Average User Score: 4.2Jul 2, 2014If you're like me, you probably got this game because you heard how great Silent Hill 2 is and wanted to give it a try, and if you're like me, you're probably walking away with a somewhat sour taste in your mouth. Even though this collection is decent, it doesn't make up for all of the drawbacks that both Silent Hill 2 and 3 come with.
First is Silent Hill 2 which is often considered to be the high point of the franchise. Right off the bat, Silent Hill 2 hits all the right chords to be a truly good survival horror experience. The game is legitimately creepy, with a fantastic atmosphere, creepy sound effects and freaky monsters. If that isn't enough, the game also has a really well done story, with more than enough cutscenes and story elements to make it feel consistent. Couple the great story which has multiple endings and great horror elements, and Silent Hill 2 does make for a satisfying horror experience.
The new voice actors were a controversial decision, given that all the voice actors were replaced. Luckily, the original voices are still in the game, and you have the option to choose between the old and new ones. However, the old voices dialogue isn't very well acted. The new voices are not only better acted, but they fit the characters better, even if they don't always match the lip movements.
The gameplay itself is a little different. First off, there's no tutorial, and combat isn't easy to figure out. Luckily once you get the hang of it, it's simple, if not that great. Combat consists of you going into a combat stance to use your equipped weapon. This roots you to the spot, meaning that while fighting, you can't avoid attacks. Also, the tank controls make your character slow, and with enemy attacks usually being really quick or having a good range, there is no sure fire way to dodge them. You will take damage, no matter how good you are. What makes this worse is the camera, which is terrible. The camera is fixed and more dynamic, but does a terrible job of keeping enemies in view. This means you'll suffer a ridiculous amount of cheap hits from enemies you can't see.
One good element is the map. The map is easy to understand and marks doors you can enter and can't. However, leaving the map or pause menu puts you into gameplay without the lighting up the screen quick enough. So, if you enter the pause menu while in combat, you won't be able to see your enemies for a second or two, which I actually died from.
Speaking of dying, the checkpoint system is terrible. There is no auto save and the save points aren't consistent enough to make up for it. Dying could easily man losing thirty minutes of gameplay.
The story and atmosphere of Silent Hill 2 are great, but the flawed gameplay ultimately makes Silent Hill 2 frustrating. Unfortunately, Silent Hill 3 doesn't fair much better.
Silent Hill 3 does a couple of things right. The graphics are improved, there's more weapon variety, and combat is more fluid, but the game still has a slew of problems.
Combat may be improved, allowing you to move while attacking, but the game in turn throws more enemies at you at a time, and there's still no way to fight multiple enemies effectively. The camera is still terrible, and most enemies still have attacks you can't effectively strategize around. The map itself has downgraded, failing to mark down all doors, which left me wondering where to go at certain points.
The creepy atmosphere has been toned down too. The game still has it's moments, but it's not scary anymore. The story is also practically non existent in the first half of the game. After that, it does pick up, but the weird religious/paranormal based story is a strange turn in comparison to Silent Hill 2's more psychological jarring tone. The story is a direct sequel to Silent Hill 1, and without the game on here, you end up being lost through most of it.
The checkpoint system is improved, with checkpoints being tied to cutscenes, but with the cutscenes being scarce in the first half of the game and the save points still remaining inconsistent, this system is hardly better. Luckily, their are checkpoints for every boss fight.
With a weaker story and atmosphere, and hardly improved gameplay, Silent Hill 3 takes more steps back then forward.
What's also disappointing is the lack of games. Silent Hill 4, Shattered Memories, and Origins are all PS2 titles missing from this collection. Even Silent Hill 1 is missing from here, which doesn't help, considering Silent Hill 3 is a direct sequel. I wasn't expecting all these games, but I still expected more than what's here.
Ultimately, this game is hard to recommend. The gameplay stops this collection from appealing to the modern gamer, and even old fans say the collection is disappointing. Plus, unlike other collections which help you catch up to popular franchises, Silent Hill has largely been forgotten. I'd only recommend playing this if you're a hardcore survival horror. If not, steer clear.… Expand
Average User Score: 8.8Jun 18, 2014I put off playing Dead Space for years, never truly knowing how good it would be, or how scary it would be. Now that I've finally played it, I can honestly say this is the best survival horror experience I have ever played.
