Sunday, 9 December 2012

3DS Games:Top Rated(above 7.5)


Zero Escape: Virtue's Last Reward Review


Zero Escape: Virtue's Last Reward is a memorable and enthralling sci-fi/horror adventure that will have you glued to the small screen.

The Good

  • Riveting sci-fi/horror story   
  • Memorable characters with excellent dialogue and voice-over   
  • Clever brainteasing puzzles   
  • Much improved interface over its predecessor.

The Bad

  • No voice acting during escape sequences   
  • Some puzzles are considerably more tedious than others   
  • Obtaining the extra archive files can be a pain.
Adventure games are making something of a resurgence lately, thanks in part to the new input methods appearing on consoles and handhelds. Interest in adventure games has also been driven by a number of somewhat less traditional entries in the genre, such as the heavily text-and-image-driven visual-novel-style adventure games from Japan. In 2010, Aksys Games released Nine Hours, Nine Persons, Nine Doors for the DS, a horror-themed adventure game mixing visual-novel-type storytelling scenes and character interaction with puzzle-laden rooms that you needed to escape. The warm reception of that game has now yielded a sequel in Zero Escape: Virtue's Last Reward--and it's just as enthralling as its predecessor.
Virtue's Last Reward begins with the protagonist, a college student named Sigma, waking up in an elevator next to a strange woman who seems to know more about him than she's letting on. A strange rabbit creature appears on a monitor near them, telling them that they must figure out how to escape the car before it falls. Once they do, they find themselves in an abandoned warehouse with seven other abducted individuals. The creature appears again, telling them that they must all play the Ambidex game to escape their industrial prison. The Ambidex game involves puzzles, traps, and important decisions to either trust or betray your fellow players.
The penalty for losing or failing to comply is death, or possibly an even worse fate. The game is divided into two distinct sections. As Sigma, you team up with groups of your fellow captives and explore various rooms in this mysterious facility. These rooms are the escape portion of the game: you investigate a room for items, clues, and puzzles to solve, piecing things together until you are finally able to unlock a safe containing an item to allow you to exit.
The story- and dialogue-heavy portions of the game are the novel portions, which appear in between the escape sections and elaborate on the various mysteries the game presents. The game's use of the term "novel" to refer to these sections is apt: there's a massive amount of text in Virtue's Last Reward, but because the writing is superb and the voice-over work for the supporting cast (available in both English and Japanese) is excellent, the hours upon hours of dialogue you page through are a pleasure to experience.
The quality of storytelling is a key factor in an adventure game, and Virtue's Last Reward passes that test with flying colors. The game's plot immediately grabs you and rarely lets go, expertly going from a creepy horror premise to an interpersonal character drama to mind-blowing sci-fi concepts. The promise of unraveling the many mysteries--Why are we here? Who are these other people? What purpose do the Ambidex game and the room puzzles serve? What is this facility?--keeps you engaged, and the many new mysteries that appear throughout give you even more reasons to keep playing for hours on end as solutions dangle tantalizingly in front of you, just beyond the reach of the next puzzle.

Liberation Maiden Review


Liberation Maiden is a striking action-packed shoot-'em-up that's up there with the best in the genre.

The Good

  • Precise controls make it easy to lay waste to multiple enemies   
  • Game mechanics that encourage you to think, as well as shoot   
  • Sharp, colourful visuals   
  • Fun and challenging boss battles.

