Showing posts with label Microsoft Game Studios. Show all posts
Showing posts with label Microsoft Game Studios. Show all posts

Tuesday, June 22, 2010

Crackdown 2 (demo)

Developer: Ruffian Games
Publisher: Microsoft Game Studios
Release Date: July 6, 2010
System: Xbox 360
ERRB Rating: M
Official Web site

In a nutshell: Grand Theft Auto minus the boring parts plus a lot of jumping = Crackdown 2

0:00 The original Crackdown was one of my first Games for Lunch and I liked it a lot despite some hardware reliability problems. I quit before collecting every single orb, but had tons of fun before I got to that point.

0:01 A hard-to-read on-screen message tells me I can earn "demo achievements" as I play. Of course, I only unlock the actual achievements once I play the actual game. There ain't nothing for free... even Gamerscore points.

0:03 The options screen has for stuff like Dynamic Range and HUD Opacity. Huzzah-wha?

0:04 I have no friends playing online, but there are a lot of people playing around America, Europe and Japan, according to the handy map. At least, I think those dots represent players...

0:05 Selectable difficulties are Fragile and Tough. It looks like there's a third option, but it's grayed out and so tin that I can't read it on this standard definition TV. Let's start with tough and move it down if/when things get to be too much.

***-->CONTINUE READING AT<--***
***-->JOYSTICK DIVISION<-***
___________________________________________________

Friday, December 5, 2008

Lips

Developer: iNiS
Publisher: Microsoft Game Studios
Release Date: Nov. 18, 2008
System: Xbox 360
ESRB Rating: E-10+
Official Web site

In a nutshell: Karaoke is exciting again (or it's exciting for the first time, depending on your perspective).

0:00 I became a huge fan of karaoke as soon as Harmonix's Karaoke Revolution hit. I think I've owned every karaoke game that has come out since. Except for the ones based on Disney Channel shows. And Boogie, of course. That game sounded awful.

0:05 Because I'm bitter, I'm deducting the five minutes it took me to open the annoying blister packaging this game came in and to install the batteries in the swanky wireless mics.

0:06 And another minute off for the obligatory update.

0:07 The game just called my new wireless mic "fancy" and told me to hold it about an inch from my face. Groovy.

0:08 The game starts off with this videoof a shy guy serenading a girl across the couch at a party with the Lips microphone at a party. She joins in and before long, the whole party joins in dancing and singing to music from a Zune. Doesn't seem too realistic to me, but it still makes me feel guilty for playing alone. Screw it ... it's Friday and I want to sing!

Read the full review at Crispy Gamer

Monday, December 1, 2008

Banjo-Kazooie: Nuts and Bolts

Developer: Rare
Publisher: Microsoft Game Studios
Release Date: Nov. 12, 2008
System: Xbox 360
ESRB Rating: E-10+
Official Web site

In a nutshell: Diddy Kong Racing meets LittleBigPlanet

0:00 The original Banjo-Kazooie was one of the Rare (get it?) games that I actually finished 100 percent, even though all that mindless collecting nearly killed me. Despite that, I never played sequel Banjo-Tooie. Banjo-Kazooie: Nuts and Bolts looks significantly different from what came before, and I'm not sure if that's a good thing yet.

0:01 La dee da downloadable update dee doo.

0:02 The Rareware logo drives in atop a crazy vehicle. Gold puzzle pieces are removed to reveal a tranquil clearing with Banjo (the bear) and Kazooie (the bird) driving around. Charming, twangy banjo music in the background.

0:03 Into Banjo's house now, where he does jumping jacks by the door. Hmm, why is there a green-and-white Pong monitor during the loading screen?

0:04 "Once upon a time there lived a brave bear named Banjo, an annoying bird named Kazooie and an evil witch named Gruntilda." A sepia-toned montage recaps the events of Banjo Kazooie and Banjo-Tooie. "So what became of the bear, the bird and the witch?" Well, the bear is eating pizza and the bird is sleeping in his blue backpack, until the radio wakes him up. They're much fatter than before. Kazooie is busy tapping away at a 360 controller. "It's not like we have to fight that old hag anymore." Or do they ... her skull bounces out from the rubble and vows to make trouble.

