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Marvel: Ultimate Alliance 2

Posted by @rop_Ardi


Before I even get into the real review of Marvel: Ultimate Alliance 2, I need to say something: PlayStation 2 owners deserve better. I can't tell you how many times I cover a cross-platform title and find this once great system getting watered down versions of games and stories the Xbox 360 and PlayStation 3 people are eating up.

G.I. Joe: The Rise of Cobra

Posted by @rop_Ardi

I grew up in the '80s and owned more than a hundred G.I. Joes. I was obsessed for the better part of my childhood with the action figures. Needless to say, I watched the show as if it held the secrets to the universe. So when G.I. Joe: The Rise of Cobra feature film was announced, naturally I vomited on myself. Nothing good can come from dredging up '80s nostalgia. What's next, bringing back Molly Ringwald's awkward dance moves from The Breakfast Club? What was worse, I knew that a summer feature meant new toys (that were lesser versions of my '80s collection), some form of fast food joint tie-in, and a new videogame. Cartoon-to-movie translations don't have a great track record for quality, but attempts at cartoon-to-movie-to-game translations fare even worse.

Still, I held out hope that the folks at EA could come up with something at least decent. They did not. G.I. Joe is an unattractive, repetitive and humorless videogame with only a few bright moments.

The core idea for G.I. Joe is sound. Create a modern-day version of Contra with the Joes as the central figures. The first issue with this is that EA is hampered by the feature film. The movie strips away the unique outfits of the Joes and so the game has some very bland looking character models. Gone is what made G.I. Joe so memorable for kids of the '80s. The personality just isn't there. The characters look boring as do the environments (snow level, jungle level, desert level, lava level, bored-out-of-my-mind level).

The gameplay is simple. Move forward through linear levels, hold down the trigger and shoot everything in your path. Like Contra, there are some tough moments that require you to dodge incoming fire or risk death. Unlike Contra, it's just not very fun after the first hour. Destroying the same enemies, conquering the same obstacles and running through the similar levels gets old. G.I. Joe is a lengthy game and will probably take about eight hours for most people to finish. But I wish it was half that length, because it gets bogged down by its repetitive structure.

Often the G.I. Joe game seems trapped by the ideas put forth in the new movie. Case in point, the Accelerator Suits, which are a major feature in the film. When you've killed enough bad guys, you just have hit a button and activate the suit. The suit makes every character look the same and gives each identical attacks (and a manly voice). So if you thought the personalities were already being muted, just wait until they are fully stripped bare by these stupid suits.

EA has thrown in some of the vehicles from the old toyline including HISS tanks and the Trouble Bubbles, which are welcome additions. You also get to drive a number of Joe vehicles. But instead of having the sensation of driving a Warthog in Halo, it feels as clumsy as if you were steering one of your old toys by hand. Part of the problem is the static camera, which is an issue on foot but tends to be more troublesome once in a vehicle.

There is offline co-op on the same system. It's nice to be able to play with a buddy (why should one person suffer alone?).

Playing solo, you can switch back and forth between characters with the tap of a button. This becomes a necessary survival skill. G.I. Joe features a regenerative health system that recovers quickly if you use cover (what's the fun in that?) and slowly if you play out in the open like a normal person. On casual difficulty, dead characters instantly respawn. On medium, you recover a downed hero at the checkpoint (most levels have three). And on hard, once someone dies, they stay dead through the rest of the level. Though it is marketed as a game for a general audience, G.I. Joe is surprisingly unforgiving. I never want to shift to "easy" difficulty, but for me, medium stopped being fun halfway through the game. The first rule of game design: You never want your game to stop being fun.
A big part of the issue is that G.I. Joe betrays the long-held conventions of "checkpoints." For the past few decades, when the player sees "Checkpoint Reached" on the screen, they know that should they fail, they restart at said checkpoint. G.I. Joe has a new innovation where checkpoints don't do squat. If you fail on medium or hard, even if you're three checkpoints in and at the final boss, you have to begin the entire level over again. Checkpoints aren't safety nets in G.I. Joe, they are actually just load points for the next section of the level. Don't call it a "checkpoint" if it's not actually a checkpoint. It's a betrayal of the faith gamers put in a developer.