The Bad

  • Over all too quickly.
In New Japan, being president isn't all diplomatic lunches, trade meetings, and the odd cigar-based mishap; for Shoko, it's a far greater challenge. The fate of the world rests on her shoulders and those of her sleek, hyper-fast, fully loaded mech. And together, they're out to save the planet, one action-packed shootout at a time. But knowing that certainly isn't a requisite for getting the most out of Liberation Maiden, even if it's told via some striking anime. Nor does it matter that her enemies--hulking Conduit Spikes that dwarf her tiny mech--are tearing the planet apart from the inside out. No, what really matters is the action. And, boy, does Liberation Maiden have some of the best and most exciting action on the 3DS.
This is classic bullet-hell shooting, done with an attention to detail and finesse that make it a joy to play from start to finish. And it's done without totally relying on classic shoot-'em-up tropes either. For starters, you're not on rails; the third-person viewpoint and tight controls allow you to explore each of the game's levels with ease. The circle pad controls your movement, holding down the left trigger allows you to strafe, and poking the touch screen with the stylus targets enemies and unleashes attacks.
It's a simple setup that works brilliantly throughout each of the game's five stages--particularly as those stages are so well designed to begin with. Small islands covered with skyscrapers and concrete buildings float in a large expanse of blue water, encouraging you to fly between them and explore. There's not much to see, however, except for a lot of things to blow up. Each island is filled with all manner of enemies. Some fire easily dodged lasers at you. Others fire streams of pink energy blobs that require deft reflexes to escape. And there are those--like submarines and warships--that fire homing missiles at you, filling the screen with dozens of tiny rockets all intent on blowing you to smithereens.
It's in those moments, when everything turns into absolute chaos, that Liberation Maiden comes into its own. Your mech is armed with a regenerating energy beam and shield, and the two are intrinsically linked. Each of your shots depletes one bar from your shield, and if you get hit, you lose a shot. It's this mechanic that forces you to think about each and every action as you fight. You can target enemies easily by swiping around the touch screen and unleashing gloriously colourful laser attacks, but do so too much, and you leave yourself open to attack. This system results in some frantic and wholly compelling action as you dodge and fire and studiously analyse all of your movements.
And there are other things to consider too. High-score chasers will want to link together as many shots as possible for chain combos that increase the score multiplier. These combos also add more shots and shield bars to your arsenal, which gives you more opportunities to strike and defend. If you want to generate the biggest bang possible, holding down the stylus on the touch screen charges up your weapon, allowing you to unleash huge energy bolts that tear through the opposition in one shot, albeit at the cost of your shields.
There's a structure to the destruction, though, with missions being relayed to you via radio commands from headquarters. Most of the time you're asked to chase down Conduit Spikes. Lesser Spikes are found on certain islands in each level and are usually surrounded by masses of heavily armed enemies. They're not easy to beat, thanks to multiple weak points that all need to be destroyed, but the challenge is a welcome one. Strafing around them, avoiding enemy fire, launching shots of your own, and figuring out what to target first--the surrounding enemies or the Spike--is wonderfully compelling, and a testament to how tightly integrated the controls and level design are.
There are smaller side missions to take on too, such as having to blow up a set of bridges within 30 seconds or hunt around for a secret enemy weapon. But the biggest challenge comes from the Greater Spikes, the boss battles of the game. There the viewpoint changes, and your movements are limited to strafing around the Spike and dodging up and down. Each boss has a different attack to avoid: one throws rocks and other debris your way, another fires lasers, and the meanest of the lot throws up shields, unleashes a giant robot, and burns through the environment with huge energy beams that tear through your tiny mech with ease.
The bosses are certainly a challenge, and you might not make it past them on the first go, particularly if you're too gung ho and don't analyse their attack patterns. But they are a lot of fun, and a satisfying conclusion to each level. It's a shame, then, that there are only five levels to play through, and you can easily whizz through them in one very enjoyable sitting. Of course, you can go back and reply each stage for high-score bragging rights via the Stage Attack mode, but without online leaderboards, the victory is a hollow one.
Still, Liberation Maiden isn't a full-priced release either, and its thoroughly entertaining content makes its Nintendo eShop download price a bargain--this is easily one of the best downloadable games for the 3DS. While it's certainly a tad short, in every other respect Liberation Maiden feels like a premium game thanks to its sharp, colourful visuals and its supremely compelling gameplay.

Professor Layton and the Miracle Mask Review


In Professor Layton and the Miracle Mask, thoughtful puzzle design shows that the series is still at the top of its game.

The Good

  • 3D environment investigation is fantastic, even with the 3D turned off   
  • Plenty of new puzzles   
  • Sharp, imaginative visuals   
  • Logical and rewarding mysteries to solve.

The Bad

  • Some puzzles will be too familiar to series veterans.
Despite the killer robots, masked megalomaniacs, and evil scientists in Professor Layton's universe, there's something endearing about a place in which all problems can be solved with a puzzle. If solving a riddle could defuse any situation, the world might very well be a better place. This kind of whimsical concept, coupled with a charming plot, is one of the largest appeals of the Layton games. And thankfully, that charm remains intact in Professor Layton & The Miracle Mask. The series' shift to 3DS has allowed developer Level-5 to revitalise the top hat-wearing hero, casting him in a bewitching new outing that makes fantastic use of the 3DS hardware with clever, rewarding puzzles and imaginative visuals. Miracle Mask is Layton at his intellectual best, and this thrilling adventure proves that he still has what it takes to crack the toughest of cases.
The plot of Miracle Mask follows on from last year's Spectre's Call (known as Last Specter in the US), with Layton, Luke, and Emmy being summoned to the mysterious tourist town of Monte d'Or, a Las Vegas-like city in the middle of a vast, arid desert in England. Clearly, Level-5 are happy to use some creative license in regards to UK geography, but that's part of the charm. The neon glowing signs and bustling main streets of Monte d'Or stand in stark contrast to Layton's academia and Luke's 19th century Cockney chimney sweep demeanor.
If it seems unusual to wax lyrical about the locations in a Layton game, all becomes clear once you see Monte d'Or rendered in glorious 3D. Gone are the (admittedly gorgeous) 2D backdrops, replaced by bustling three-dimensional areas that are rendered in a way that shows off the 3DS's more subtle capabilities. Areas appear on the top screen while you slide your pointer around using the touch screen, allowing you to peer left and right, up and down in 3D. The magnifying glass cursor pops into and out of the screen, disappearing off into the distance as you examine a building at the end of the street, then jumping to the foreground as you scroll over a character standing by you. At first, the new control method feels inaccurate since you're dragging and not tapping, but very soon it becomes second nature, and the tiny loss in accuracy is a fair trade-off given how great the system is.
This neat system even creates an illusion of depth with the 3D turned off by tilting the image and adjusting the cursor size. You can zoom in on points in the environment, often in order to peer around or behind objects. There's a real feeling of the world coming to life, and the use of 3D space is some of the most impressive to date on the handheld.
Additionally, the characters are now three dimensional models. This change allows for more cinematic moments, with in-engine cutscenes cropping up that enable the characters to interact with each other a little more dynamically than the traditional Layton method of putting conversing characters on either side of the screen, although there's still plenty of that too. Thankfully though, Level-5 hasn't done away with the gorgeous 2D animated cinematics either, and the fabulous Layton art style looks better than ever in subtle 3D.

