Showing posts with label Eidos Interactive. Show all posts
Showing posts with label Eidos Interactive. Show all posts

Thursday, April 1, 2010

Just Cause 2

Developers: Avalanche Studios, Eidos
Publisher:
Square Enix
Release Date:
March 23, 2010
Systems:
Xbox 360 (reviewed), PS3
ESRB Rating:
M
Official Web site


In a nutshell: I suppose it makes sense that chaos is hard to control...

0:00 As I was opening this game, my wife noticed the back of the box promised "'relentless adrenaline-fueled action' -- sounds right up your alley." Not really...

0:01 A bit of loading, a bit of logos, and the title screen. A text crawl along the bottom of the screen welcomes me and urges me to visit the web site for stats, official forums and leaderboards. Oh, and I can become a fan of the game on Facebook. What is this, CNN?

0:02 Selectable difficulties are Casual, Normal, Experienced and Hardcore. I'll choose Normal becuase "I'm no stranger to action games and will gladly take on the Panauan soldiers, as long as we play by the same rules." Uh... yeah.

0:03 The loading screen urges me to "cause chaos in any way possible." They mean in the game, right?

0:04 I'm in the "Republic of Panau, South East Asia" according to the title card. A helicopter flies in over the ocean with soldiers inside. "Here we are, Panau island. Southeast Asia's best kept secret," says the blonde woman. It's not US-friendly anymore, since the Panauan president was assassinated by his son. "He doesn't sound much like a people person," says a Spanish-accented man who I assume is my wise-cracking character. I'm being sent in to take down Sheldon, a guy who taught me "everything I know." Holy god is this cheesy.

0:05 We get hit by anti-aircraft fire and some data cards fall out in to the jungle. The blonde girl also falls, but I grab her by the arm and we continue chatting amiably about how important those data cards are. When a random soldier gets shot and falls out, I go and follow him with a "witty" remark: "Aw hell, I was running out of ammo anyways. Don't wait up."

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

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Thursday, August 27, 2009

Batman: Arkham Asylum

Developer: RockSteady Studios
Publisher: Eidos/ Warner Bros. Interactive
Release Date: Aug. 25, 2009
Systems: PS3 (reviewed), Xbox 360, PC
ESRB Rating: T
Official Web site

In a nutshell: A rare gaming bright spot for the Dark Knight.

0:00 Despite the absolutely enormous amounts of hype for this one, I've been trying to tamp down my expectations -- it is a superhero game, after all, and they almost invariably suck. I even ignored the demo so I could go into the full game fresh. So ... here we go!

0:01 Right off, I like how the preview screen puts an old-fashioned TV around the tiny video of Batman kicking and punching a bunch of bad guys.

0:02 "There is not enough free space on the hard disk. At least 486 MB more free space is needed." Of course it is...

0:03 So long, NPPL Pro Paintball install data. You will not be missed terribly much.

0:04 "For optimal performance, 2286 more MB of HDD space is needed. You may continue playing, or quit now to free up space." First off, why are you just telling me this now? Second off, hell yeah I want the optimal experience!

0:05 So long, MLB 09: The Show install data. You were incredibly huge and pointless.

***-->CONTINUE READING AT CRISPY GAMER<--***

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Friday, May 8, 2009

Shellshock 2: Blood Trails

Developer: Rebellion Developments
Publisher: Eidos
Release Date: Feb. 24, 2009
Systems: PS3 (reviewed), Xbox 360, PC
ESRB Rating: M

In a nutshell: War is hell ... to play.

0:00 This kind of Vietnam War shooter usually isn't my cup of tea, but I'm trying real hard to broaden my horizons here, so I figured I'd give it a rental.

0:01 The preview screen on the PlayStation 3 menu is full of ambient war sounds -- gunshots, vague screaming, bombs going off, etc. It's got me on edge already, but not really in a good way.

0:02 The music accompanying the Rebellion logo is so loud I swear it's going to break my speakers. Then a generic title screen with some red blood cells floating around in plasma in the background.

