Posted on April 25, 2013 at 4:15 pm

Bank heists are a type of activities best experienced in gatherings of 3 or more, like picnics or sexy time. (Er, what – Ed.)

Or as a minimum that is what we’ve always assumed. We’ve never actually pulled off a bank job ourselves (because let’s accept it: if we had, we’d be in St Lucia/jail right away, in place of writing about indie PC games), but we’d imagine half the joys will be within the pre-heist planning.

Planning a heist forces you to think laterally about your personal areas of craftsmanship. What role would you play in a (hopefully hypothetical) heist Would you be the lookout The muscle The hacker The fellow who panics and shoots the tellers dead at point blank range after which spends the remainder of the trip screaming about what they do to guys such as you in prison

If you are not sure, then the excellent news is this crackling little crime caper might help you locate out. A co-op game that’s achingly on trend with its asymmetrical multiplayer, Monaco asks as much as four players, each with differing abilities and strengths, to pool their talents together to empty the titular principality dry of anything of value.

Here’s the way it works. Monaco: What’s Yours Is Mine is more or less like what a trendy day Pac-Man game would appear as if if the royalties from the 1981 hit ‘Pac-Man Fever’ weren’t keeping the spherical dot-scoffer above the breadline.

A top down maze game, the purpose is to damage right into a choice of well-guarded buildings, gobble up a hard and fast variety of treasures and make good your escape. In case you expend all of your lives or blow up the escape vehicle (quite difficult to do, in fairness), it’s game over.

While this can sound a straightforward enough task, there are many complications standing on your way, not least of which being which you basically begin each mission blind.

The playing area is gifted within the variety of a criminal blueprint, with room layouts only revealing themselves for those who venture into them for the 1st time.

Even more brain-achingly, you would only see objects (and those) for your direct line of sight, meaning which you could never be certain if there is a guard lurking round the next corner. (Or a member of the general public, that’s arguably even worse – they tend to fly right into a tizzy and alert everyone within the immediate area).

Despite the uncertainty of getting to fumble your way during the building, it is a fair game and it is often your fault in the event you get busted. When you find yourself spotted by an NPC there is a brief window of opportunity to backtrack before they offer chase.

Similarly, if there’s someone clomping around at the other side of a door frame you will see a visible depiction in their footprints, so you’ll know if they’re walking far from your position or whether it is time to split. There is no need for guesswork in case you proceed with due diligence.

Fortune favours the timid, then, and this offers Monaco a uniquely variable pace. Firstly of the round, it’s methodical by necessity; in the event you bomb across the level like a greased-up Pac-Man you’ll trip every last alarm in Monaco. Tiptop softly during the stage instead and you will find the operation goes a great deal smoother.

Nonetheless, if (and indeed, when) you alert a guard, the pace shifts from methodical to madcap right away as you sprint round the map, trying to shake them off either by breaking their line of sight or by jumping right into a handily-placed bush or vent.

But the possibilities are that before that occurs you’ll stumble upon yet more guards, until eventually you’re leading a law enforcement conga line. Special pick-ups reminiscent of guns and smoke bombs might be useful escape even the stickiest situation, but clearly prevention is best than cure.

And that, as we’ll explore at the second page of this review, is when it becomes important to name inside the specialists.

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Dead Island: Riptide review: Zombie thriller swamped by familiar flaws

Posted on April 23, 2013 at 4:15 pm

Zombies, eh Not less than their hearts are within the right place. So are their arms, for that matter. And their torso, legs and not less than one among their eyeballs.

But despite having all of the basic ingredients they have to become a productive member of society, zombies can never quite hold it together and grow to be a slavering, flaky, inconsistent mess. So (drumroll) a bit like Dead Island: Riptide, then.

On paper, the Dead Island blueprint is as sizzling because the tropical archipelago wherein it’s set. It’s an open-world survival horror thriller where you craft your personal weapons from junk after which crack them around the head of a perpetual supply of shuffling undead types. What’s to not like about that Unfortunately, those already acquainted with the series will know that the answer’s plenty.

One of the foremost divisive games of its generation, the unique Dead Island’s incredible creative vision was badly stymied by clumsy mechanics and shoddy execution. This was reflected in its scattershot reception from both critics and the general public alike.

For us personally, we found the combat – the beef and potatoes of the sport – to be too one-note and repetitive to warrant the time investment Dead Island required of you before it unlocked the great things. But briefly bursts – and, especially in co-op – there has been a limited amount of fun available. We are not fans but your mileage, because the saying goes, may vary.

More continuation than sequel, Dead Island: Riptide introduces a brand new island and a brand new character but otherwise makes only minor balancing adjustments, and so it won’t do much to alter your opinion at the series if you’ve already played the unique. That said, the tweaks do much to make Riptide a stronger and not more frustrating game, and on balance we’d need to say we much prefer the classy of the recent island, too.