Disney Epic Mickey: The Power of Illusion Review



Disney Epic Mickey: Power of Illusion is a great platformer with inventive level design and a colourful cast of classic Disney characters.

The Good

  • Tight platforming feel   
  • Great, challenging level design   
  • Colourful visuals that are full of charm   
  • Lots of classic Disney characters to meet   
  • RPG elements provide lots of extra content.

The Bad

  • Later levels might be too challenging for some.
Don't let the cutesy good looks and eclectic collection of Disney characters fool you: Disney Epic Mickey: Power of Illusion is a ruthless platformer. Like the classic Castle of Illusion and World of Illusion games it's inspired by, there's little in the way of hand-holding as you're pushed through its smart, well-designed levels and asked to save the world with little more than a stomp and a paintbrush. And while the tight platforming is a wonderful thing, it's Power of Illusion's role-playing elements, such as side quests, shops, and a leveling system (albeit, a basic one), that make it such a rich experience.
It helps that there's a story tying the whole thing together, which draws from both the older games and Mickey's latest outings in the Epic Mickey series. Oswald once again summons Mickey to the Wasteland--a sort of limbo for forgotten cartoon characters--except this time he needs Mickey's help. The evil witch Mizrabel's Castle of Illusion has suddenly appeared, and cartoon characters across the Wasteland are disappearing fast. It's up to you to enter the castle, search its rooms, find the missing toons, and take down Mizrabel once and for all.
To do so, you have a number of special abilities at your disposal. You can spin to take down enemies, fire blobs of paint and thinner at them, or bounce off their heads. It's the latter that makes the platforming so satisfying, thanks to tight controls and a neat mechanic that rewards you for riskier attacks. If you leave your bounce attack to the very last second--just before you come into contact with an enemy--you gain a super-bounce, which leads to more item drops and sends you skyrocketing to access secret or difficult-to-reach areas.
Each room in the castle is based on a classic Disney franchise such asPeter PanThe Lion KingThe Little Mermaid, and Aladdin. There's a great attention to detail at play that makes levels not only a joy to look at, but a joy to play. The vast ships of the Peter Pan levels give you plenty of room to jump around, while cannons and barrel-rolling henchmen provide obstacles for you to duck and weave your way through.
The Little Mermaid levels are more constrained, with tight, jellyfish-filled tunnels and rows of spikes requiring precise movements to make it through safely. While Mickey has unlimited lives and can take multiple hits before his health bar is depleted, getting killed during a level sends you straight back to the beginning. That can be frustrating, particularly during some of the extremely challenging levels in the latter half of the game, but the sweetness of the platforming inspires you to give it just one more go.
Aside from traditional platforming obstacles such as spikes, fireballs, and moving platforms, Power of Illusion also makes use of the touch screen in some inventive ways. It shows an outline of the platforms on the level, as well as objects you can interact with. Some, like cannons that fire you into the air, can be drawn in by following a specific outline, giving you access to new areas. Or you can remove obstacles like blocks by using thinner. The puzzles aren't overly taxing, but the fact that you have to stop what you're doing and peer down at the touch screen to solve them means they sometimes interfere with the smooth of flow of the platforming. There are bonuses for solving them, though, with a neat reward system giving you bonus paint, thinner, and a temporary speed boost for accurate drawing or erasing.

Rhythm Thief & the Emperor's Treasure Review


Rhythm Thief & The Emperor's Treasure is an enchanting rhythm adventure that really brings the funk.