0:03 "Fall of '69, and I'm on a bird into 'Nam, drafted like the rest of these grunts. We've fucked up this war and lost so many kids and now it's my turn. Some dickwad sergeant tells me I'm important; he's given me a special assignment at the border. The border of Hell is still Hell. I ain't even been so scared." And the award for best use of the word "dickwad" in horrible game writing goes to...

0:04 Just like that, I'm thrown roughly into a first-person view of a ratty hospital. A voiceover version of my character reminisces about the war from his position in the future. "Man up, pussy, and listen to Griffin. Maybe today you'll become a man," says a guide in fatigues. Another soldier gives me 20cc of some mystery drug. My future narrator goes on about Whiteknight, which I didn't know a thing about at the time. In the background, explosions and screaming. To my left, someone writhing on a stretcher.

0:07 The one guy who survived seeing Whiteknight (who/whatever he/it is) is tied down to a bed. He's my brother, Cal, screaming, badly bloodied and wearing an eye-patch. "Don'tcha recognize him, f**ko?" says my companion. "Or don't you remember what kin smells like?" Cal breaks one of his bonds and reaches for me. "Get the tranq gun," says my companion as he runs off. Some hazy red visions, then everything goes black. Boy, they're really throwing a lot of stuff out there really quickly.


***-->CONTINUE READING AT CRISPY GAMER<--***

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Friday, July 18, 2008

Death Jr. II: Root of Evil

Developer: Backbone
Publisher: Eidos
Release Date: May 27, 2008
Systems: Wii (reviewed), PlayStation Portable
ESRB Rating: T
Official Web site

In a nutshell: Always look on the cute side of death.

0:00 I played about five minutes of the PlayStation Portable original a few E3s ago, and it seemed decent enough. We'll see how the concept holds up for an hour.

0:01 The disclaimer screen is all wavy and grainy, like an old monster movie. The title screen, though, has some cartoony backgrounds and some peppy, minor key background music. I can play as Death Jr. or Pandora, an excellent name for a female sidekick if I've ever heard one.

0:02 The difficulty levels are Lively, Healthy, Sickly and Deathly, the last of which is grayed out. I'm confused... Does it mean the enemies are Sickly, or that I am as the player? We'll see, I guess...

0:03 "You want the special sauce, the super-special sauce or the chunky sauce," asks a uniformed Majestic Burger worker named "Ace" (hey, just like my Mii). Death is the customer, ordering a No. 4 combo with hash browns, hold the onions. Death's pager beeps. "I'M ON BREAK," he yells. Ace runs off to prepare the order just as an explosion rocks the food court. It's... the female jolly green giant? "Hmm, this isn't on the schedule. What department are you from?" asks a confused Death. "These people are not meant to die now!" "Out of my way." The green giantess responds, attacking with a shower of brambles that slowly engulf Death. "How could this happen," he cries to no one in particular.

0:04 Cut back to "earlier that day." A guy in a jar, a pair of twins joined at the head, a diseased-looking girl and... a dead guppy are standing in a clearing, talking about getting their "cocoon." Death Jr. and Pandora are the last ones that haven't found one. Hey, they're just late-bloomers!

Read the full review at Crispy Gamer

Wednesday, May 28, 2008

R-Type Final

Developer: Irem
Publisher: Eidos
Release Date: Feb. 2, 2004
System: PS2
ESRB Rating: E
Official Web page

In a nutshell: Side-Scrolling Space Shooter: The Final Frontier
0:00 I just got done reviewing the putrid spin-off R-Type Command for CG, so I'm finally unwrapping this one to remind myself why I liked the series in the first place. The last one I played seriously was Super R-Type on the SNES.

0:01 A bright sunny sky with the sounds of lapping waves. Jump to a fighter coming dangerously close to crushing some citizenry as it makes a hairpin turn right above a city street. Diagram shots of other fighters are intercut with video of a virus multiplying. The various fighters all charge up a shot together and take out an advancing wave of Bydo forces. Back to the beach. The back of a fighter is sticking up from the water. The title appears as the beach scene turns to twilight.

0:04 I go into the tutorial to learn how the series has advanced since the early '90s. Apparently now I can change speeds, and I won't die if my fighter touches the ground. There are also two levels of missiles now. Otherwise it's the same shoot-everything-that-moves gameplay that I used to love.