Read the full review at Crispy Gamer

Friday, November 7, 2008

Gears of War 2

Developer: Epic Games
Publisher: Microsoft Game Studios
Release Date: Nov. 7, 2008
System: Xbox 360
ESRB Rating: M
Official Web site

In a nutshell: Big gear keep on turning ... proud war keep on burning.

0:00 Confession time: I bought the original Gears of War and played it exactly once before putting it back in its case and never touching it again. I know ... I'm a horrible person.

0:01 Logos fade into a Gears of War 2 title screen with red gears and skulls and burning and blackness. Par for the course for this type of game.

0:02 The training grounds seem to be about multiplayer matches, so I'm off to muddle my way through the solo campaign.

0:03 The difficulties are Casual, Normal, Hardcore and the locked Insane. Casual is if "you've never played a shooter before" which doesn't quite apply. Normal means "you enjoy playing the occasional shooter" which isn't totally accurate, but is closest.

0:04 "It began, as always, with the desire for power, the need to conquer, the hunger to consume." Humanity fighting an endless battle against itself, then uniting against alien attackers -- but their retaliation causing their own downfall. "To survive is to endure and prosper, and we have most definitely survived." Apparently the narrator is an alien. "In a way, I pity them, but humanity, as always, brought this war upon itself."

Read the full review at Crispy Gamer

Tuesday, August 26, 2008

Amped: Freestyle Snowboarding

Developer: Indie Built
Publisher: Microsoft Game Studios
Release Date: Nov. 20, 2001
System: Xbox
ESRB Rating: E

In a nutshell: I'm surprisingly not very amped about this game.

0:00 SSX, which came out about a year earlier, was one of my favorite PlayStation 2 games of all time. So there's no excuse for this to be any worse, right? Right! I'll just be happy if the game makes me forget about the current summer heat.

0:01 Sounds of an old film projector whir about as the title burns away to show real video of snowboarders mixed with video of in-game snowboarders. The real boarders look a lot better. This isn't that surprising, I guess, since they're real, but putting the game right next to real video doesn't make the game look too good.

0:03 I start a new career and I'm asked to divide some stat points between spin, balance, jump, speed and switch. I go for a balanced breakfast of stats because I am incredibly boring.

0:04 Now I can choose from a bunch of extremely generic-looking characters who don't even have names. I'm practically begging for the over-the-top stereotypes of SSX at this point. I go with the slightly Asian-looking guy, because Asians are good at snowboarding, right? I can't even keep my stereotypes straight anymore.

0:05 Not only can I can choose from four colors of baseball caps, but also a smattering of beanies and bandanas. WHOA! I pick a snowboard that helps my balance, jump and speed ratings a bit. Let's go!

Read the full review at Crispy Gamer

Wednesday, April 16, 2008

Rez HD

Developer: Q Entertainment
Publisher: Microsoft Game Studios
Release Date: Jan. 30, 2008
System: Xbox 360 (original on PS2, Dreamcast)
ESRB Rating: E
Official Web Site

In a nutshell: Panzer Dragoon + an art project + a rave = Rez HD

0:00 Despite being a huge fan of both rhythm and experimental games, my only exposure to this game was seeing a friend play the Dreamcast version at a party roughly five years ago. It was... it was not a wild party.

0:01 A featureless albino woman is trapped in a tube. A vaguely human shape of rounded square discs hovers around, and then a wild quick zoom out from a white room. I feel like I'm in a college film class.

0:02 The tutorial automatically comes on-screen. Hold A and move the cursor to aim, let go to fire. That's it?

0:03 You can target up to eight enemies at a time. Items can increase your "level" or provide a screen-clearing "overdrive." Seems relatively standard so far, though I like the sound effects. "What lies at the dark end of this network?" the game asks. Is it pie? I hope it's pie!

0:04 I turn on vibration for the full Trance Vibrator experience. Also, for some reason, the point display is "off" by default, but how else will I know how awesome I am?


Read the full review at Crispy Gamer

Monday, March 3, 2008

Vampire Rain


Developer:
Artoon
Publisher: Microsoft Game Studios
Release Date: July 3, 2007
Systems: Xbox 360
ESRB Rating: M
Official Web Site

In a nutshell: In a nutshell: Like "Chocolate Rain," but with a few more vampires.