The Good

  • Wonderful, uplifting musical numbers   
  • Some excellent rhythm action minigames  
  • Controls are responsive and easy to pick up   
  • Enjoyably silly plot   
  • A genuine feel-good game.

The Bad

  • Too much running around   
  • Inconsistent scoring in minigames.
UK REVIEW--It has long been a theory that anything can be improved with choreographed dance routines. The people at Sega are champions of this cause. Space Channel 5Michael Jackson's Moonwalker, and evenBayonetta manage to get in on the action. Rhythm Thief & The Emperor's Treasure, Sega’s latest foray into the world of funk, is an immensely fun musical adventure around the streets of Paris, mixing various rhythm-action minigames with some light point-and-click adventuring.
The game opens in true flamboyant Broadway style as hero Phantom R greets you with a dance-off. After a brief introduction, you're instantly tapping, swiping, and circling the touch screen in time to a troupe of dancers on the upper screen. Single-screen instructions appear before this (and every) minigame, removing any barrier to getting started. It's hard not to fall in love with a game that begins with you strutting your stuff atop the Arc de Triomphe.
Then the story gets going. Phantom R, real name Raphael, is Paris' most wanted thief. With cops hot on his trail, he breaks into art galleries and museums, stealing their priceless treasures and generally making a fool of Paris' most highly strung detective. He warns the law first, of course. Phantom R is all all about spectacle. After all, you can't have a dance-off without an audience. It soon becomes clear that there's a little more to Phantom R's behavior than just plain villainy, however. Aided by his dog Fondue and mysterious violinist Marie, Phantom R sets about uncovering a citywide conspiracy and foiling the plan of the recently resurrected Napoleon Bonaparte.
It's all very silly and over the top, and this gels perfectly with the style of the numerous minigames on offer. You won't just be swiping in dance-offs. There's plenty of variety, from rhythmically sneaking behind statues and tapping the corresponding colored button to the beat, to cooking broccoli and steak in time to music. There are platforming segments, as if Cameo met Canabalt, where you tap the face buttons to spring from highlighted spots. There are minigames that use the 3DS's gyro controls (and the game has the sense to disable the 3D effects during these), a few games, which would be a shame to detail in advance, are even based on existing Sega IPs. Then there's the wonderful series of violin minigames--laid out like Guitar Hero--that see you swiping the stylus back and forth in time with Marie's bowing.
Most of the minigame types are repeated, but the rhythms and forms they take are different to the point that the reuse of gametypes is never unwelcome. The music is wonderful; it's a mixture of original pieces and new arrangements of classical tunes. Action plays out on the top screen, and you have audio cues, the characters' own actions, and an optional button guide to aid your timing. None of the games are challenging enough to become frustrating, although you can purchase power-ups before each minigame that either speed your performance meter's increase or slow its decrease. If you're finding things too easy, there's also an optional feature that requires you to perfect the minigame before you can proceed.



Wii games:Top and Best rated(above 7.5)


Batman: Arkham City - Armored Edition Review


The Wii U-specific additions put a few chinks in the Caped Crusader's costume, but Batman: Arkham City - Armored Edition is still a great action adventure game.



The Good

  • Atmospheric, fascinating world rich with details and secrets   
  • Satisfying, varied, hard-hitting combat   
  • Grappling and soaring around the city is thrilling   
  • Great assortment of involving side quests   
  • Includes all the downloadable content from earlier releases.