For all its many issues, there are some things G.I. Joe does well. Every character has their own weapon and special attack. That seems like a minor thing, but it can prove important in battle. You may find yourself playing characters you never liked in the cartoon (or whom you've never heard of) simply because their special attack is more effective than that of Snake Eyes or Duke.

Expect plenty of unlockable Joes (a dozen in all) along with four playable Cobra villains. Each level is packed with collectibles, including file cards similar to the old G.I. Joe's back-of-the-box details. You'll find several PSAs taken straight from the cartoons. None of the Public Service Announcements explain the "other" half of the battle (is it lasers?), but at least each one drops some knowledge to make you 50% prepared for war.


Also, there are some Joes not in the movie brought into the game. These characters, such as Wild Bill, are truer to their old selves since they aren't weighed down by any baggage from the film. And the story, which takes place after the events of the film, plays out like one of the week-long sagas from the cartoon. Cobra is collecting pieces from around the world to build the mysterious MASS Device and the Joes must go globetrotting to stop the international terrorist group. It's a goofy plot, but a good fit for G.I. Joe.
Closing Comments
As a fan of G.I. Joe, I expect a videogame version to make me feel like a Real American Hero. This didn't come close. The gameplay is unexciting and the visuals uninspired. There are moments when I found myself enjoying G.I. Joe: The Rise of Cobra, but those moments didn't last long. I wish I could give this a "Yo Joe!" but all I can manage is a "Yay, I'm done with this."

A big part of the issue is that G.I. Joe betrays the long-held conventions of "checkpoints." For the past few decades, when the player sees "Checkpoint Reached" on the screen, they know that should they fail, they restart at said checkpoint. G.I. Joe has a new innovation where checkpoints don't do squat. If you fail on medium or hard, even if you're three checkpoints in and at the final boss, you have to begin the entire level over again. Checkpoints aren't safety nets in G.I. Joe, they are actually just load points for the next section of the level. Don't call it a "checkpoint" if it's not actually a checkpoint. It's a betrayal of the faith gamers put in a developer.

For all its many issues, there are some things G.I. Joe does well. Every character has their own weapon and special attack. That seems like a minor thing, but it can prove important in battle. You may find yourself playing characters you never liked in the cartoon (or whom you've never heard of) simply because their special attack is more effective than that of Snake Eyes or Duke.

Expect plenty of unlockable Joes (a dozen in all) along with four playable Cobra villains. Each level is packed with collectibles, including file cards similar to the old G.I. Joe's back-of-the-box details. You'll find several PSAs taken straight from the cartoons. None of the Public Service Announcements explain the "other" half of the battle (is it lasers?), but at least each one drops some knowledge to make you 50% prepared for war.


Also, there are some Joes not in the movie brought into the game. These characters, such as Wild Bill, are truer to their old selves since they aren't weighed down by any baggage from the film. And the story, which takes place after the events of the film, plays out like one of the week-long sagas from the cartoon. Cobra is collecting pieces from around the world to build the mysterious MASS Device and the Joes must go globetrotting to stop the international terrorist group. It's a goofy plot, but a good fit for G.I. Joe.
Closing Comments
As a fan of G.I. Joe, I expect a videogame version to make me feel like a Real American Hero. This didn't come close. The gameplay is unexciting and the visuals uninspired. There are moments when I found myself enjoying G.I. Joe: The Rise of Cobra, but those moments didn't last long. I wish I could give this a "Yo Joe!" but all I can manage is a "Yay, I'm done with this.

Author by: Hilary Goldstein

CALL OF DUTY 2

Posted by @rop_Ardi

Call of Duty: Finest Hour has the difficult task of living under the shadow of a successful PC franchise. It's impossible not to compare Finest Hour to its PC counterpart and see what's been lost in the translation. Not a port of the PC COD, but a brand new game made just for the consoles, Finest Hour is a serviceable first-person World War II shooter, but it lacks the character and intensity of its big brother. In a console world overrun with first-person shooters, this latest call to duty falls on deaf ears.