0:00 I have no idea what to expect from this one. Vampires falling from the sky, perhaps? With a title this bad, though, it has to be good, right?

0:01
A dark city street, and a waitress walking home. She turns, thinking she heard something. She has a very dark, very baggy face. She runs into an alley. We still haven't seen anything, but there's an eerie howling. Suddenly, a vampire crawls down from the wall above, Spider-Man style. Cut to a "for sale" sign. A government computer. A password. Some germs. Pictures of diseased faces. Blood cells. A fat guy. Lord Hessler, a guy linked to some disappearances (says a newspaper clipping). Crime scene photos. A SWAT team. ACCESS DENIED. Dr. Ernst Foley and Emily Foley and John Lloyd are missing. A chained hand. Bullet casings falling. A vampire mouth. Gun. Girl. Blood. Steely-eyed resolve. A zombie straight out of Resident Evil does an extended scream. More bullet casings. "NOW LOADING." WHAT THE HELL WAS THAT?

0:04
The analog pad can't navigate the menus. You have to use the digital pad. This does not bode well.

Read the full review at Crispy Gamer

Wednesday, February 27, 2008

Kingdom Under Fire: Circle of Doom

Developer: Blueside
Publisher: Microsoft Game Studios
Release Date: Jan. 8, 2008
Systems: Xbox 360
ESRB Rating: M
Official Web Site

In a nutshell: Final Fight + Final Fantasy

0:01 An incredibly basic title screen features a ring of fire on a black background in front of the title. Lord of the Rings much?

0:02
The "Blood" setting is set to "off" as a default. Isn't this game is rated M? What are they doing? Bring on the GORE!

0:03
I have my choice of a few characters with a good variety of speeds/styles/strengths. I choose the slow melee-attacking guy who's built like a tank because standing around and beating things sounds like fun.

0:04
Even though the press materials explicitly suggest playing with more than one person, I start a single-player game.

0:05
A horned, hooded guy is kneeling. He looks up at a bigger, horned guy. Suddenly the bigger guy lifts the smaller guy by the throat. Now the small guy is... alone in a field of flowers. "Hmm, it's been quite a while since I last had a dream." Then more loading. Weird, but intriguing.

Read the full review at Crispy Gamer

Tuesday, December 4, 2007

Mass Effect

Developer: Bioware
Publisher: Microsoft Game Studios
Release Date: Nov. 20, 2007
Systems: Xbox 360
ESRB Rating: M
Official Web Site

In a nutshell: Knights of the Old Republic minus Star Wars

0:01 No discernible loading time before the BioWare and Microsoft logos, complete with LOUD sound effects. A stock shot of a planet from space with some ethereal background music accompany the title screen.

0:03 "Welcome to Alliance Military Database. Classified information requested." Weird way to start a game. I choose the pre-created John Shepard instead of creating my own character.

0:04 There's a big ship with a rotating, glowing energy core. Oh, that was just the loading screen? "Well, what about Shepard. Earthborn, but no record of his family." ... "Is that the kind of person we want protecting the galaxy." "It's the only kind of person who can protect the galaxy." Gag. It's the year 2148. Something about Mars... I can't read the backstory quickly enough while typing. Seems like generic sci-fi cheese to me so far.

0:06 Still a cut scene: Shepard walks through a spaceship hallway as some radio voice goes on with techno-babble. A sweeping violin score completes the cheesiness.

0:07 The glowing thing on the ship launches us into hyperspace, or something. The pilot and an alien boss don't get along very well. The voice acting is a little hollow, but generally convincing. Oh, it's my turn to talk. Some guy named Nihlus is here, and this is important, for some reason. I can't follow what's going on at all. "Is it me or does the captain always sound pissed off?" "Only when he's talking to you, joker." Heh.

0:09 All right, I can move. I don't go 20 steps, though, before talking to someone else, a Navigator Pressly. This conversation actually reveals more about the backstory in a comprehensible way. Nihlus is a Turian Spectre, whatever that means, and he's on board for mysterious reasons. Pressly thinks they're covering something up. On Captain Anderson: "If he melted down all his medals he could make a life size statue of himself." Heh.