0:10 Another new feature -- absorbing shots with my protective orange "force" can charge up a screen-clearing shot. I can unlock a bunch of different ships, eventually.

0:12 "Start Game!" I can choose from three ships, and customize the missiles and color! I go with the basic "R-9A" model, but I fabulize it in purple with a purple trim.

Read the full review at Crispy Gamer

Wednesday, October 17, 2007

Glory Days 2


Developer: Odenis
Publisher: Eidos
Release Date: 8/6/2007
Systems: Nintendo DS
ESRB Rating: E
Official Web Site

In a nutshell: Two parts action, one part tactical.

0:01 Tiny pixelated troops scoot by on the bottom screen to some dramatic, snare-heavy battlefield music. The title comes up with some Advance Wars-style art on the top screen.

0:02 The story is told through slowly scrolling text. "Dear Mom and Dad, During this morning's roll call we raised our fists and shouted our battle cries one last time before heading off to battle." The writing is pretty maudlin. Our hero prays because, "I myself want to be at peace with god in case something happens." Gag.

0:03
I have to rescue 20 civilians from a battle zone, loading up to eight at a time. The civilians I rescue increase the power of my army. How does that work? Are they conscripted or something?

0:05 Controls are shown via a confusing diagram. It seems that the touch screen is used for movement and the buttons/control pad are used for shooting and loading up troops and civilians.

0:07 In actual practice the controls and concept are pretty slick. The touch screen guides the chopper almost effortlessly while the top screen actually shows where it is on the scrolling 2D battlefield (my base on the right, the enemy's on the left). The bottom screen also show my advancing front line, which I can aid by gunning and bombing the opposing forces. Nice concept.

0:10 I keep accidentally crashing into the enemy tanks when I try to stop and bomb them, leading to a quick loss (three crashes and you're gone). I guess the controls do require a little practice, at least. Also, firing bullets at ground infantry is insanely hard. Whenever you angle down to attack you end up darting forward at full speed. I guess that's realistic, but it's also TOUGH!

0:13 Some oddities: the civilians are indestructible, wandering around among enemy troops with nary a scratch. My bullets don't seem to faze them either. Also, the opposing infantry just ignore my chopper, even when I land to pick up civilians (the tanks aren't so nice). Also, save some cursory anti aircraft-fire early, I am practically invincible in the air so far.

0:15 OK, victory. I'm starting to get the hang of the mechanics. The ground war seems almost incidental at this point -- I barely have any control over my troops. Also, I finally figured out that returning to base recharges the chopper's health and refills the bombs. The stats show that our army sucks without me: they produced 20 fewer units than the enemy, but together we destroyed 19 more than they did, mostly thanks to my bombs. Oh yeah. Who da man.

0:16 More scrolling text. We were attacked! "Every day this war becomes more terrible. If war can be avoided, it should be at all costs." Wow, that's... not deep exactly. Common knowledge, maybe?

0:18 This time around the chopper is replaced with a plane. It has a turbo boost and a loop the loop function. Sounds fun.

0:21 The plane is significantly harder to control than my good ol' chopper -- changing direction and speed is an immense challenge. Again, this is realistic but not exactly serving the gamep lay. Also, right-handed players (like me) might have trouble lifting up the stylus and hitting the X button to boost. Even landing is a chore. I want my chopper back!

0:23 Finally, some enemy air power. The dogfight with the opposing helicopter is over too quickly, though -- he goes down in a few loops. Shows some promise for heavier mid-air action down the road, though.

0:27 No wonder I'm doing so badly -- the enemy chopper came back and is taking down my barracks just as quickly as I take down his. Also, apparently the problem with the landing was that I was trying to do it. If I stop touching the touch screen it lands itself. Duh!

0:30 Oddly enough, kamikaze attacking within an inch of my plane's life seems to be an effective strategy. I'm mowing down tanks then heading back to recharge. Whee!

0:34 Victory! Apparently focusing on the bunkers was a losing strategy, since the enemy infantry just replenishes them. Blowing up the tanks, however, lets my units move through and overwhelm. The interface does a good job of showing the flow of the battle, once you figure out how to read the simplified radar.