The Bad

  • BAT combat mode makes fights less exciting.
In last year's Batman: Arkham City, the Caped Crusader faced one of the greatest adventures yet in his legendary career. Now, that game has made its way onto the Wii U as Batman: Arkham City - Armored Edition. The new touches added here don't contribute much to the experience, and occasionally risk interfering with it, so there's no reason to buy this version if you have access to others. However, the Wii U version is still an excellent game, one that's absolutely worth playing if you haven't yet stepped into the batsuit and explored the open-air superprison of Arkham City.
Faced with a criminal housing crisis in the wake of the events of Batman: Arkham Asylum, the city of Gotham has fallen on dark times. Certain unscrupulous characters took advantage of the crisis by acquiring the run-down neighborhood of North Gotham, walling it off from the rest of the city, and tossing criminals in there to fend for themselves. It's an inhumane and immoral operation; food and warmth are scarce, and some inmates are people whose only crime was voicing a negative opinion of Arkham City and those who run it.
But their misfortune is your gain. The area of several city blocks that makes up the superprison isn't especially vast as open worlds go, but what it lacks in scale, it more than makes up for in atmospheric detail. Arkham City is home to an old courthouse, a former police headquarters, a musty museum, a disused subway terminal, and other fascinating places. These structures, with their faded portraits, old billboards, and plentiful other features, convey a sense of history, and the art direction that makes this vision of Gotham so fantastic is in full effect on the Wii U.
Batman has no choice but to explore the alleyways and underground tunnels of North Gotham. Within the prison's walls, Joker is dying, and the villain's schemes force the Dark Knight to help him find a cure. That quest brings Batman into contact with the Penguin, Mr. Freeze, and numerous other members of Batman's rogues' gallery. Each character is represented terrifically, with plenty of nods to their histories as established in the comics, and part of the fun of progressing through the story lies in seeing what character might make an appearance next. The excellent Kevin Conroy and Mark Hamill reprise their roles as Batman and the Joker, heading up an ensemble of voice actors who never miss a beat.
Naturally, Batman's errand brings him into constant conflict with the many thugs and lowlifes lurking in the shadows of Arkham City. The game's combat is outstanding; there's a rhythm to chaining together your strikes and counters, and successfully keeping a chain going for a while is immensely satisfying. Your attacks are accompanied by terrific animations that look simultaneously graceful and brutal, and the increasingly varied configurations of enemies you encounter as the game progresses require you to frequently alter your tactics.
Of course, thugs with shields, blades, and body armor are one thing; enemies with guns are something else entirely. Batman is tough, but far from invulnerable, and when faced with such firepower, it's time for him to rely on stealth. Batman has an assortment of sneaky techniques at his disposal, all of which are great fun to use. Crawl up to an enemy from behind, and you can take him down silently. By hanging from a gargoyle, you can ensnare an unsuspecting enemy below with an inverted takedown. The excellent sound design adds tension to these stealthy standoffs, with bad guys becoming increasingly frightened as you pick off their buddies one by one.
One addition to the Wii U version of Arkham City does take some of the bite out of combat, though. Batman's suit now comes equipped with what's called Battle Armored Tech mode, or B.A.T. As you fight enemies, your suit stores up kinetic energy, and once you have a full charge, you can trigger B.A.T., which makes your blows do twice as much damage and activates a visual filter that highlights enemy positions. Part of what made the combat in Arkham City so involving was that every strike mattered and that Batman was fragile enough that missing a counter could be a costly mistake. Being able to do more damage at set times means you can worry about precision a little less, and this eliminates the exciting balance that combat previously maintained. Of course, you're free to just ignore B.A.T. and not use it, but you can't turn it off entirely.
Another silly addition to Armored Edition is sonar, which lets you see indications of nearby enemy positions, as well as the locations of nearby collectible Riddler trophies, on the GamePad screen. Batman's detective vision, which lets you see through walls and easily spot any enemies in the area, is much more useful than glancing between the GamePad and the television to plan your next move, and manually spotting and tagging those Riddler trophies you don't know how to snag just yet is far more involving than letting the sonar do it for you.
Other implementations of the Wii U's GamePad to perform certain functions are more sensible, but don't appreciably improve the experience. When Batman investigates a crime scene, for instance, you can now move the GamePad around to search for clues; it's a nice option, but hardly a meaningful addition. Similarly, you can tap the GamePad to detonate explosive gel if you prefer that to the button command. Armored Edition's best use of the GamePad is not in the gameplay at all, but in the sound design. Now, radio transmissions, and all the enemy chatter that Batman intercepts, come through the GamePad's speaker, giving them a distinct, crackly sound.

New Super Mario Bros. U Review



The Good

  • Excellent level design   
  • Smart difficulty curve   
  • Classic Mario elements make their triumphant return   
  • Additional content is plentiful and challenging.
New Super Mario Bros. U is an amazing jump start for Mario's 2D platforming career. It incorporates the best elements from the classics and mixes them into the New Super Mario Bros. formula, revamping the subseries' reputation for bland level design and menial difficulty.

As a whole, Story mode is a blend of joyful speed-run-friendly courses and precision-based platforming puzzles. It's the same balance of freedom and challenge that defined legendary entries like Super Mario World and Super Mario Bros. 3, and it's the backbone of New Super Mario Bros. U's success. Also here are branching paths, a sprawling world map, and the overall sense of wonder that comes from exploring every last corner of the modern Mushroom Kingdom for secrets and alternate exits.
The first half of the game is a relative playground; troublesome enemies are at a minimum, power-ups are plentiful, and the environments are generally forgiving. Even at their easiest, the earlier stages are still enjoyable because their compositions lend themselves to acrobatic displays of triple-jumps and power-up-fueled maneuvers.
Sprinting through the first few worlds is carefree and instills confidence. Eventually, however, such hubris must give way to patience and awareness lest you squander all your remaining lives. The game's rise in difficulty is easy to miss, seamlessly transitioning from a light romp to a challenging test of perseverance.
Should you continue to fail multiple times in a given stage, the Super Guide box appears granting you a demonstration of Luigi completing the level, or allowing you to bypass the stage completely, though you may choose to forge ahead on your own. When failure persists despite your best efforts, the addition of a second player on the GamePad becomes a very attractive option. By using the touch screen, a second player can place up to four platforms at a time within a level, and can also stun enemies and interact with elements in the environment.
Where New Super Mario Bros. Wii's co-op was often frustrating and useful only on occasion, the touch screen method employed here affords an experience that rewards teamwork. There are still ways that the "ghost" player on the tablet controller can interrupt Mario's flow and ruin the experience, and this opens up delightful opportunities for the tablet holder to make a little mischief. Deviously obstructing a player's progress can be as amusing as virtuously helping them to victory, and every player should be sure to take a turn with the tablet. Up to five people may participate at a time when four Wii Remotes are used, and roles can be switched from the world map without having to exit to the main menu.