0:10 The conversation system lets you choose a generalized response before the person is done talking. This works pretty well in practice.

0:12 Rumor around the ship is that Spectres don't answer to anyone and can kill without question. Intriguing.

0:13 We're making a overt pickup on Eden Prime. Nihlus, obviously not human, seems... overly interested in it's beauty. There's a Prothean beacon there from 50,000 years ago... incredibly valuable for its technology. I like the natural flow of the conversations, but I keep wondering what the other discussion options would have led too. What can I say, I'm a completist.

0:16 They're testing me out as a "candidate for the Spectres." I'd be the first human on the elite squad. The writing and voice acting are picking up, but the eerily misshapen faces and bad lip-synching hurt the presentation. Captain Anderson is especially hard to look at. And while all this backstory is interesting, would it kill them to have some more action early on?

0:19 The last two minutes or so were spent conversing about more of the universe's backstory. Apparently finding Prothean technology on Mars catapulted the humans into this futuristic space world. Good info. to have, and nice that it's not forced on you.

0:20 A video message shows a gun battle on Eden Prime. Heavy Casualties. "This mission just got a lot more complicated." Enough talk, time for ACTION! Let me in there!

0:21 Actually, a bit more talking, as Nihlus strikes off ahead and we have to back him up

0:23 All right, on the ground and moving 'round. LT zooms and RT fires. You need to lead your shots a little. There are some floating white things to shoot at ... nothing too interesting yet.

0:26 There are a bunch of weapons to choose for each of my squadmates. Not that I know what any of them are. I try to pick a good mix of big and small, I guess...

0:27 Well that was quick. No more than 30 seconds into the first firefight and I'm down. "Critical Mission Failure" the screen reads. I don't like whatever weapon I selected... too much kickback and too hard to aim.

0:29 Ah... the floating white things are harmless "gas bags." I would've found that out if I hadn't killed them so quickly last time. Also, thank god for subtitles. I can barely hear what my squadmates say most of the time.

0:30 Annoyance #1: I can't skip the 15 second, pre-battle cut scene that I already saw before I died? That's going to get annoying fast. Armed with a faster weapon, the fight is pretty easy. One of my squadmates is done for though. I can't tell if this is a scripted story element or if I just didn't defend him well enough.

0:32 The shooting controls are pretty nice. The auto-targeting helps immensely for an FPS noob like me. But the frame rate's hiccuping a bit as I run through the over-detailed environments.

0:33 Wow, the pause screen is chock full of information on my squad and their equipment. Lots of things to spend level points on... I could be here all day. Luckily, there's an "auto level up" option that just puts points wherever they fit best.

0:36 A summary of the last 15 minutes or so: Walk walk walk, shoot a group of three drones, walk walk, more drones, walk, drones, walk.

0:37 Cut scene of a woman running from some drones. She quickly turns and makes garbage out of them. Er, why didn't she do that earlier. Suddenly, she spies a human getting impaled (!) by a pair of humanoid-ish robots. She runs for cover. Back to controlling Shepard ... I run to her and help her take them out, no questions asked. Nice flow here.

0:39 She's "Gunnery Chief Ashley Williams of the 212." She thinks the enemies are "Geth" which haven't been seen for over 200 years. "They must have come for the beacon." NO SHIT SHERLOCK! I ask her along on my team.

0:43 So during the conversation I got turned around and spent a minute running the wrong way before figuring it out. Partly this is my fault for having no sense of direction, but would it have killed the developers to put some sort of subtle hint about where to go next on the radar or something?

0:46 OK, that was entirely awesome. I crouched behind some cover and popped out to take out two enemies, threw a grenade at a third, then used a brief burst of super-speed to ram into two more. Of course the tutorial guided me through each step, but still it was relatively seamless. Can't wait to pull this stuff out in real battles.

0:49 Seems those impaled soldiers are now GETH ZOMBIE ENEMIES! AIEEEE!

0:50 Door unlocking mini-game time. I have to press buttons as they light up. In this case... Y three times. Wow... tough...