You start out as CEC Engineer Isaac Clarke who has been hired alongside colleagues Kendra Daniels and Zach Hammond to investigate the sudden shut down of the planet cracker class space station, the USG Ishimura. You arrive to find the ship has been taken over by space zombies, dubbed Necromorphs, and your objective at that point is to get off the ship while multiple obstacles hinder your progress.
Immediately, the gameplay feels similar to Resident Evil. Using a gun with a laser point to hit weak spots of your enemies screams Resident Evil 4, but this game actually improves on the formula. You kill necromorphs by severing their limbs, which you do with the plasma cutter, a gun that shoots three plasma bullets in a horizontal or vertical direction and is displayed by a laser sight. Because you need to be precise, the shooting requires strategy over mindless shooting, which keeps the gameplay fun and refreshing.
What I love most about Dead Space is the absolutely perfect atmosphere throughout the game. The whole ship is creepy, with dark hallways, random sounds, creepy enemies, and plenty of well executed jump scares. What adds to this is that the only flashlight you have is attached to your guns, so the only way to see in the dark is by aiming down your gun, which ultimately narrows your field of vision. All of these elements make for a truly scary gaming experience.
One problem third person shooters always have in common is that they're not very good at aiming in close quarters, and because most of the necromorphs fight up close, the flaw needed to be remedied, and Dead Space does just that. Not only is Isaac able to move while aiming (which you can't do in Resident Evil 4 and 5), you also have the ability to punch and stomp with deadly affect, allowing you to give yourself some breathing room. Along with this, you have the stasis ability which allows you to slow your enemies for a short time.It's not perfect, and I do wish they would've added a combat roll, which there is room for, but it still works, unless you're swarmed with enemies. Then you're screwed.
One of the most impressive features is the heads up display. There are no health meters or ammo counts on the sides of the screen like most games. In Dead Space, all the essential information you need is displayed on Isaac. Ammo count is displayed at the base of your gun and the meters for your health and stasis abilities are displayed on your back. Plus the map projects in front of you whenever you pull it up. The map interface may not be the best, but it gets the job done. All of these features and clever tweaks made to the Heads up display ultimately make the game more realistic, stopping you from looking at an icon in the corner prevents the game from breaking the immersion, and not being able to pause to look at the map keeps up the tension.
Like most survival horror games, a key mechanic in Dead Space is item management. Breaking crates and killing enemies to find loot, ammo, and new items always satisfies, and what I love most is the storage system. In the game, there are shops to buy items and new outfits, but the main feature is the safe, in which you can store your items for later use, keeping your inventory open for new items. Along with the shop and safe, you also have the work bench, which allows you to use power nodes to upgrade your weapons, health, air, and your stasis and kenisis modules.
The game impresses but it's also has it's problems. There are little things, like the bad map navigation, disorienting zero gravity environments, no combat roll, and the gameplay could get repetitive if you play for too long. However, the biggest flaw in the game is the turret sections. The turret sections are terrible, with loose aiming controls, guns that overheat way to quick, and crappy laser sights. These sections would've been miles better with a simple cross hair, but instead you got bad laser sights that all too often blended into the background, making aiming more than difficult. Luckily, there are only two of these sections, but I hate them both equally.
Overall, the Dead Space may have it's hiccups, but it's not enough to take away from what is ultimately an amazing survival horror experience, and has turned me into a hardcore fan of the franchise and survival horror games in general. If you love horror games, you owe it to yourself to play this game, and even if you're not, you may still want to play it because it is simply that fun.… Expand
Average User Score: 5.8Jun 6, 2014We're not getting the Phantom Pain for a while, so Konami shipped out Metal Gear Solid V: Ground Zeroes to fill in the gap and hold over the fans who've been waiting for a game. Unfortunately, because of that, fans of the Metal Gear series received an incredibly fun experience, but ultimately, a fraction of a full game.
First, I want to state what's good about this game. The first thing is the gameplay, which is easily the best it's ever been for the franchise. I personally have never felt more in control of my character in any game before this one. All of the movements you're capable of doing is amazing. You can perform CQC moves around corners, over ledges, and even while sprinting, with the only thing missing being attacks from above. Instead of dragging enemies to areas to hide them, Snake puts an enemy on his shoulders, allowing you to run freely, crouch, sprint, and even aim your gun. If you want to drag an enemy while in a choke-hold, you no longer have to stand to do so. You can bring the enemy down low to hide yourself better. The movement in this game is incredibly freeing and flexible.
