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Bulletstorm Mini-Review

October 3, 2012 By Keri Honea Leave a Comment

Bulletstorm

Bulletstormis one of those games that I’ve always wanted to try after hearing my co-hosts on the EvilCast podcast go on and on and on about how insane it is (See also Saints Row The Third). I bought it when it went on sale, and it sat in my stack of shame for some time. Recently, I had a bit of a personal tragedy, and I wanted something over the top, silly, and yes, a little violent.Bulletstormwas promptly moved out of the stack and into my Xbox 360, and it did not disappoint.

Bulletstorm is so incredibly, delightfully ridiculous, from the gameplay to the dialogue, that it’s virtually impossible to not have fun. Well, that’s not true. I suppose it wouldn’t be fun to those who are easily offended, don’t like dick jokes, and don’t enjoy creative headshots. But if you’re a shooter fan, and you don’t get offended that easily (hey, Call of Duty fans!) then Bulletstorm should be right up your alley.

It’s a first-person shooter that completely focuses on creative kill shots. Any creative kill you make earns points (nicely called “skillshots”) that you can spend on weapons, ammunition, and weapon upgrades. If you do nothing but regular ol’ headshots and shots to the chest, you won’t rack up many points and therefore won’t be able to unlock or upgrade your weapons properly, if at all. Different guns have different skillshots, so by simply swapping out weapons you pick up, you can pull off some hilarious skillshots without much effort. The fun with skillshots comes with the ability to kick and leash opponents. Early on in the game, the main character, Grayson Hunt, picks up what they call a leash, which is an electric whip of sorts that allows Grayson to leash enemies toward him or pull down objects in the environment. He can even use to pick up weapons he can’t reach. Grayson can also kick enemies away, which is great for both stopping enemies from shooting at you and great for kicking them off of high places–which leads to a series of skillshots, depending on where you kick them off of. Kicking and leashing also slows down the action for a little bit, thereby allowing players to more easily make that headshot or aim for a certain part of the body to earn other skillshots. For example, a shot to the throat is called the “Gag Reflex,” and if you shoot an enemy in the balls and then kill him, it’s the “Mercy” skillshot. I swear I’m not making this up.

Bulletstorm Skillshots

The dialogue is as over-the-top as the skillshots. I played rugby for a few years, my husband is a former rugby player, and my husband is in the military, and I swear I have never heard so many dick jokes in my life. I turned on the subtitles so I wouldn’t miss a single crazy thing said while I was laughing so hard. I’ve actually turned some of the dialogue into text tones and ringtones on my phone because they’ve made me laugh so hard. My phone is now a weird conglomeration of Gears of War and Bulletstorm tones…I should just slap on an Epic Games logo and move on.

Surprisingly enough, the story was pretty good as well. It wasn’t as deep as something like Spec Ops: The Line by any stretch of the means, but it never once felt convoluted, it made sense, and as the game went on, it got pretty serious. It was amazing to learn that there was a reason why all of these crazy, insane, and twisted-looking humans were on the planet. It was nice to see that there was a reason why General Sarrano was hovering near the planet in the first place. They could have made the story completely happenstance, but they chose to give some meaning to the craziness, and it was a nice touch.

Bulletstorm wasn’t nominated for any Game of the Year awards for 2011 that I’m aware of, and that’s most likely because of its insane and violent nature as well as its okay story, but it’s still an incredibly fun romp. If you need something silly and just fun, I can’t recommend Bulletstorm enough.

Filed Under: Mini-Reviews

Professor Layton and the Last Specter Mini-Review

September 27, 2012 By Keri Honea Leave a Comment

Professor Layton and the Last Specter box artI’ve been a huge fan of the Professor Layton games since they first released, even though the stories have consistently jumped the shark more progressively than the last. Professor Layton and the Last Specter is the fourth game in the series, but it’s a prequel to the first game. It tells the story of how Professor Layton and Luke first met and developed their friendship. It also has the most bizarre and unimpressive story to date as well.

For those unfamiliar with the Professor Layton games, the core gameplay is all based on solving puzzles and riddles. Some of the puzzles are wordplay, others are little games, and others require some basic knowledge of math. They’re typically fantastic brain teasers that make you feel inept at first but award you with a great sense of accomplishment when you solve the puzzles without using hint coins. The first Professor Layton game tied the story to the puzzle-solving gameplay brilliantly, and none of the games have done as well to date. In a way, it isn’t fair, because the story of the first game centered on Layton’s ability to solve puzzles. In the end, it all made sense why the villagers kept handing him puzzles to solve. None of the other games have done that, and if they all did, they wouldn’t feel unique. However, as the games have progressed, the manner in which Layton is handled puzzles has felt lazy, and this game sparked this feeling of laziness more often than the games before. For example, many of the townspeople Layton came across would simply say, “Hey, I can’t solve this puzzle, do it for me,” or “I’ll give you the info you want if you solve this puzzle.” Why don’t you just say tap here for a puzzle?