0:51 Dr. Warren was hiding behind the door. "They must have come for the beacon," she says. WE KNOW, WE KNOW. But it's not here anymore. Oh. Dr. Manuel, her assistant, seems to have gone a bit batty. "Genius and madness are two sides of the same coin." Warren says. Manuel insists he's "the only sane one left." Uhhhh... sure.

0:53 Damn. I choose the "I can shut him up" option for our conversation and Shphard goes ahead and knocks Manuel out with a single punch! That's hardcore! Dr. Warren is remarkably amenable to the idea, after a quick explanation from Shepard that "he's better off." What is this, Die Hard: Space Edition?

0:55 Jump cut to Nihlus. He comes across someone he knows... another Turian named Saren. "The council thought you could use some help on this one." The creepy music means we should be worried. Saren pulls a gun on Nihlus and the scene cuts back to Shepard just in time to hear a far off gunshot. Nice.

0:57 A quick firefight and we find Nihlus' body on the ground. A human named Powell is conveniently hiding and tells us what happened. Hooray for plot device characters. Apparently he took a nap there before the attack started. He sounds a bit ashamed about it. We lay into him,basically calling him a coward. It's actually surprisingthey flesh out such a minor character to this extent.

Would I play this game for more than an hour? Yes.
Why? Despite a confusing start, the story and characters are developing nicely, and combat is simple but thrilling.

This review based on a retail copy provided by Microsoft.

Wednesday, September 5, 2007

Oddworld: Munch's Oddysee


Developer: Oddworld Inhabitants
Publisher: Microsoft Game Studios
Release Date: Nov. 14, 2001
Systems: Xbox
ESRB Rating: T
Official Web Site

In honor of my broken Xbox 360, all this week I'll be going through some old original Xbox games I have lying around.

In a nutshell: An odd little 3D action-adventure.

0:01 The game is introduced as "an A.L.I.V.E2" experiment, whatever that means. Some little misshapen tadpoles swim through green water and get caught in a net. Suddenly I'm at the menu screen. Weird.
0:03 Nice that there's a backstory options that explains the world of Oddworld from the Abe's games. I watch them again just to relive some of the greatest in-game cut scenes ever made.
0:06 "I just had to escape. I just had to be free. And I didn't even know I had a destiny." The voice-acting is so sweetly earnest... it's priceless.
0:09 All right, this backstory is taking a while... on to the game. "One time there were lots of us," says Munch. Not anymore. He's a little hard to understand through the bubbly accent.
0:10 Poor Munch. First he's the last of his kind, then he gets lured into a trap. Then he's abducted by Ficus(?) Labs. The grand raisin, who's telling this story, instructs Abe to find the big well and then promptly falls asleep.
0:14 I like the quick, springy jump. I don't like how dark everything is... I can barely see my character in the caverns.
0:18 So I need to find 50 "Spooce" to move on, but I don't really, because I can regrow collected spooce with a flick of the L trigger. That makes the whole thing seem kind of pointless, thus far.
0:20 I just lured a Mudokon over to a "chant circle" and told him to open a gate for me. Er, couldn't I have done that myself?
0:22 Two big annoyances so far: The camera isn't too smart and uses the d-pad to reorient instead of the standard right analog stick; activating things with the A button makes you jump unless you stand in the exact correct spot.
0:23 Abe's plaintive wail as he's launched from a well is too cute. "WAAAAaaaah. Oof!"
0:25 OK, now I'm guiding groups of six mudokans to chant together. Why can't I chant too? Or is Abe too important for that now? I want a hands-on leader.
0:27 Throwing Mudokans is fun but, again, half the time I jump instead of picking them up. Bad design there, fellas.
0:30 I'm loving the voice acting that accompanies every command. It's so darling... I could listen to them all day. "Just sit tight, be cool." "Yeah, whatever" Keee-yoot!
0:35 Battle is a matter of simply holding B to sick your mudokans friends on enemies. Easy. But Abe himself doesn't seem to fight... he just stands there getting hurt. Talk about a lazy leader.
0:37 Abe on espresso = quick dashing fun!
0:38 Finally at the big well. "I wonder how Munch is doing." Who? Oh yeah, the guy in the title! I remember him!
0:39 Cut to a cut scene. Abe being pushed on a stretcher with an ominous "cut here" on his noggin.
0:40 They stuck sonar in Munch's head. The doctor is whining about having to spend 20 hours a week picking up critters. Munch and his sonar are going to be his new critter finder.
0:43 Munch can use his newfound power to free critters in the cut scene, who in turn free him and then devour the doctor. Awesome!
0:50 So far, Munch is slower and less interesting than Abe. All he does is rescue little Fuzzles guys and trade them in for "Quarma." Snooze.
0:52 OK, Munch just got more interesting with the Zap power up that lets him take on bad guys by himself. But it takes like a million zaps to take out a lowly intern. Le sigh.
0:55 Seven of my twenty fuzzles died in battle. Sniff.
0:56 Damn Munch rocks in the water. He swims like Abe walks.

