Reviews

Review: Limbo (Xbox Live Arcade)

I’ve tried to keep some distance from the debate over whether games can be — or currently are — art. It’s my belief that art is in the eye of the beholder, so who cares if a few critics (including some critics of another medium entirely) disagree? I’ve had experiences with games that have been as thought-provoking and moving as some of the best movies, books, paintings, songs, and so on.

But if you’re not content to sit by the sidelines and just let Roger Ebert trash-talk games, you’ll find some strong ammunition for your viewpoint in Limbo, Playdead’s debut Xbox Live Arcade title and the first game out the door in this year’s Summer of Arcade series. With its bold, almost suffocating art style, excellent use of sound and subtle yet significant method of storytelling, Limbo is a thoroughly inspired concept that couldn’t be realized in any other medium.

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Book Review: Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture

Editor’s note: Sometimes — purely by accident — we end up spending our free time on things that aren’t games. In an effort to make the site more useful and to encourage us to write more, I’ve decided to take a stab at a good, old-fashioned book review. In case you’re drawing a blank: books are those things that look kind of like a Kindle but they don’t need to be charged.

John Romero and John Carmack. The rock star and the closeted engineer. The master designer and the virtuoso coder. The gamer and the programmer.

If you’re a human being in the Western world, you’ve heard of Doom, even if you haven’t played it. And if you’re reading this site, you probably know about John Romero and John Carmack, two of the founding members of id Software. But if you’re like me, you only knew the cursory details: the two Johns’ rise to fame, their infamous split after Quake was released and Romero’s failed magnum opus, Daikatana.

David Kushner’s book Masters of Doom does an admirable job of detailing the chronology of each of the two Johns’ rise to fame and fortune from an inauspicious childhood. The entire story is told in a mere 300 pages, which I found myself flying through in just two days. However, the book was researched and written over six years, and features more than 500 interviews with all sorts of industry luminaries and, of course, the original id Software team.

While a narrative about a bunch of awkward game programmers huddled around their desks for months on end might not sound like riveting material, there’s more than enough eccentricity in the characters and drama in the plot to keep the story flowing: Ferraris are bought, rockets are launched, marriages are broken, friendships are severed and money is squandered. But what else would you expect from the guys who turned the industry on its head and got rich on their own terms, all while provoking a national controversy on the role of violence in video games?

I’ve only read a few books about the history of video games, but Masters of Doom stands out as one of the most engaging, compelling, and worthwhile. Even a casual gamer will find something resonant about the story of these two awkward, ambitious guys who defied their families’ expectations and forever changed the course of gaming.

Recommended for

  • Anyone curious about the rise of one of gaming’s most infamous studios
  • Gaming history buffs who appreciate a thorough, well-documented book
  • People who remember the phrase “Doom clone”

Review: Alan Wake (Xbox 360)

Don’t let Alan Wake’s fancy genre nomenclature fool you. This “psychological action thriller” is dyed-in-the-wool survival horror, and it’s damned good.

Alan Wake, the name of the game as well as its protagonist, is the story of a novelist whose world becomes literally enveloped by darkness as he writes and lives his newest story. Spooky. The game follows Alan Wake as he confronts his writer’s block only to find that his creativity is, in point of fact, his worst enemy. Set in a sleepy town in the Pacific Northwest called Bright Falls, the story borrows heavily from psychological genre-bending television programs like The Twilight Zone. So great is the homage that television sets can be found throughout the game that present mock episodes of a fictional show called “Night Springs.” These Easter eggs provide much needed comic relief from the dark narrative, a strategy employed once before in Remedy’s previous franchise, Max Payne.

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Guest Review: Prince of Persia: The Forgotten Sands (PS3)

by Matt Damiano

Editor’s note: We at Silicon Sasquatch have a problem. We don’t get to play every game that comes out simply because we aren’t sent review copies by publishers. However, we have friends who, like us, buy their own games, and these same friends also happen to be competent writers. Mr. Matt Damiano is one of those people, and we’d like to congratulate him on being our first guest reviewer. Let him know what you think of his review in the comments!

Prince of Persia: The Forgotten Sands is the follow-up to the 2008 series reboot, Prince of Persia, which didn’t make much of an initial commercial impression despite its generally positive reviews (and my personal favor). Consequently, Ubisoft Montreal opted to return to the original mythos of the Sands of Time games and explore the seven-year gap between Prince of Persia: The Sands of Time and Prince of Persia: Warrior Within. Given the studio’s lengthy track record with the Prince, how does Forgotten Sands hold up?

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Review: Bayonetta (Xbox 360)

What, exactly, is going on in Bayonetta?

That question has weighed heavily on me throughout the last few months, from the moment I launched the game to the present day, where I find myself in the middle of my third playthrough. And, frankly, that question is a big part of why this review has taken weeks to write.