Mass Effect 3: Special Edition Review




The Good

  • Wonderful story elevated by numerous heartbreaking developments   
  • The choices you make have a noticeable impact   
  • Diverse levels and aggressive enemies make for exciting battles   
  • Great art design underscores the game's dark, ominous tone  
  • Using the tablet to perform special actions keeps you immersed in battle.

The Bad

  • Some glitches and AI foibles   
  • Reaper invasions keep galactic travel from being much fun.
The horrid creature standing before you might be a disgusting monstrosity, but you once spared this beast's entire species from annihilation. Do you do so once more, and risk losing a valued squad members and a crucial alliance? Or do you allow an even greater threat to destroy it--effectively committing genocide--so you might make a speedy exit, even though this creature's assistance could turn the tide of a vital galactic battle? In Mass Effect 3, such choices loom large, and not simply because there are many of factors to consider. Your actions often guide the course of events to come, sometimes in ways that see the loss of those nearest and dearest to your heart.
How deeply you grieve those losses depends on whether or not you have played Mass Effect and its sequel, and how close you've grown to the inhabitants of their irresistible universe. This is the first time this role-playing/shooter hybrid series has appeared on a Nintendo console, and it's possible you haven't played a Mass Effect game before. If so, you're at a disadvantage: without a connection to the wonderful characters that have already crossed the playable hero's path, you may place less weight on their ultimate fates. Yet even without that previous connection, it's hard not to be drawn to your comrades in arms. Every character leaps off the screen, thanks to top-notch voice acting and great facial animations that effectively communicate the sting of sorrow and the rush of victory.
Nevertheless, leaping blindly into the final installment of a beloved trilogy requires a degree of faith, and the game at least allows newcomers to catch up on the spacefaring series' plot developments via an interactive comic that has you making a number of decisions that determine the state of the universe prior to beginning the game proper. The attractive comic covers key plot points, and benefits from an outstanding narration. And while it's no substitute for dozens of hours' worth of dramatic storytelling and exciting gameplay, the comic gets the job done as well as could be expected.
Whether or not you're new to the series, it's hard not to be taken in by Mass Effect 3's narrative. You play as the customizable Commander Shepard, galactic hero and star of the first two games. Galactic tensions are high: a sentient race of starships known as reapers are eager to harvest organic species and turn their vibrant planetary homes into lifeless husks. After a short exposition, an opening combat scenario cleverly combines the "big" of a reaper attack on Earth with the "small" of a single death. While there is plenty of action, the game continually subverts expectation. Every so often, the shooting heats up, only to lead to a climax that comes not in the form of an explosion or a boss fight, but in a simple quiet conversation, or a few limping steps.
The reapers aren't your only adversary in Mass Effect 3: the pro-human organization known as Cerberus, led by the Illusive Man, complicates the conflict. Your ultimate goal is to rid the galaxy of the reaper threat with the use of a superweapon, yet the Illusive Man has different ideas and goes to some disturbing lengths to implement them. Discovering his goals and means is one of Mass Effect 3's better story threads, in part because the Illusive Man is such a strong presence. Actor Martin Sheen brings a calm, chilling strength to the character, but also exudes a touch of vulnerability when the Illusive Man is forced to confront his own demons.
Much has already been made of Mass Effect 3's controversial finale, so you should note that the Special Edition incorporates the Extended Cut ending, which closes some holes left open when the game was originally released on other platforms. And even if you feel ambivalent toward its ending, Mass Effect 3 is hardly lacking in memorable moments. The choices you make during story scenes using the game's dialogue wheel have dramatic implications, and entire quests, conversations, and characters shift as a result of your actions. Other consequences are less sweeping but still emotionally affecting; a lover might fondly recall her previous entanglement with you, while still supporting your new romantic interest, for instance.
As a result, you might be delighted by characters other players never meet, share intimate talks with crewmates other players never interact with, and deal with decisions other players never make. Your entire attitude, governed by Mass Effect 3's morality system (paragon versus renegade) when choosing dialogue options, can drive you to conclusions other players could never consider. Rising personal tensions are enhanced by the game's ominous visual identity. A raging storm encroaches, giving battle an even greater sense of urgency. The sheer darkness of a subterranean ruin enhances the sense of danger. The art is effective, with touches of blue and crimson contrasting the cool apathy of space with the passions of its fearful residents. The Wii U release holds up rather well against the others, with only a few frame rate dips and less-saturated colors sullying an otherwise fluid and attractive experience.
Mass Effect 3 packs in plenty of excitement between story developments. The action plays out as a typical third-person cover shooter, with special tech and biotic powers livening up the core shooting. Mass Effect 3 provides a huge supply of guns and weapon modifications. There are five weapon types and loads of choices within those types, each with its own pros and cons. You find weapons and mods in mission areas and can purchase them from vendors on the space station known as the Citadel or from a terminal on your ship, the Normandy SR-2. You don't just need to consider your play style when choosing weapons prior to battle--you also need to consider how their weight might affect your ability to perform biotic and tech skills. The heavier your loadout, the less often you can send the bad guys flying into the air.