Stealth has been improved too. Instead of just making sure the enemy doesn't see you, you can use the environment to obscure you. Moving in darker areas, staying low, and hiding in foliage are all new elements you can use to make Snake harder to spot. Also, even when enemies see you, you usually have time to hide yourself before the enemy can identify you.
To compensate for the lack of any radar, the game added two new features, one of which is the reflex mode. When an enemy spots and identifies you as an threat, time slows down for a short time, allowing you to put an enemy down with your gun, or (if you're close enough), put the enemy in a choke hold. Plus, reflex usually only applies to one enemy, unless multiple enemies see you at the same time, which rarely happens. In some situations, I was able to activate reflex mode to take down one guy, and then reactivate it when a second enemy saw me, allowing me to take down him as well. Mastering this skill will allow you to easily take down a small group of enemies, giving you some satisfying take downs. Admittedly, this can make the game pretty easy, but if you don't like it, you can turn it off in options. Also, you have the ability to make enemies, allowing you to see them from any position, even through walls. Both the reflex and mark abilities are incredible mechanics.
Graphics are incredibly detailed, with beautiful environments and incredibly well done character models and runs at a buttery smooth 60 frames per seconds, and the soundtrack is amazing, easily living up to the music that the Metal Gear series is known for.
The gameplay and presentation of this game is amazing. Unfortunately, what makes this game disappointing is how little of it you actually get.
Any fan knows that this game received a lot of flak for it's run time of two hours or less. The truth is, it's even shorter than that. On my first try, I completed the game in 82 minutes, without knowing where the objectives are and without knowing the layout of the map in my head. There are side missions, but these missions average at around 15 minutes a piece, meaning you have less than four hours of gameplay here. Now, it is true that you can one hundred percent the game, and most gamers will probably try to one hundred percent it. However, this concept is flawed.
When I look at a game that was fun to one hundred percent, I think of the Batman Arkham series. I've done that for all three games, but I could not bring myself to do that on here because most of the side objectives are tedious, boring, or just plain stupid. I can understand the game wanting me to S rank all missions, or wanting me to kill all the enemies, use no weapons, or set off any alerts, because that's fun and challenging. However, asking me to mark all enemies, rescue all the prisoners, find all cassette tapes, as well as several other repetitive tasks isn't fun. One objective simply requires you to play the mission a second time. That's it. Plus, a lot of these objectives are unlocked by completing the others, so you can't do a lot of these objectives simultaneously. That means, to complete this game, you have to a S rank a mission on both difficulties, which usually doesn't happen on the first try, then complete all the extra objectives, which requires about five playthroughs, and even more if you screw up. So, you'll end up havign to play each mission about 6 or seven times. This makes every mission repetitive and takes away from the game's overall fun.
In the end, Ground Zeroes has great gameplay and an amazing presentation, which shows that Phantom Pain could easily be one of the best games of the year when it comes out. However, Ground Zeroes' overall lack of content and cheap replay value leave me with a sour taste in my mouth toward it, which is ultimately very sad for what could've been a great game.… Expand
Average User Score: 6.4Jun 5, 2014After ten years since the last installment, the Thief series finally gets another entry in it's lineup. Although an enjoyable experience, Thief isn't exactly memorable.
Being that this is a Thief game, the main form of gameplay is a combination of sneaking and stealing. Stealth mainly consists of sneaking around your enemies by staying in the shadows, and stealing any valuable loot along the way. This was done incredibly well by adding the swoop ability and allowing you to put out light sources. Nothing was more satisfying than cracking a safe while your enemy was only five feet away. Aside from that, there were plenty of ways to get loot, including pick-pocketing, cutting out pictures, unscrewing plaques, or just looting drawers and wardrobes. Ultimately, the game's stealth and thieving mechanics do a satisfying job of making you feel like just that, a Thief, in every way.
Although stealth is fun, it does have a habit of getting repetitive, which is something Thief does not suffer from. The game constantly throws change ups in gameplay, which keeps stealth fresh. An exciting chase sequence, a great boss fight, puzzle solving, and even one chapter with some interesting horror elements stopped this game from getting boring.