GDC 09: G.I. Joe

Posted by @rop_Ardi


It's fair to say that I am a massive G.I. Joe geek. As a kid, I owned more than a hundred G.I. Joe figures, including a create-your-own-Joe figure. So you know that when it comes to anything Joe-related, I'm going to be pretty friggin' tough on it. After all, I don't want anyone to crush my childhood love. Considering EA's G.I. Joe: The Rise of Cobra is licensed from a movie (which in turn is based on a series of action figures) and is aimed at a mass audience rather than hardcore Joe fans, things are definitely stacked against it.

CALL OF DUTY 3

Posted by @rop_Ardi

I was recently asked by a Japanese game developer why first-person shooters are so popular in America. Don't we get bored of doing the same thing over and over? At the time I was at a loss for an explanation, but after playing Call of Duty 3 I can answer that question. We don't mind playing scores of shooters because month after month we're presented with games in the genre that up the ante in terms of presentation, mechanics, and overall quality. For example, only a year after Treyarch brought us Call of Duty 2: Big Red One, they're back with another installment in the series. They've added enough to the successful Call of Duty formula that we were happy to once again join the battle for the free world.

Last year Call of Duty 2 hit store shelves as two separate games with Infinity Ward on next-gen development while Treyarch created Big Red One. The latter developer was put in charge of the third installment as well and has successfully taken the look and feel of last year's 360 title and ported it to a much less powerful system.


Dzien Dobry!
This time around Treyarch decided to tighten the focus and center the game on the Normandy Breakout. The chapters are told chronologically through 14 single player missions that span the 88 days leading up to the liberation of Paris. Players fight as the Americans, British, Canadians, and Polish. That's right - you have the honor of joining a Polish armored division as they roll their tanks across enemy lines. Canada and Poland are two forces that have yet to be represented in a WWII game and their inclusion is refreshing.

The cut scenes that tie together the story are filled with enough personality (and heavy accents) to make for a few memorable characters. However, the action is always seen through the eyes of the main character so players become something of a floating name that is secondary to the drama they witness. COD3 does a good job of humanizing the soldiers reminding us momentarily that real heroes don't have to resemble a roided out linebacker with no neck. And they don't always make it through the day. The cut scenes are well directed, but it would've been nice if the user was able to skip them after the initial viewing.

Icing on the Cake
If you want a near perfect descriptor of the gameplay in COD3 just pop in last year's hit Call of Duty 2. The core mechanics are identical down to the slight auto aim that occurs when players use L1 to look down the sight of a gun. The "overshield" damage system has also returned allowing soldiers to recover from all damage by resting behind cover for a few seconds. The beautifully rendered smoke grenades are back, only this time there isn't as heavy a stress placed on using them to obscure the enemy's field of view. To spice things up Treyarch did add a few new combat mechanics. The most commonly used technique is the ability to toss grenades back at the enemy by picking it up by hitting a face button and quickly tossing it with R2. Running towards an unexploded grenade to lob it in the other direction can be exhilarating but overusing the technique will eventually lead to some messy deaths.

Also new are action events that have replaced mundane tasks like placing a charge or aiming a mortar. Players now have to complete a series of button combinations that appear on screen as the task is completed. The most successful example of this occurs during the hand-to-hand combat sequences that put you in the face of the enemy to struggle for your life It's more exciting than just pressing "X" but not difficult enough to add any real tension. Overall, the action events are used sparingly and barely add or detract from the overall experience.

Enemies to a decent job of taking cover, varying attack patterns, and acting aggressively with grenades; don't get caught thinking you're the only one that can toss those babies back. A new facet of enemy behavior occurs when a line of Germans are outgunned. This sometimes causes them to retreat as a group to find better cover. Act fast and you can pick them off as they turn tail, drag your feet and you'll be faced with a better entrenched enemy.

Author by:  David Clayman


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