I didn’t enjoy the puzzles of this game very much either. I felt that far too many required math, something I really hate, and way too many required basic knowledge of geometry and trigonometry for my liking. There’s a reason why I majored in English in college, and not math or science. In reality, there were probably only 10 puzzles that required geometry of any kind, but that was way too many for me. I like riddles, word games, visual puzzles, and the occasional number game. Please don’t ask me to draw angles to calculate how a bird flies.

Professor Layton and the Last Specter

As a result, I kept GameFAQs open at pretty much all the time so I wouldn’t waste hint coins on puzzles I wasn’t going to take the time to solve. In the past, I sought out GameFAQs as a last resort. This time, I didn’t care. It shouldn’t be that way for a game based on puzzles.

I kept going through the game for the story. The stories always won me over in the end, no matter how crazy they were in the beginning. This one failed me all the way through. The story this time was about a Specter (yes, obviously) who randomly appears during the night in the town of Misthallery and destroys everything in its path where it appears. A mysterious oracle has been able to warn the police where the Specter will appear so that the townspeople of the area can be evacuated, but it’s not stopping the Specter from appearing and wreaking havoc. The mayor of the town is an old friend of Professor Layton’s, and he has asked the young archeologist to come investigate. It’s worth mentioning that the mayor’s son is Luke, Layton’s soon-to-be apprentice.

It started off interesting enough, but I was permanently lost when the Loch Ness monster appeared. And no, that wasn’t the Specter, so that’s not a real spoiler. From that point on, the game tried to take the player down an emotional road that the player really had no emotional attachment to. The ending was supposed to be sad, but I just couldn’t get sad, and this is someone who tears up at virtually any hint of sadness anywhere. No, really; I cried while reading the end of The Fall of Reach.

Professor Layton and the Last Specter

So ominous…or something…

Will I get Professor Layton and the Miracle Mask when it releases this Fall? Yes, because I’m not going to turn my back on a series for one bad game. Let’s be serious; I’m still buying Kingdom Hearts games, so obviously it takes 5-10 bad games for me to walk away.

Filed Under: Mini-Reviews

Transformers: Fall of Cybertron Mini-Review

September 21, 2012 By Keri Honea Leave a Comment

Transformers: Fall of Cybertron

I had a great romp with Transformers: War for Cybertron, and its sequel, Fall of Cybertron, was a great continuation of the romp through nostalgia. Even better, FoC seemed to have fixed many of the complaints I had with WfC, especially when it came to the odd difficulty spikes and the overall game mechanics. Driving and flying were much tighter and smoother, and you have no idea how great it is that all Transformers can dash away–even Megatron’s mega-slow ass.

The game also has quite a bit more features from its predecessor. There are actual collectibles, and they actually contribute to the game in a fun way. The following is an excerpt from my review on Gaming Angels.

The collectibles system and types of collectibles have also greatly improved over its predecessor. In WfC, the game’s ideas of collectibles were shooting down any insignias of the opposing faction that the player happened to see around the levels. Now players collect weapon blueprints and audio files, which are really scattered and hidden and force a bit of exploration on the part of the player if you are a completionist. The audio files are little audio diaries that members of the Autobots and Decepticons have recorded that offer a little bit of insight into the story and to their own personal feelings. For example, an audio file found early on was recorded by Grimlock, where he explains why he left his post. Without that audio file, the player will never really know why Grimlock left outside of Jazz and Cliffjumper’s assumptions as they look for him. A special set of audio files also details Shockwave’s experiments on Grimlock’s team and how they became the Dinobots.

The blueprints, however, can be used to purchase new weapons for characters. Unlike the first game, FoC has a store! Players can purchase weapons, swap out weapons, purchase upgrades for said weapons, purchase health packs and weapon accessories, and purchase perks. The perks include the ability to move more quickly, better shielding for vehicles, and more overall health, just to name a few.

Of course, most importantly, FoC has so many delightful callbacks to the 1980s, it made this retro-fangirl nearly shed a tear or two, especially hearing “You’ve Got the Touch” as the ending credits rolled. Ah, how many young’uns will that be completely lost on? No matter; this game and its prequel were made for the original fans, and it has made original Transformers fans, such as myself, very, very happy.

You've Got the Touch

As I said in my full review, that you should read, Transformers: Fall of Cybertron is great if you take it as it is with no expectations other than a fun, nostalgic experience. You will not, repeat, you will not find anything groundbreaking here. It’s about a dozen hours of a good-natured whaling on other robots. What more do you really need?

Filed Under: Mini-Reviews

Transformers: War for Cybertron Mini-Review

August 15, 2012 By Keri Honea Leave a Comment

Megatron - War for Cybertron

I was excited forTransformers: War for Cybertronwhen it first released back in 2010. A Transformers game that calls back to the 1980s show? Of course I’m excited! I bought it the week it released, played it for a few days, and then I got distracted by other deadlines. I think I was still with Kombo back then, so most likely I got another game I had to review or something else released that caught my attention even more…who knows. The game was shelved with the ideal that I would finish it that year. Considering that it’s 2012 and I’m just now writing a mini-review on it, obviously that never came true. It’s sad that it takes the announcement of a sequel to get my butt in gear, but it happens, and it happened withWar for Cybertron. I’m really sad that I waited so long to play it.