Another great thing this game encourages in curiosity and exploration. During missions, the way to complete or reach an objective is never straight forward. There are usually several ways to infiltrate an area and grab an item. Outside of missions, the city has so many different nooks and crannies to explore, often leading to hidden areas and items.
If you're not doing the story, you're likely doing the many side missions. Some are simple, requiring you to infiltrate a building and grab an item on the map, while others are more in depth, requiring you go to a separate area altogether. The variation keeps the side content fun, and the random loot placed randomly across the city stops you from getting bored.
The combat is easy to grasp, and competent when fighting one on one, but it's useless against multiple enemies. Even though some may find that restrictive, I see it as encouragement to take a stealthy approach, which is what you're supposed to do.
Unfortunately, not everything in this game is perfect. Case and point, the story. Although it does a good job of keeping you interested, the ending is so sudden and leaves the biggest plot point unresolved, making the ending feel empty. Luckily, the story has a nice mystery, and an interesting cast of characters. Although he has no background, Garret is an interesting, which can also be said about the supporting cast and the main villian.
There are also a few missed opportunities. Wardrobes are good for hiding, but they would've been better for storing bodies, or useful for surprise attacks Assassin's Creed style. Focus mode is useful for identifying important items, but it's non regenerating meter encourages you to conserve it rather than use it freely. Because of this, most of the upgrades for it felt pointless. Thieving challenges are basically side objectives that give you extra money, but you can't view them during a mission's first playthrough, forcing you to do it a second time to get all of them.
Some things are just plain bad. Caged animals which alert you to your enemies are annoying. The dogs aren't that bad and feel realistic, but birds have a bad habit of blending into the background, which means I alerted more than a few because I didn't know they were there. The city itself feels unnecessarily restrictive and hard to navigate around. Having to sneak around a certain guard post over and over got annoying quick. What's worse is that because of the story, the city watch does get replaced with the rebels, but they patrol the exact same way. There is no change in patrol, making it a simple palate swap. It also doesn't make sense that the replacements see you as an enemy, which doesn't make sense with the story, and the explanation for it is cheap.
Graphics are nice, and fairly detailed, but they look more like they're topping the last generation of consoles instead of showing what the new consoles can do, especially when compared to games like Killzone and Ground Zeroes. Plus, during the higher resolution custcenes, the game suffered from frame rate drops.
Lastly, this game's replay value is poor. There is no new game plus, even though this game screams for it. Upgrading your focus and buying items falls flat when you're unable to carry them over. You can replay missions, and I'm sure perfectionists will try to find all the loot and complete side objectives, but it feels like cheap way to add replay value. It would've been nice if unique loot carried over as well, but it doesn't.
Overall, Thief is an enjoyable experience, but it has some problems, which can be overlooked easily, but the game isn't good enough to give the series the revival it deserves. In the end, Thief is fun, but forgettable.… Expand
Average User Score: 5.7May 30, 2014Being one of the handful of gamers who actually owned a Vita and played Liberation on the handheld, I walked away with mixed feelings about it. Although it was the first handheld game to capture the Assassin's Creed experience, the lousy Vita enabled controls made the game very unpleasant to play. When I heard about the remake coming out for home consoles, I got excited, knowing fully well that the vita controls would be gone, and the game would be improved ten fold. After playing it, I once again walked away with mixed feelings.
One thing that can't be disputed about the game is the graphic upgrade. Instead of just simply upping a texture here and there, Liberation got a complete graphic overhaul. All character models have been improved or changed and textures have been improved, but what really makes the game stand out is the overall improved color palate. The game is so much more colorful than the Vita version, and ultimately, the game looks good. However, the graphics don't hold up to anything coming out on the consoles now, so they're only going to be truly appreciated if you've played the Vita version. If you haven't, more than likely, you won't be impressed.
One thing that has been improved is the gameplay. In the previous version, the gameplay was great and held up to the Assassin's Creed series in both free running and combat. However, the game suffered whenever it tried to implement Vita controls. Using the rear touch pad to pickpocket barely functioned, the camera barely detected light sources, and one puzzle which required the Vita's tilt controls were so poor that they infuriated you. I was glad to see that every one of the Vita enabled controls were gone, and the game is improved as a result.