0:35 "Watching the sunset seems to make all the violence disappear." A true poet-warrior.

0:36 Oh boy, now things are getting complicated. I can pick up soldiers and drop them off downfield or deploy them from my base through a menu. Nice to have more direct control of the troops, I guess, but are pilots usually in charge of deploying troops in battle? Oh well, at least I'm in the helicopter again.

0:40 Despite all the fancy new stuff, victory still comes mainly thanks to the "bomb the enemy tanks" strategy. Once the tide has turned decisively, I deploy 27 infantry at once just for fun. Lookit 'em go!

0:41 Oddly, I can't just drop bombs on the enemy base. Even though I've cleared the enemy units out, I have to wait for my slow-ass troops to get there and take over.

0:42 "I'd give everything just to be able to hug you both right now." Awww. Also, um, apparently he's writing to his fiance who's carrying his child and should deliver this letter to his parents if he dies. What? "Do what you have to to make sure he has my surname, a name which you will be proud of from now on." WHAT?

0:50 The last battle started with a lot of good old fashioned dogfighting. Still pretty easy to fly in full speed, guns blazing and take down the enemy choppers. Once we controlled the skies it was only a matter of time. Also, now I can call in air strikes with the L button. I like how the game is slowly introducing more and more complexity. It would be easy to get overwhelmed if this was all just available from the start.

0:51 So apparently John was killed? Am I supposed to be John? I've gotta say, it's hard to feel emotional resonance in a game with small, pixelated characters and planes that immediately reappear when they crash (up to three times per battle). Anyway, now it's 25 years later. They're teaching the new pilots how to brush. "If we do end up landing in enemy territory, at least we'll have nice teeth." Heh. The writing finally shows some spark.

0:58 Damn, those new helicopters are tough. Supposedly I can take them on with my new anti-aircraft missiles, but I can't figure out how to use them consistently. Their definitely a learning curve to these plane controls.

Would I play this game for more than an hour? Yes.
Why? While the controls aren't perfect and the action can be a tad hard to follow, I like the concept and the attempt to meld action and strategy. I'd like to see what else they do with it, at the very least.

This review based on a retail copy rented from GameFly

Monday, October 8, 2007

Traxxpad Portable Studio


Developer: Definitive Studios
Publisher: Eidos Interactive
Release Date: June 26, 2007
Systems: PSP
ESRB Rating: E10+
Official Web Site


Today's Game for Lunch comes from guestblogger Cyril Lachel of Defunct Games.


In a nutshell: A music making program for those who own a PSP instead of a computer.

0:01 As I turn on my PSP I'm greeted with the kind of repetitive beat that usually accompanies top 40 rap artists (50 Cent, Kanye West, etc.). Seeing as I'm not a huge fan of the hip hop I'm a bit worried that this "game" may just drive me up the wall, but I intend to see out this hour and learn whether or not I am able to compose a song with this time limit.


0:02 After choosing "Make Beats" I am met to a rather lengthy load screen and then a second start menu. While the game loads I should probably take this time to mention that the song I make can be used on more than just the PSP. The back of the case says that I will be able to export my music (er, beats) to the computer and cell phones. I'm not going to say that the beat I come up with is going to be good enough to be featured on a lot of cell phones, but it's got to be better than using Fergalicious as your ring time.



0:03 As I stare at the screen I mumble to myself: "what the bloody hell am I looking at?" The PSP's widescreen display is filled to the brim with graphics that are completely foreign to me. The only thing I recognize are the four face buttons (triangle, circle, square and X). When I push the face buttons four different sounds come out of the speaker ... nothing else happens, just four drum-like sounds. The rest of the screen is made up of nobs, glowing columns, a big dollar sign, and a play, pause and record button. I decide to see if I can figure all this stuff out.



0:06 After several minutes of playing around (read: pushing every button on the PSP) I decide that I'm getting absolutely nowhere. If I'm going to create a beat in an hour then I'm going to need to swallow my pride and read the ... gasp ... 50-page instruction manual. I can't even remember the last time I had to consult a game manual so early into my experience, but then again I can't remember the last time I played a music-making video game.