Transformers: War for Cybertron is not a revolutionary game by stretch of the means. The game itself presents nothing new in terms of gameplay. It’s a third-person shooter, but it’s not cover-based, so it often feels clunky in how you have to “take cover” from incoming fire. Basically, if you can’t find a pillar or a doorway to stand behind, you’re kind of hosed if you walk into an ambush. Transforming into a vehicle/plane sometimes helps, but unless you’re a plane, you can count on running out of ammo very quickly.

Nothing is very creative either. For example, with the tank enemies–actual tanks or tank-like soldiers a/k/a brutes–you have to shoot them in the back. With some mini-bosses, you have to shoot off their appendages before their weak spots will magically open up. Every enemy and situation you come across, you’ll know almost instantly how to take care of it, because you’ll surely have already encountered similar situations in other games. It doesn’t matter how long it’s been since you’ve played a game; everything will feel similar.

The game also suffers from severe steep climbs in difficulty. It’s divided up into two campaigns, Autobot and Decepticon, and they run almost identically. One Act requires using plane Transformers, and the final Act is just a boss fight. I played the campaigns “in order,” meaning that I started with Act I and played straight through to Act X, which started with the Decepticon campaign. The difficulty stayed very similar all throughout until I hit Act X and the Autobot final boss fight. The difficulty suddenly jumped to OMG YOU’RE GOING TO DIE IF YOU BLINK. This wasn’t one of those situations where it seemed hard at first but once you figure out what to do, it’s cake, like the first Guardian boss in Darksiders II. It was incredibly hard even after I saw the patterns and knew what to do. The Decepticon boss fight took me about three tries, and that was mostly my own fault. The Autobot boss fight took me roughly ten tries, and I’d be lying if I said I didn’t think of throwing my controller. One checkpoint in the fight WOULD HAVE BEEN NICE. I honestly thought I would never get through it and I was going to rage quit yet another game this year.

All that said, why did I likeTransformers: War for Cybertronso much? Despite all of these flaws, the game is so much fun. I’ve played a lot of heavy hitters this year, including games that hit me emotionally and games I got overly frustrated with, so it was nice to take a break with a game that is honestly a lot of fun. It called back a lot of my nostalgia to be sure, but since it replicated so much of the 1980s fun SO WELL, it’s why it was so much fun. It’s not going to tug at your heartstrings, and it’s not going to blow your mind, but it’s mindless fun for Transformers fans.

Since there are so many Transformers games based off of the movies, it’s nice to find one that stands out and calls back to old school fans. I cannot wait for Fall of Cybertronnext week now.

Filed Under: Mini-Reviews

The Witcher 2 Mini-Review

June 14, 2012 By Keri Honea 1 Comment

Witcher 2

The main thing that I want to say about The Witcher 2 is in reference to my victory dance for beating the game on the console before Ross beat it on PC…that he’s had since release day in 2011. I predicted for 2012 that this would happen, and I’d be lying if I said that wasn’t my main motivation for finishing it. While I’m very glad that I played and finished The Witcher 2, I’m not really sure if I liked it or not.

I really cant say enough good things about it. The story was incredibly deep and complex, the combat definitely kept me on my toes, and the dialogue was hilarious when it wasn’t sexually offensive. What I really enjoyed the most was how the game really let you play your way, from how you leveled up Geralt (swordsman, mage, alchemist) to the choices you made throughout the story. I love Mass Effect more than anything, but this was a great example of how your choices really affected the final result, not just individual plot-lines. For anyone who is looking for a deep and very adult RPG, you really need to look no further.

That said, however, I walked away from the game wondering if I missed something. The final plot with Saskia and who knew she what she really was got muddled. One second, she makes Geralt swear to keep it a secret because no one knows. The next, Geralt and Iorveth are discussing it like it’s common knowledge. The conversation Triss had with Phillippa via Sile’s crystal never lined up with the whole sorceresses’ scheming. Triss’s involvement with the sorceresses was never fully explained.  Not to mention, I never could keep up with the whole Yennefer/The Hunt backstory that went on. I have a feeling that would have made more sense to me if I had played the first game. I’m fairly certain that that will be the focus of The Witcher 3, and as I sit right now, I have no interest in seeing how that story plays out.

When I talked over the game with a friend at E3, I started to enjoy the game more in retrospect. Yet, I have a feeling that is because I enjoyed discussing how different our games were and what we thought of the outcomes of certain scenes. All in all, I feel about Witcher 2 how I do about watching Saving Private Ryan: I’m glad I saw it, but I won’t see it again.

Filed Under: Mini-Reviews

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