Would I play this game for more than an hour? Yes
Why? Despite some minor control problems, the game builds an endearing world that feels like it's building to something past the somewhat long tutorial I've seen so far.

This review based on a used retail copy purchased for $5. Five dollars. Can you believe it?

Thursday, August 23, 2007

Blue Dragon


Developer: Mistwalker
Publisher: Microsoft Game Studio
Release Date: Aug. 28, 2007
Systems: Xbox 360
ESRB Rating: T
Official Web Site

In a nutshell: Final Fantasy + Dragon Ball Z = Blue Dragon.

0:01 The title screen is a stark white background with the words" Press Start" floating there. Where's the title? I like the gently lilting music, though.
0:02 What better way to start a demo than some impossible to understand dialogue. "Wow, he's got all sorts of stuff." Who has what? One character has a glowing bracelet. "There's not much time left." "I'm gonna save you no matter what." Maybe it'll make more sense later?
0:03 So the glowing necklace around Kluke's neck is a bomb that we have to disarm. Yikes. Also: What kind of a name is Kluke?
0:06 Enemies can eat each other in a monster fight. Cool! Shades of Doom.
0:09 Just like Dragon Ball, you can spend massive amounts of time charging up your attacks.
0:10 Jira just kind of stands there impassively with arms folded as giant blue cougars slash at his body. He dies without flinching, then is resurrected for some reason. What's going on?
0:13 Jira dies again but this time he stays down. Luckily the demo packs me with plenty of items to revive him.
0:17 I'm fighting armored fish. ARMORED FISH! THEY WALK AROUND ON LAND! WITH ARMOR! Just thought I'd point that out.
0:19 Half my characters level up with relatively little fanfare.
0:21 I like the variety of options for each of my five characters. One has a meditation healing, another has multi-enemy attacks, another can steal. Makes them feel unique.
0:22 Holding A to powering up attacks is way too touchy. I can't seem to get the meter to land where I want it to.
0:23 The presentation is a strong point so far. I love the lifelike animation and the evocative music.
0:25 "Szabo, we destroyed you" "I am a machine, my body simply needed repairs." "That sucks!" The bad voice acting is only matched by the bad dialogue.
0:26 Boss battle time. The enemies get off half a dozen attacks before I get a turn. That hardly seems fair...
0:30 So far all but one turn has been spent healing or un-paralyzing from that first volley. Fun?
0:32 Quick question: Should a character named "Grand Silent Ku" really be talking so much in battle. Shouldn't his words be reserved for important moments, like Silent Bob in Clerks? Also, the boss battle music is possibly the most Emo song ever created.
0:34 Apparently healing was a bad strategy. Once I do start attacking, the mini-bosses go down very quickly. But then Grand Sazbo comes in. "I'll blow you to scum pieces with these cannons." "Oh yeah, we'll just smash those cannons." HINT HINT!
0:35 Jeez! The first volley of cannon attacks kills off three of my characters! I wasn't ready for that!
0:39 The bosses attacks really vary from turn to turn. One turn he'll do 27 damage to one character. The next he'll do hundreds to all at once. Sheesh.
0:40 Summon time. The "corporeal" attack turns my blue dragon into a white flying King Kong style monkey with fangs. An energy barf bathes the boss in a white cylinder. The whole thing takes a full 60 seconds.
0:43 The animations for the attacks are elaborate and beautiful. I love them now, but I'm sure I'll hate them around, oh, hour 20 of watching them OVER and OVER!
0:45 The boss battle is finally done. Apparently the mysterious "Nene" has been watching us this entire time. I don't know why that's a problem.. all we did was attack and rattle off some expository dialogue.
0:48 That was only floor one of the fortress? Jeez! Floor two looks a lot like floor one. I mean a LOT!
0:51 Yikes. After charging up for three turns, an octopus enemy explodes and does massive damage to everyone. I gotta be quicker.
0:53 I like the focus on fewer, more in-depth battles. I also like being able to group nearby enemies together for battles, and the ability to skip easy battles with a special barrier. Keeps things moving quickly. But... is it a good sign that I enjoy skipping the battles?