Another good thing the game did was improve the overall experience of the campaign. Missions have been modified in numerous ways, either by adding a cutscene using existing dialogue, changing or removing an objective to kill any tedium, or just changing the mission entirely. I enjoyed every tweak in the campaign, and it's better for it. However, the game did not do the same with it's side content.
Side content has always been arguably repetitive and usually underdeveloped, especially when in comparison to games like Red Dead Redemption, Grand Theft Auto, or the Batman Arkham series. No where is that more apparent than in this game. Liberation's side content is easily the worst of any Assassin's Creed game so far. Unlike the other games that usually have a few stand out side missions that can be considered memorable, Liberation has nothing. Every mission is an arcade style type. Go do this, and your mission is complete. What's worse is that they added even more of them. There are 15 new side missions, with 5 tailored to each persona. The Assassin missions are the weakest, and can be completed in literally two minutes each. The lady and slave missions are better, given that there's more of a story behind them. However, they just feel like 5 split up parts of one huge mission, rather than 5 small ones.
Aside from that, there's another thing Liberation did not improve, and that was the fast travel system. The only thing this game had to do to improve fast travel was to actually add it in the game. The areas in Liberation are not as big as the other worlds in the AC franchise, but it's still big enough to need fast travel. I actually expected Liberation to have it in the remake and was absolutely baffled when it wasn't at all. It would've been so easy to make the view points fast travel points like they did in Black Flag. Now, I know this game originally came out before AC4, but it's remake went under works after Black Flag had already established this concept, so the company deciding not to add this was just lazy, which only looks worse compared to all the small improvements the game did make.
Another is the whole "buying the city" concept. In Brotherhood and Revelations, you could buy parts of the city to increase your overall revenue, and in Liberation, you can buy the shops, but it doesn't do anything significant enough to make you want to do so. There's so little pay off to buying these shops, that it's not worth your time. The only thing they add is convenience, in terms of getting to the shops and your business, but that could be fixed with the fast travel I mentioned.
Lastly is the personas. The three personas is an interesting concept, being able to be an assassin, a slave, and the lady, but each persona has restrictions. The Assassin is notorious at all times, the slave has less health, less weapons, and no chain kill, and the lady has even less along with no climbing or running. The climbing for the lady is something I can understand, and each character has it's perks, but, overall, each persona feels like a you're only getting a piece of the full experience.
In the end, the game is an improvement, but it doesn't get every improvement the game needs. That's the long and short of it.… Expand
Average User Score: 7.0May 27, 2014Revelations was a game I had fairly good expectations for. After hearing that the game is considered a return to Resident Evil's horror roots, I was expecting another true installment, similar to the lines of Resident Evil 4. Even though this game is fairly good, I can't help but feel the game is not quite as great as I was hoping it would be, and ultimately leaves me with mixed feelings.
One of the changes to this game is the gameplay. In RE4, 5, and even 6, the gameplay had a strategic tone to it. Shoot a weak spot on the enemy, usually the legs or head, and then perform a devastating melee attack. This strategy and gameplay always felt satisfying, and helped you conserve ammo, which makes me disappointed that it's almost completely gone in Revelations. The option to stun an enemy and perform an melee attack is here, but it's not the same as it was. Unlike past games, the new enemies don't really have any defined weakspot, meaning you'll be shooting your enemy randomly and hopefully get lucky enough to stun the enemy and then close in. However, because you can't adequately plan this out, it's not a strategy you can rely on, and the mindless shooting honestly makes the gameplay less fun. Some enemies - like the sub-bosses - do have that option to do enough damage and close in for a melee attack, but it's ultimately not enough, and feels tacked on in this game.
The game also ditched the laser sight and went with a cross hair, and I don't mean the one in RE6 (considering that one was terrible). This cross hair is standard and works fine, but I do miss the laser sight being here, but with the strategy gone, I'm questioning whether or not it would make any difference to play the game that way.
Another annoyance is your inventory. Unlike past games, the amount of ammo you can carry is limited. Instead of taking up more slots, the game straight up limits how much ammo and herbs you can carry. If the limit was fairly reasonable, it'd probably be a good mechanic, but the amount you can carry is limited so severely it's frustrating, especially when you run into those sequences where you find so much ammo, and you can't carry even a third of it. Couple this with the fact that you drain your ammo so quickly when fighting even standard enemies, and you'll think to yourself, "if I could've picked up that ammo earlier this wouldn't be such a big deal." There are items you can pick up later in the story to upgrade your capacity, but without a way to do it by yourself, it ultimately becomes one huge waiting game, and even with the upgrades, the amount you can hold is still relatively small. This game would've benefited so much from the storage system in RE5, which was a great mechanic that we haven't seen since for some odd reason.