The idea of the unique game’s cast somehow washing up on another zombie-infested tropical island is patently ridiculous, but that’s precisely what happens, so the plot doesn’t spend an excessive amount of time dwelling in this fact.

As the tale goes, after living throughout the events of the primary game, the survivors (you possibly can import your Dead Island 1 save) are whisked off by copter to an awaiting army ship, where they’re immediately greeted with the sight of handcuffs. Despite their protestations, they’re soon overpowered and drugged and are sent packing to the on-board laboratory for tests.

When they awaken of their cell, they find they’ve made a brand new chum – a former navy soldier imaginatively named John Morgan. Despite some initial hostility they discover that they’ve greater than only a dodgy accent and a really hammy script in common.

Just like the original survivors, John can be resistant to the virus that’s wrecking havoc across the pacific, and so is eligible to sign up for the solid as Riptide’s sole new playable character. A brawler with a killer uppercut and a devastating big boot, John is an efficient choice for players who love to get stuck in, but he’s nothing special, either to watch, take heed to or play as.

Anyway, to chop an extended, and terrible tutorial level short, the ship crashes into yet another island that’s teeming with undead assholes, and our gang ought to hop off and kick their heads in over again, preferably before the usa army nukes where off the face of the Earth, because in keeping with a military general who’s also washed up on shore, that’s totally going to happen. A shame too, as the wild, lagoon-streaked island of Palanai is incredibly the tropical paradise – for those who can look past the smell of rotting flesh, it’s.

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Thomas Was Alone review: Patchy puzzle platforming

Posted on April 21, 2013 at 4:15 pm

The underpinning simplicity of Thomas Was Alone is, for that crucial first half hour, a bit grating. But through the years it expands in complexity and morphs right into a puzzle game that’s pleasant and satisfying, though lacking in eureka moments. By the overall few levels (about three hours in), its challenge plateaus and there’s not quite enough thinking occurring.

It begins as a platformer. The titular hero Thomas (represented by a rather rubbery pink rectangle) must walk, and at last jump, until he reaches a door and proceeds to the following level.

For this opening thirty minutes it feels an excessive amount of like schooltime than recess. Players are taught and re-taught the basics of interactivity similar to walking to the suitable, jumping gaps, descending during the air and diverse mixtures of those elemental manoeuvres.

Designer Mike Bithell might want his game to be as accessible as possible, however the majority of his audience were triple-jumping since 1997.

Speaking of Mario, there’s one element in all of the best platform games that Thomas Was Alone doesn’t carry – depth. Mushroom Kingdom, Green Hill Zone, Kongo Jungle (et al) are blanketed with secrets, diversions and hints for the inquisitive, but Thomas Was Alone prefers to restrict the player in one caged room with just one path to exit. That’s absolutely fine, it clearly doesn’t desire to be Mario, Sonic or Donkey Kong, but these tutorial lessons are too pedestrian for Bithell’s market.

” Imagine an adventure starring the Tetris blocks and you’re pretty warm”

However, keep on and its regimented actions start to repay once the sport ascends in complexity. Thomas is soon joined by other squares and rectangles that carry different attributes. Chris is an orange splodge with short-man syndrome and no real physical talent, while John is a towering skyscraper who can jump like Spider-Man. Claire is a stout square who can swim, while Sarah is an enfeebled jumper who compensates together with her trampoline-like body.

Together this motley crew combine to triumph over challenges that may be impossible for any single character. Meanwhile, the player must remedy the shortcomings of a few squares with the skills of others (this often involves setting characters up as stepping-stones).

Soon enough, this relatively flawed platformer evolves right into a satisfying puzzle game. Imagine an adventure starring the Tetris blocks and you’re pretty warm.

What brings all of it to life is a pretty good script by Bithell and flawless narration by Danny Wallace. The apparent and expressionless shapes, set unlike the vibrant and vivid storytelling, is what makes Thomas Was Alone this type of charming game even during those dreary tutorial levels.

Unfortunately the vast majority of conundrums could be solved at the fly – there isn’t much need for stopping and thinking. Towards the tip there are a few bamboozle moments, and a few excellent gravity-twisting assault courses – but not enough.

There’s also something to claim about Bithell’s choice for minimalist graphics. While simplicity lends itself well to puzzle games (especially ones about spatial distribution), there’s simply not enough to take a look at here while these rectangles slowly haul themselves up another higgledy-piggledy stairway.

While Thomas Was Alone often nods at Valve’s 2007 puzzle-platformer Portal, it doesn’t quite recapture that level-by-level emotional journey from overwhelmed stoner to propulsion mastermind.

It is nevertheless an enthralling and unique addition for your PS3, PS Vita or Steam library – a night-long jaunt that costs in regards to the same as a Burger King meal. It’s cost-efficient, but is it worth a while Type of.

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