0:08 Only four pages into the instruction manual and I feel like I was making real progress. I knew that I was on the right path when I stumbled across a page called "Instant Music!" (their emphasis, not mine). Unfortunately all of the words ended up blurring together as my eyes glazed over. There is a lot of technical mumbo jumbo to deal with - R.T.I.S.T., MeLOD, S.T.A.C. and something called MyXxer. I feel like I should have taken some music production courses at the community college before jumping into this game. I decide to read on.



0:10 I make my way to page 10 and read an entry called "Instant Music!" (their emphasis, not mine). It talks about a bunch of technical stuff, like R.T.I.S.T., McLOD ... wait a second, didn't I just read this page a couple minutes ago? Sure enough, the first six pages are repeated twice in this instruction manual. Apparently there was some sort of printing mishap when they constructed this manual. I think it's time I skip ahead a little bit.



0:14 Okay, I figure out how to start recording the various beats in the R.T.I.S.T. mode. I actually have to hold the "select" button down in order to trigger the record feature, and then push "select" again in order to make everything start to move. That's a little awkward, but now that I understand how to get it going it's not so bad.


0:20 After playing around with the R.T.I.S.T. mode I finally laid down my own beat. It's a simple beat, but give that I'm only 20 minutes into this process you can't expect perfection.



0:22 After completing my beat and listening to it a couple of times I decided to head on over to one of the other modes. Of course, this means that I need to figure out what the new buttons do and read about these different modes. Back to the instruction manual I go.



0:27 Apparently the MeLOD section is for refining the melody (which actually makes sense now that I look at the name). Instead of giving you four face buttons to work with, MeLOD is set up like a keyboard. The problem is that there are more keys than face buttons, so in order to hit a lot of the notes you will have to hold a directional key and then hit one of the face buttons. It's awkward to figure out just what note to hit, but with some practice I'm sure I could make this interface work for me.



0:32 I'm still working on trying to get used to the interface. The good news is that my song is finally coming together. It may be short, but at least the melody and samples sound right. It's time to replay it a few times and figure out what it's missing.



0:40 After tweaking the beat a bit more (thanks to my newfound understanding of the various modes) I have decided that it's time to start rapping over it. Unfortunately I don't know how to rap, so I decide to just kind of mumble over it. To do this I will need that PSP headset that I bought a couple years ago for SOCOM: Fireteam Bravo. Now where is that thing ...



0:45 After searching through my drawers for that headset (and listening to a loop of my beat for five minutes) I now know what I'm going to do. I plug in the headset and switch over to the mode that supports singing/rapping. Like everything else, this mode looks completely foreign to me. Going between the various modes is like playing a bunch of different games, you literally have to relearn everything just to do the most basic functions. All I want to do is sing, how hard can that be? It's time to reference the instruction manual once again.



0:49 Recording my voice was easier than I thought it would be. It took me a few seconds to figure out what to say, but before long I was rapping my ode to yummy breakfast foods. Toast, eggs, pancakes, omelets, it all sounds so good right now. I guess I shouldn't be rapping on an empty stomach.



0:53 After a few more tweaks I have come up with a song that I feel happy with. I'm surprised that I was able to do it in under an hour; I feel a real sense of accomplishment. This song won't make it onto the radio or MTV, but it's far from the worst thing I've heard before (it's definitely better than anything Fergie has done). The only thing left to do is listen to it a few more times.



1:00 I've now listened to my song several times. Unfortunately I'm now sick of it, all it does it make me want to go and eat some food. Perhaps next time I can do a better job at assembling a song, but for my first attempt this isn't so bad. I feel like there's a lot of nuance in the interface that I didn't even touch on, perhaps some other time I'll sit down with the game and give it a fair shake. But for now I have decided to shut off my PSP so I don't have to listen to that song over and over again.



Would I play this game for more than an hour? Probably not.
Why? Although I like the idea of making my own music, Traxxpad's interface is just too difficult to navigate. Even the simplest tasks are a pain, and almost every part of the game requires you to read all about them in the instruction manual. I can see how this could be a fun time waster for all of those aspiring rappers who want to try out something different, but this game just makes it too frustrating to get real work done. I think I'm just going to stick to the computer programs that let me do the same thing without all of the fuss.

