A brutal holiday season followed by busy work stuff prevented me from having time or energy to write about anything, hopefully that has now changed.
Whatever the distractions life has presented I continue to persevere, playing a stupid amount of game,rotating through my stock, and goozexing what I no longer have need of.
In the interim I have stepped away (mostly) from the most current crop of games to reach into the past and beat those not yet defeated. The exception to this is Crysis Warhead, a dumb blonde of game. Pretty but stupid, the game takes everything that was good about Crysis and tosses it out the window, making this Crysis-lite. Emulating the successful COD 4 format of level design the game is entirely unsuccessful in replicating the intensity of that experience, leaving the player with a mish-mash of half-baked ideas. Focused on the character Psycho's misadventures on the island in the same time frame as the first game, Warhead dumbs down the A.I. and level layout, without ramping up the visuals or story to any significant level. The end result is a game that unlike it's predecessor will likely run on a mid-range system but leave the player unsatisfied. She's pretty but she ain't got much to say.
Viking:Battle for Asgard is a reasonably fun yet repetitive title, filled with gore and an unintelligible story that assumes moderate knowledge of Norse myth. A checkered past plagues your character as a cursed leader who needs to prove himself as he frees his people with the aid of dragons and some really big armies. Lather-rinse-repeat is the crux of the gameplay as you conquer areas, freeing your warriors and completing tasks that will allow you to lay siege on the enemy positions. The combos are reasonably satisfying and brutally graphic (spines make lots of appearances as you cleave bad guys in two). The most rewarding aspect of the game is the massive sieges, where hundreds upon hundreds of NPC's battle around the main character. The game engine chugs during these moments but it does not take away from the intensity of being in the middle of a massive hand-to-hand engagement. Dragons are limited air support, called in via dragon-gems and of little real use as they can only be activate once or twice during a siege. The repetetive nature of the game diminishes it greatly, however the singularly beautiful art direction and engaging combat make it tolerable.
Whatever the distractions life has presented I continue to persevere, playing a stupid amount of game,rotating through my stock, and goozexing what I no longer have need of.
In the interim I have stepped away (mostly) from the most current crop of games to reach into the past and beat those not yet defeated. The exception to this is Crysis Warhead, a dumb blonde of game. Pretty but stupid, the game takes everything that was good about Crysis and tosses it out the window, making this Crysis-lite. Emulating the successful COD 4 format of level design the game is entirely unsuccessful in replicating the intensity of that experience, leaving the player with a mish-mash of half-baked ideas. Focused on the character Psycho's misadventures on the island in the same time frame as the first game, Warhead dumbs down the A.I. and level layout, without ramping up the visuals or story to any significant level. The end result is a game that unlike it's predecessor will likely run on a mid-range system but leave the player unsatisfied. She's pretty but she ain't got much to say.
Viking:Battle for Asgard is a reasonably fun yet repetitive title, filled with gore and an unintelligible story that assumes moderate knowledge of Norse myth. A checkered past plagues your character as a cursed leader who needs to prove himself as he frees his people with the aid of dragons and some really big armies. Lather-rinse-repeat is the crux of the gameplay as you conquer areas, freeing your warriors and completing tasks that will allow you to lay siege on the enemy positions. The combos are reasonably satisfying and brutally graphic (spines make lots of appearances as you cleave bad guys in two). The most rewarding aspect of the game is the massive sieges, where hundreds upon hundreds of NPC's battle around the main character. The game engine chugs during these moments but it does not take away from the intensity of being in the middle of a massive hand-to-hand engagement. Dragons are limited air support, called in via dragon-gems and of little real use as they can only be activate once or twice during a siege. The repetetive nature of the game diminishes it greatly, however the singularly beautiful art direction and engaging combat make it tolerable.