Would I play this game for more than an hour?
Probably.
Why? Let's put it this way. I'd play it for ten more hours, not 40.

This review based on a demo version downloaded from Xbox Live.

Wednesday, June 13, 2007

Forza Motorsport 2

Developer: Turn 10 Studios
Publisher: Microsoft Game Studios
Release Date:
May 29, 2007
System:
Xbox 360
Official Web site

In a nutshell:
Drive around in shiny cars.

0:01 The car porn intro practically blinds me with immaculately waxed chassis.
0:03 I have no idea what all this car stuff means. TCS on? STM stability? I just picked the yellow one. I'm sure car nuts will eat it up though.
0:05 I promptly dart ahead of the competition and crash into the first possible wall. I guess this is one of those racing games where you occasionally let go of the accelerator, huh?
0:07 Lap one is over and I haven't managed to stay on the track for a single turn. It's not looking good.
0:08 At least I can evaluate the car damage system well. My front bumper looks like a Dali painting.
0:10 Race 1 is over. I'm a good 45 seconds back behind the 7th place car. But the experience I gained? Priceless.
0:13 I just now notice the penalty gauge that shows up whenever you go off road. Isn't the impossible handling and slow acceleration on the grass punishment enough?
0:14 You get penalized for bumping cars too? In Gran Turismo it's practically a requirement.
0:16 Another 8th place finish, but this time only 25 seconds back. I'm learning!
0:17 Let's try the Porsche 911 Turbo this time, A.K.A. the white one.
0:22 Taking a one second penalty to ram some loser off the road at 120 mph is totally worth it.
0:23 I finish ahead of a car (Yay!) but with accrued penalties my best lap is by far the worst. (Boo!)
0:24 This time I'm determined to take it slow and deliberate and avoid spinning out on the grass. This determination lasts exactly three turns, as I get a five second off road penalty on the 4th.
0:30 A respectable fifth place, but the penalty time doesn't seem to matter in the final placement. Odd.
0:31 Up to the R2 class. Now these look like race cars, complete with overcompensating spoilers, etc. I pick the most ostentatious, a 1998 Porsche #26 Porsche AG 911 GTI-98. Shouldn't the name of the car be shorter than the name of the game?
0:33 This car looks like something from a bad sci-fi movie, beady eye headlights and all.
0:34 Some joker bumps me from behind and I'm the one who gets a penalty? Lame!
0:36 I just now noticed that the on-track racing lines adjust to my speed. Nice touch, and one that would have helped to notice four races ago!
0:43 Second best single lap time, and I finish 8th. Where's the justice?
0:46 Most exciting moment so far comes on the first turn of lap three. I try to make a pass on three cars on the inside but a light tap sends me spinning off into the dirt. Annoying, but thrilling!
0:48 Down to the C class. These look like car I could own. BO-RING!
0:52 These slower speeds are easier, but less exciting. My mind wanders as I loll about in first place for the entire race.
0:54 For my last race, I choose the ridiculously rare and ridiculously named 2005 Ferrari #11 Larbre Competition 550 Maranello GTS.
0:59 After an early spin out I spend five minutes ramming head on into walls and others cars, etc. It's not quite Burnout, but the extremely realistic crunching sounds are still fun, as are the flying bumpers, spoilers, side mirrors, etc.

Would I play this game for more than an hour? Yes
Why? As a Gran Turismo graduate, I appreciate a challenging, realistic driving sim that doesn't encourage you to play bumper cars to win.

This review is based on a demo of the game downloaded off of Xbox Live