Wednesday, October 3, 2007

Deus Ex: Invisible War


Developer: Ion Storm
Publisher: Eidos Interactive
Release Date: Dec. 2, 2003
System: PC (reviewed), Xbox
ESRB Rating: M
Official Web Site


Today's Game for Lunch comes from guest blogger Michael Zenke of Slashdot Games and MMOG Nation.



In a nutshell: Oblivion's Neo-Futuristic Doppelganger

0:00 Oh, Ion Storm. Sadness. Man I'm old.

0:01 The graphics are shiny at 1900x1200 resolution.

0:02 We're looking at microchips ... and now it's the city from a top-down! Very classic. How is it that the 2003-era CG looks worse than stuff from a few years before it?

0:03 Terrorism with nanites? That can't be good.

0:04 Oh, it's a grey goo nanoswarm. Classic science fiction. Nice. The whole city and all of her citizenry are turned to dust. Talk about a dramatic way to start a game.

0:05 "We don't need cities or armies, we have human bodies. The perfect weapon for an invisible war." And we have a title!

0:06 There are only six generic choices for my avatar; two genders and three skins for each. That's a bit boring.

0:07 Ooh, tips. "Many weapons use a magnetic pulse, which can be used to disable bots and turrets." My first impression: Wow! It's System Shock 2 all over again. Oh I love games like this ... except my mouselook sensitivity seems really high. Must be getting used to console FPSes.

0:08 A hologram communication introduces me to Nassif, a woman who says she's my case officer. My name is Alex, it looks like. There's an explosion somewhere in the building, but she says not to worry about it. I'm skeptical.

0:09 Good thing: I can throw things around with some vague physics. Bad thing: my hotkeys make no sense. Why is 'V' my inventory key? Otherwise I have no complaints so far. Gaah, I love games like this. This is dangerous.

0:10 I'm picking up stuff left and right and adding it to my inventory. Soy chips abound. It really is the future. I step out into the hallway, and there's a dead guy out there. I'm pretty sure that's not right.

0:11 I can't loot his body, but I can effortlessly pick it up and carry it around. It's fun! I hold him like a box of pizza on my shoulder. Looking around the hallway is so much fun. There's little messages left on the 'away mode' for all the hallway doors, and they're very evocative of the NPCs that live inside.

0:12 I find my friend 'Billie', someone I've apparently been in contact with from Chicago (before my transfer to Seattle in the wake of the terrorist attack). All of a sudden I notice that everyone holds their arms out very stiffly to their sides in a really uncomfortable manner when they're talking. They look like mannequins.

0:13 I'm unreasonably excited about the fact that the toilet, sink, and shower all work when you use them. Why don't modern games have working details like this anymore?

0:15 I head downstairs to meet up with Nassif and get the plot moving. I'm still not technically at the game, unless the game is throwing around vaguely physics-enabled pillows in my apartment.

0:16 Nassif assures me that everything is fine, and I should head to the rec area ... even though as she says that someone tells her they're at a 'code yellow'. My fellow trainees are a bit odd. One's ridiculously cheery, and the other is an over-achieving prick.

0:18 The jerk NPC's facial mesh looks more polished than Alex does. Now I hate him even more.

0:19 Apparently I joined up with this spy group because 'what the hell.' That's not a great reason to start a career, really. More explosions begin, and I'm instructed to go find a multitool and weapon from my locker downstairs.

0:20 I load up on loot and steal my fellow trainee's stuff. The multitool lock hacking effect is really nice. A glowy beam connects your gadget to the target.

0:22 A security guard tells me to get out of the way of an incoming attacker. This is a somewhat obvious start to the game allowing me different ways to approach challenges. I can run in guns blazing, I can crouch in the shadows and slip away, I can use a baton to whack the villain upside the head ... it's a world of possibilities.

0:24 Billie reveals herself to be an inside agent for the Order, the religious group attacking the building. She says I'm a test subject, not a trainee. She says I should go get my biomods and then get out of the building. I don't see that I have a lot of other options, so I head back to my room. Why do my 'friends' always suck in games?