Call of Duty: Black Ops II Review

The Good

  • Great campaign scripting   
  • Story choices are often tough and encourage replay  
  • You can play the whole game on the GamePad.

The Bad

  • Zombies mode is stagnant   
  • Intriguing League Play mode is unusable.
The past and the future meet on many levels in Call of Duty: Black Ops II. In the campaign, you relive the events that made a man into a villain, then fight to avert his plans for future catastrophe. The competitive multiplayer offers the same frenetic intensity of past games in the series while providing a new way to play that subverts the history of these hallowed online battlefields. And the Wii U finally lets owners of a Nintendo console experience the visual fidelity that players on other consoles have enjoyed for years, adding some novel ways to experience the action courtesy of the GamePad. Poised between past and future, Black Ops II finds solid footing, providing another great ride on the Call of Duty rollercoaster.If you played Call of Duty on the Wii, you can stick with your preferred control scheme here as the game supports the Wii Remote with either the Nunchuk or the Classic Controller. The new pro controller is also a great option, but the GamePad offers a few appealing novelties. Most notably, you can play the game entirely on the tablet screen, leaving your TV free for other uses. The screen shows a good amount of detail and runs at a smooth frame rate, making is possible to enjoy any game mode. It does have drawbacks, however, as the small screen area can make it tougher to spot mid-range foes and the button placement on the comparatively bulky GamePad take some getting used to.
This feature can also be used while someone else is playing on the television, enabling each player to have their own screen. You can team up or face-off in competitive multiplayer, both online and off, as well as take on the cooperative zombies mode. If you have a sizable main screen, you might be better off sticking with splitscreen play, but the added versatility of the GamePad is an asset to this version of the game.
As in the other versions, the ride starts off a bit rough as the game makes good on its pre-campaign warning of graphic content (which also lets you opt out of said content). Two early scenes linger on people burning alive, and while one ends up contributing to character development, the other is just gratuitous. Later cutscenes don't flinch from depicting gory violence, though of all the unpleasant sights you see throughout the story, the playful (and not at all gory) post-credits video might be the most appalling.
Fortunately, the campaign boasts an engaging story and a lot of entertaining action. It features the lead characters from the original Call of Duty: Black Ops, and though it references events from the past, a clear narrative thread emerges that is easy to follow. You jump between two time periods: the present, which is the year 2025, and the past, which spans about a decade during the Cold War. The narrative reflections of the elderly Frank Woods (a protagonist from Black Ops) weave these two timelines together, but the character that truly drives the story is the villain, Raul Menendez. During the Cold War missions, you follow Menendez's origin story and rise to power. In the 2025 missions, you desperately try to avert his catastrophic master plan. This parallel character development is deftly handled, infusing your missions with undercurrents of curiosity and urgency.
Things get even more intense when you are asked to make a choice. Press one button to kill a target, the other to let him live. The conditions of each choice vary and there are only a few of them, but even when you aren't responding to a prompt, you might be making a choice in a dramatic moment that will have consequences later. The main course of the campaign remains constant, but these decisions do affect the fate of some key characters. A few of these moments are sure to give you pause, adding some welcome weight to the proceedings, and there's a handy story rewind feature that lets you play earlier levels in order to see how different paths play out. There are also mission-specific challenges that give you ancillary goals to complete while you do so, further increasing the replay incentive.
You can also see some variance in the available strike missions, which are a new type of campaign level. These stages put you in a squad of soldiers and drones, and then let you choose which asset to control at any given time. Defending installations against enemy assault, escorting a convoy, and rescuing a hostage are some of the endeavors you might undertake. Though you have a team at your command, strike missions are still all about you gunning down foes. Your AI allies are only good at slightly hindering your enemies, so you end up doing the heavy lifting yourself, often while tracking activity on multiple fronts and hopping around to deal with advancing enemies. Having to consider the bigger picture is a nice change of pace for a series that has mostly involved just shooting what's in front of you, and these missions are a welcome shot in the arm for the familiar campaign pacing.
Of course, familiar as it may be, that pacing is still great. The campaign ebbs and flows as you move through a variety of diverse, detailed environments using an array of powerful weaponry to dispatch your foes, occasionally hopping into a jet or on to a horse for a short jaunt, or manning a missile turret to tame a swarm of hostile drones. A few neat gadgets and surprising gameplay moments satisfy the novelty quotient, but you still get the lingering feeling that you've done this all before. The new strike missions, dramatic decision points, and memorable villain help keep this concern at bay, however, and this feisty, enjoyable romp is more enticing to replay than other recent Call of Duty campaigns.