While I’m still not convinced I’ve distilled the core theme or purpose of Bayonetta, I am confident it can be defined in just a few ways:

  • Bayonetta is a stylish, fast-paced action game
  • Bayonetta is a dynamic, fluid and intricate combat game
  • Bayonetta is a hypersexualized and exploitative commentary on the role of women in games

If you’re considering buying a copy, it’s my firm belief that almost anybody is guaranteed dozens of hours of great entertainment with Bayonetta. Although it might simply look like a prettied-up rehash of a modern character-action game like Devil May Cry or God of War, a few minutes with a controller in hand will prove otherwise. Like Guitar Hero and Wii Sports, it’s the sort of experience where the main appeal rests in the actual, tactile feeling the game evokes; it’s one of those things that can’t be described, but you know it when you experience it. In this case, the player is treated to a surprisingly natural and empowering sense of control over the protagonist that steadily grows in complexity and escalates in lunacy throughout the game’s dozen-plus levels. It’s a wild ride that’s simultaneously brilliant and befuddling, and it’s required literature for anyone with a taste for adrenaline.

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Review: Mass Effect 2 (Xbox 360)

by Aaron Thayer

Mass Effect 2 is the greatest game BioWare has created in its 15 years as a developer. Its prolific development schedule seems all but impossible: to release one fantastic blockbuster in November (Dragon Age: Origins) and then, two months later, hurdle over the quality of that game with the launch of another — while simultaneously crafting a massively multiplayer online game set in the Star Wars universe, due out in 2011. It’s an enormous accomplishment, satellite studios or not, for a developer already respected for its history of producing top-tier software.

Yet greatness doesn’t always imply perfection, and the second title in the Mass Effect trilogy stumbles on occasion during an otherwise impressive stride. But with those minor problems in mind, Mass Effect 2 is still among the most satisfying games I’ve ever played. It deserves the praise and the hype.

Science-fiction space operas don’t appeal to every gamer, but I sincerely doubt that BioWare’s recent opus, with its intelligent gameplay, diverse characters and compelling plot, is incapable of attracting both role-playing game skeptics and shooter scoffers alike. This truly is the best of both worlds.

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About an Adult Swim Flash Game: Robot Unicorn Attack

What is a “game” but an alchemist’s mixture of disparate concepts that by themselves don’t mean much, yet somehow make sense as a whole when paired accordingly?

Gears of War’s cover mechanic has no use in a two-dimensional fighter. A licensed Barbie title (maybe) doesn’t need Castlevania’s map system. And – obviously – Guitar Hero’s flurry of scrolling musical notes and reliance on plastic peripherals would never make sense as a musical zombie shooter starring, let’s say, Neil Patrick Harris and Felicia Day.

So where does that leave Adult Swim’s latest attempt at destroying workplace productivity? Robot Unicorn Attack, developed by Flash game creator and the one-man band at developer Spiritonin, Scott Stoddard, takes two seemingly opposite concepts — a looping ethereal audio track and the get-as-far-as-you-can gameplay of Canabalt — and mashes them into a fabulous union. The title implies certain gameplay elements, among other things (like some unicorns are, in actuality, robots), but I doubt you expected it to feature licensed music. Oh, it does. And it’s offensively wonderful.

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Review: Ratchet & Clank Future: A Crack in Time

by Tyler Martin

Sony came back in a big way in 2009. The PlayStation 3 had an unmatched first-party line up of titles that included Killzone 2, Infamous and Ratchet & Clank Future: A Crack in Time. While the console’s most successful title was Game of the Year award winner Uncharted 2: Among Thieves, the latest Ratchet & Clank was no slouch. If it wasn’t for Nathan Drake’s amazing sophomore adventure, A Crack in Time would have been the exclusive selling point for the platform last year.

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Review: Call of Duty: Modern Warfare 2 (Xbox 360)

What more can be said about the so-called largest entertainment launch in the history of mankind?

It’s tempting to boil down Call of Duty: Modern Warfare 2 to a vaporous obligation, an experience that divides gamers into the haves and have-nots. But that’s putting blind faith in a product based on its advertising blitzkrieg. Aren’t we supposed to be discerning consumers?

The climate around Modern Warfare 2 is now adequate, a month after release, for a steady-handed dissection of gaming’s latest chart-topping champion — far removed from the pre-release hype. This critique won’t convert the detractors or embolden the fanatics, but it will hopefully read as an alternative education on the latest Call of Duty, a game that flirts with failure as much as it tastes success.

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Review: Forza Motorsport 3

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Forza Motorsport 3 is just about everything you would want from a sequel. While it doesn’t bring any revolutionary changes to the formula established by Turn 10 Studios with Forza 1 and 2, the game adds plenty of new features and improves on almost every feature from Forza 2.

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