0:26 I help a security guard take out a Seeker by whacking him repeatedly with a stun baton. The game notes that he's not dead, just unconscious. I can even be 'non-violent' if I want to. Very nice.

0:28 The inventory system is a bit strange; there's an outer half-circle, and then an inner half-circle. I can select things from the outer circle by just using the mousewheel, and swap them between the two in the 'inventory mode'. It's not bad, just going to take some getting used to. Recordings overhead tell me that Billie has reprogrammed the building's security systems. I'm sure that won't be a problem...

0:29 I enter my apartment, and Billie pulls the power on my apartment. The ceiling disappears, and reveals a pair of scientists observing the room. Creepy. One of them is shocked, and the other says 'Let's hope she has a sense of humor.' Heh.

0:30 I head through a hole in my apartment wall and move through an interstitial space, and start climbing over a ledge ... only to have the world disappear. Crashy crashy! Thanks, Steam! Let's hope there was an autosave there somewhere.

0:31 Yeah. Autosaved after I got out of the elevator on the apartment level. I kill the seeker in the hall with the guard and rush back through my apartment in a few quick moments.

0:33 I note that I seem to have generic 'ammo;' ammo clips taken from pistol-using Seekers refill my power on my stun baton as well. Oookay...

0:34 Through the interstitial space (no crash this time) and into the Biomod lab. Nassif says "you might as well install some biomods". That's gratitude. Apparently, the Order aren't the ones who attacked the other building in Chicago. So ... the group has a lot of enemies, apparently.

0:35 I grab a trio of biomod packs, which can apparently be slotted into up to five different mod areas. I am liking my shock prod and stealth approach, so I choose a foot mod that quiets my footsteps, and a pair of mods that should cloak me from humans and robots/turrets.
0:37 Now that I have them slotted ... how do I activate them. Hmm. No tutorial around. I have to go to the keymaps to find out the F1-F5 keys activate them. That seems like an oversight.

0:41 I head out and do some actual gameplay. I slip past a turret and camera with my biomods. My biojuice goes down as I do so. How do I replenish my goo?

0:42 The scientists who were watching me want me to guard them from a pair of Seekers heading up from the apartment level. A guy in the next room beyond tells me that a pair of gold beams will 'flatline someone in about a second'. I can hack them to turn them off, destroy them with a grenade, slip past them through a air duct ... lots of choices.

0:44 The Seekers come up from below and I shock them into unconsciousness. I don't know if I trust these Agency folks, but there's no reason I should let anyone die. I'm given a silencer for my pistol as an award.

0:46 I choose the stealth approach once again. I slip out into the hallway past the golden laser beams via the air duct, and then hack the thing into submission. I wonder if the way I'm playing is being noted anywhere? It doesn't seem like I have any kind of skills.

0:48 I'm about to head downstairs to the Academy's exit, when another Order agent contacts me. She says I can join up with them in 'lower Seattle', if I choose to throw off the Agency shackles. Everybody wants me to hurry up and backstab the other guy. Exciting.

0:50 I make my way past a pair of WTO security guards at the exit, and I'm free of the Academy for the first time. A comm-call tells me to report to the WTO right away. The guards warn me against going to lower Seattle. Many factions, many options. The game does a great job of making me feel like I'm in control of my destiny.

0:51 Billie once again reminds me of the Order's offer. If I want proof of the Tarsus Academy's evils, I'm given the option of slipping into Nassif's apartment to search her things. Now that I'm in control of my own destiny, it seems like I'm going to be given lots of opportunities to explore the implications of my missions.

0:53 I explore the area a bit. There's a coffee house near to the Academy, and overhear a discussion between the barista and a patron about competition with another coffee shop in lower Seattle. My first quest! I can slip into the other coffee shop owner's apartment to get the access code to the place.

0:55 Still just exploring the area, I walk past the inclinator down to lower Seattle. A trio of thugs stops me for a good old-fashioned mugging. I tell them where they can shove it, and they open fire.

0:57 I pull a fade as the security droid steps in to take them on. It's joined by the WTO troopers from back near the Academy. I literally have to do nothing as they're cut down. It's a great example of how the NPCs have their own goals and factions.