Darksiders II Review



The Good

  • Role-playing elements give combat a great sense of progression   
  • Clever environmental puzzles with a consistent learning curve   
  • The promise of new loot keeps you pushing forward   
  • A lot of content to uncover and secrets to unearth  
  • Atmospheric presentation draws you in.

The Bad

  • Too many frame rate hitches and loading pauses   
  • Most battles are too easy, even those against enormous bosses.
The Wii U version of Darksiders II may suffer from some additional technical hitches, but this vast adventure is so absorbing, it's still easy to lose yourself in its oppressive world. And what a world it is, with architecture so sharp that every spire threatens to puncture the heavens and make them bleed. You needn't worry about too many confusing story details if you missed out on the original Darksiders: this sequel's narrative isn't so much about plot as it is about place and tone. And that tone is what sets Darksiders II apart. The skies are ominous, the armor is impossibly chunky, and the game's star--Death himself--speaks with gravelly, somber tones, save a few moments of sarcastic humor that betray his agitation.
This port isn't the finest way to lose yourself in Darksiders II's fantastical universe, however. On the bright side, the Wii U release includes Argul's Tomb, downloadable content delivered for the earlier versions. The tomb isn't Darksiders at its best, with a protracted shooting segment lasting too long to be fun. (Though to be fair, you could take the melee approach in spite of all the guns scattered around.) This content can be accessed at any time, and provides you with the abilities necessary to complete it if you haven't unlocked them in the main campaign. But significantly, the game suffers from some frame rate problems, distracting loading times as you move through the overworld, and longer loading times when opening doors than in the other iterations.
Technical hiccups aside, Wii U owners get the same experience as everyone else, though with some gamepad tweaks: menus are accessible on the touch screen, special abilities can be (but don't have to be) activated by touching their icons, and tilting the pad changes your direction when swimming and pushing boulders. As for the basic mechanics, an icy opening introduces you to combat and movement. In traditional action game style, you slash away at clawed creatures with primary and secondary weapons. You run along walls and jump across beams like a devilish Prince of Persia. There are also role-playing elements: your enemies drop coins, armor, and weapons. You can don equipment, sell it to a merchant, or sacrifice it to level up rare possessed weapons, which you can customize at certain thresholds.
Darksiders II is clearly reminiscent of other games you have probably played. It recalls the structure of The Legend of Zelda, the parkour of Prince of Persia, and even the dimension-bending puzzles of Portal. Yet in spite of how heavily it wears its inspirations, Darksiders II establishes an identity all its own. The game's large scope and thoughtful pace allow you to breathe between battles, and each new mechanic has time to settle in before a new one is introduced. The leisurely sense of pace is obvious in the first level, where you can take in the frozen chasms beneath you, and enjoy the slick motion mechanics that have you defying gravity in heady flights of fancy.
If you played the original Darksiders, you might miss the up-front barrage of action at first, but Darksiders II is more about adventure than constant onslaught, though there are plenty of battles waiting ahead. As you ride your steed to the first main dungeon, you can relish the green fields of the first of multiple major regions, and simply enjoy the act of being. If you want, you can explore some of the surrounding ruins, where treasure chests protect valuable pauldrons and cloaks. Or you can slash up the baddies that roam the land, even from atop your horse. But once you get into the dungeons, Darksiders II becomes special--more cerebral than your average action game, and more energetic than your average exploration game.
As expected, each dungeon requires that you puzzle out how to get from one point to the next. At first, this involves scaling walls, throwing the naturally occurring bombs you stumble upon, and pulling a few levers. Then, you get a phantom grapple hook that allows you to swing from glowing hooks and extend your wall runs. Later, you split yourself in three, petrifying your main form and using two doppelgangers to stand on switches and move platforms. Ultimately, you fire portals to travel across great ravines and even through time itself--and these are hardly the extent of the tools you use to make progress through Darksiders II's clever self-contained puzzles.