Monday 10 December 2012

BATMAN: ARKHAM CITY -- ARMORED EDITION REVIEW




STILL GOTHAM'S GREATEST HOPE.


Sometimes reviewers can't see the forest for the trees. When I finished Batman: Arkham City, I immediately cataloged what I thought it did wrong. It tossed in too many villainsand didn't flesh them out, it clearly tried to replicate the Scarecrow stuff from the first game and didn't do it as well, and Batman still moves a bit stiffly when simply walking around. When I formed the list, I found myself disappointed with the game. But the days rolled on and I couldn't stop playing -- in fact, I only wanted to play more. The hundreds of things Batman: Arkham City nails outweighed my nitpicky problems. I realized Batman: Arkham City is a brilliant game.


If you've missed the roughly 1.4 million stories on IGN, Batman: Arkham City picks up months after the events of Asylum. Former Arkham warden Quincy Sharp now reigns as the mayor of Gotham City, and he's moved the bad guys from Blackgate Prison and the inmates from Arkham Asylum to a cordoned off area in the heart of Gotham. This is Arkham City, Dr. Hugo Strange runs it, and Batman's job is to see what the hell is going on inside. It's an interesting story that starts with one of the best openings in modern games. After two years of dreaming about where this sequel would go, Batman: Arkham City delivered and hooked me. That can be said for most of the game.
Fans of the Batman: Arkham Asylum will immediately be at home in Arkham City as developer Rocksteady took the core gameplay, refined it, and polished it. You brawl with one button, counter with another and leap when you feel like it. Batman's got a slew of new counter attacks -- including the ability to take out several attacking enemies at once -- and the ability to use nearly every gadget in battle with a hot key system. Even though the system can seem simple (that's if you ignore the combos and multipliers) the diversity in the attacks and battles keeps it interesting. I wanted to engage bad guys instead of sneaking past them. Maybe it was the promise of more experience points and the upgrades they unlocked, but it probably had more to do with wanting to see Batman dislocate another elbow.


Feeling like Batman made Arkham Asylum a must-play, and Arkham City continues that tradition. I felt like I had the upper hand when I walked into a room where the enemies outnumbered me 20 to 1 because I could drop a smoke pellet, use freeze grenades to take enemies out of the game and basically kick ass. Five gunmen with hostages didn't scare me because I knew I could disappear into the shadows to string them up from gargoyles, punch through walls to take them down and glide kick them over railings.


This feeling of empowerment carries over to bosses, which is weird at first but makes sense. No boss in Arkham City really gave me a challenge. In fact, they're all a bit easy. Mr. Freeze had me stumped for a while as once you use an attack on him you can't use it again, but then the Bat-computer just sent me a cheat sheet. (Although, disabling hints would've eliminated this moment.) That specific instance was no fun, but overall, the joy of Batman bosses is the journey to them and not the fight themselves. The Penguin will never challenge the World's Greatest Detective.


Arkham City isn't an open world like Liberty City; it's more like a hub world with a bunch of dungeons like The Legend of Zelda or a bigger version of Batman: Arkham Asylum. You can't go into every building, but as you explore, you're going to find you're kept from discovering some of the 400-some Riddler Challenges until you double back with new gadgets. As you unlock the game's dozen side missions, you have to search nooks and crannies for murder victims and political prisoners in distress.

NEWS TODAY

THE TOP 15 MOST ANTICIPATED GAMES OF 2013

It's time to get excited about the New Year. This video will give you 30 reasons why.





CRASHMO REVIEW


The folks over at Intelligent Systems have done it again. No, I’m not talking about a new Paper Mario, Fire Emblem or WarioWare title, but rather a sequel to last year’s 3DS eShop hit, Pushmo. The charming puzzle game captivated eShoppers with its delightful presentation and robust creation studio, but more importantly with its addictive, challenging and oh-so-clever gameplay. Thankfully, Crashmo has all that in spades - but don’t expect a simple expansion of the first game. While maintaining that Pushmo charm, Crashmo manages to shakeup the formula enough to provide an all-new puzzle experience, ultimately representing a glorious (and frightfully difficult) evolution of its predecessor.
In case you missed it, Pushmo had players pushing and pulling blocks of varying shapes and sizes so that the pudgy hero Mallo could climb to the very top and rescue the kiddo stuck up there. Fast forward about a year, and now Mallo’s chasing down a bunch of missing birds - but you won’t just be pushing blocks to help his cause this time around. Crashmo adds a slue of new mechanics that significantly alter the nature of the puzzles, as well as how you go about solving them. Perhaps the biggest addition is that you can now slide blocks side-to-side, rather than just pulling them in or out. While it sounds like such a small change, it actually greatly alters how you’re able to interact with (and effectively climb) each Crashmo puzzle, adding a whole new layer of depth to the entire experience.
Pirahna Plants - not just Mario's enemy, but also Mallo's.
Other additions include the new Float Blocks, which defy the law of gravity by staying in place even when there’s nothing below last game, which transport you from one area of the puzzle to another, there are now doors that move you across a horizontal space, as well as move switches that carry you in a certain direction if you step on them. These new gadgets are mixed and matched to create ample variety in the more than 100 puzzles provided. Paired with the greatly expanded ability to move the blocks around as much as you please, what you have here is an exceptionally clever puzzle game that somehow manages to feel quite distinct from its brilliant predecessor.

REWIND THEATER: ASSASSIN'S CREED III KING WASHINGTON DLC TRAILER



                                                     Assassin's Creed III -- The Tyranny of King Washington Boxart
→ 10 DEC 2012 Rich and Colin dig through the Tyranny of King George Washington trailer to uncover new details and secrets! Think you know everything about this new world order? Think again!


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