0:59 With that dramatic example of NPC interactions over, I head over to Nassif's apartment building. As I step inside, I get a com-call from someone at the WTO, who doesn't like that I'm there. She grudgingly offers me another mission as long as I'm in the area, to investigate the apartment of a diplomat. I guess even though I'm about to stab them in the back they're cool with giving me jobs? Nice. With that job under my belt, I end my time in Deus Ex.

Would I play this game for more than an hour? Yes
Why? Are you kidding me? Warren Spector? Harvey Smith? Ricardo Bare was the lead designer on the project! It's like Christmas in my PC. I didn't play this back in the day because I heard some very negative things from old System Shock/Deus Ex players, but in 2007 this is a beautiful blast from the past.

Tuesday, June 5, 2007

Lara Croft Tomb Raider: Anniversary

Developers: Crystal Dynamics, Buzz Monkey Software
Publisher: Eidos Interactive
Release Date: June 5, 2007
Systems: PC (reviewed), PS2, PSP

In a nutshell:
Has it really been ten years since we first jumped around and shot at things in caverns?

0:01 Lara looks less... pointy than she did ten years back. Less robotic too.
0:03 "How quickly can you get to Peru" Rather quickly I'd guess. The writing is pretty good, but the female characters are distractingly stacked and anorexic.
0:04 I'm using an Xbox 360 controller, so why does the game tell me the controls for the keyboard?
0:07 The guide says six different things in Spanish before repeating. Impressive.
0:09 Lara just shot a bunch of wolves in a cut scene. Isn't that something I could have done?
0:10 Here's some shooting, but it's bats? Where's the wolves?
0:12 Is it wrong of me to notice that Lara sounds a lot like Link from Ocarina of Time when she jumps? I think it is.
0:14 There's the wolves. Ouch! Die, damn wolves.
0:17 Less than twenty minutes in and I'm already stuck when a bridge collapses out from under me. Great.
0:18 Hitting the roll button after a jump makes Lara do a Supergirl-style leap. Sweet!
0:21 Two minutes of wandering later I figure out you can climb the collapsed bridge. I'm a freakin' idiot.
0:22 BROWN BEAR! A good reason not to fall from the rope.
0:23 Breaking your neck. Another good reason not to fall from the rope
0:24 A large Medipack... a good reason NOT to fall from the rope.
0:25 I love how lonely everything feels. It's like I'm really raiding a tomb! I imagine.
0:27 "Open Lara's Journal to hear her thoughts on this situation." OK *open* "There must be a way to open this door." GEE THANKS LARA THAT WAS SO HELPFUL!
0:29 Supergirl jumps are the only way to travel. Every game should have them.
0:31 I open a door and the "Mountain Caves" end abruptly.
0:32 BROWN BEAR AGAIN. Lucky I'm in the Matrix and can activate Bullet Ti-- Er, I mean the "Adrenaline Dodge"
0:34 When I shoot a wolf it runs directly into a wall. Now that's a smart wolf.
0:36 While fighting a Brown Bear I get stuck in a pool and can't figure out how to get out. I drown twice trying to figure out how to get out. Great.
0:42 I finally figure out how to get out of the pool, by going through an underwater tunnel. Again, I'm a freaking idiot.
0:43 Lara's clothes stick to her when she gets wet. If I believed in hell, I'd think I was going there for noticing this.
0:44 Shotgun ammo... you know what that means!
0:45 Standing not one foot from the keyhole, I select the key from my inventory. Lara gives a curt "No!" in response. I keep hitting the button, making a little beatbox rap out of it. "N-n--nnn-n-nuh-no!"
0:47 The music flourish for the wolf battles sounds just like the main theme from Metal Gear Solid.
0:48 I can't imagine playing this with a keyboard would be much fun at all.
0:51 Two quick deaths from errant steps. *Sign*
0:58 Level two ends just as abruptly as level one, except this time there's a pretty waterfall in the background.

Would I play this game for more than an hour: Yes
Why?: Gotta find that inevitable shotgun. Also: Supergirl jumps!

This review is based on the full game downloaded from GameTap