Another thing I have mixed feelings about is the story. The story primarily follows Jill Valentine, but you take control of several other protagonists as well, which would've been a fantastic way to give the story more depth. As we've seen in games like Dead Space: Extraction, multiple view points can really help a story and make it more interesting, but Revelations fails to capture this. Out of all 4 characters, Parker is the only interesting one, with a likable personality. Jill and Chris are only memorable because they're returning characters, and the fourth guy is so boring and insignificant I can't even tell you his name right now, because I don't remember it. This was made worse by the game switching you back to Jill just as you were getting used to the new protagonist.
Also, a weak point of the story is how this game holds any relevance to the Resident Evil's overall story. The story in this game could've never happened, and it wouldn't have made any real difference to the series as a whole. All major plot points in the story are sealed by the game's end, and the story isn't big enough to make an impact on you, or hold any significance.
The graphics are definitely one of the better things about this game. The game is a port from the 3DS, but the graphics do hold up as looking pretty nice. It doesn't compare to the PS3's current standards, but it does easily outshine what we saw in the first two years of this console's life cycle in terms of visuals. Animations aren't smooth. Trying to walk in this game will lead to your character constantly jerking, which takes you out of the immersion, especially in the game's more creepy parts, and yes, the game does return to the horror elements that hardcore fans have been begging for, even if it's still not that scary overall.
The bottom line with this game is that it's an overall good title, but it has some major design decisions that I just don't understand. The lack of strategy in combat makes the overall game less engaging and fun, and the inventory space is frustrating. Hardcore fans should appreciate the return to a more horror based atmosphere, but in the end, it doesn't make up for the flaws this game has.… Expand
Average User Score: 5.3May 23, 2014After playing through Resident Evil 6, I have some mixed feelings about it. Even though, it definitely isn't the high point in the series, and made some mistakes in design, I can't help but feel that some of the anger towards it is misplaced. However, that doesn't mean the game doesn't have it's problems.
First thing to point out is the new aiming mechanic, which uses a cross hair. The cross hair is absolutely terrible, and is the worst way to aim in the game, considering the laser dot in the middle moves independently of your controls. Switch to the traditional aiming mechanic, or the laser sight. It is way better.
Next is the fighting mechanics. This game changes the previous formula for melee by adding the ability to punch and kick without having to stun the enemy first. If you liked the old mechanic, you can still execute a nice melee attack on an enemy you've stunned. Although, the default amount of stamina you have feels too small at times.
The biggest change to the game is all of the extra movement you now have. Unlike past games where you were rooted to the spot while aiming, you now have the ability to move and aim simultaneously. Along with this, you're not restricted to turning with the camera like you were in 5. Now, your character and the camera move independently from each other. Also added are the abilities to slide, take cover, and dodge, and even aim while lying down. Overall, the new mechanics function, but at times, they feel a little clunky, especially since most of these movements are mapped to the same buttons. I like the new direction the game is taking with this movement, but they need to be perfected.
The story is definitely what I have the most mixed feelings about. The game is split into four campaigns, following the stories of Leon Kennedy, Chris Redfield, Jacob Muller and Sherry Birkin, and then Ada Wong. I actually liked this whole concept of playing four different campaigns, and they're not too short either, with each one taking 5-6 hours to complete, adding up to over twenty hours of gameplay. However, the campaigns end up being more action and less story than even Resident Evil 5, so the story does suffer in some ways. The first two chapters of each campaign usually do end up being the weakest in story, but the story truly hits it's strength in the later chapters, when the campaigns start to intertwine, and the characters meet. That's when the stories truly hit their stride. Aside from that, the campaigns are pretty weak, being overly simplistic in story. Luckily, the few story bits in the campaigns are pretty impressive for the most part, even if some plot points in the story feel weaker than others.
Another weak spots for the campaigns are the levels. Some levels are absolutely amazing with awesome action and great sequences. Others are kind of blah, and others are absolutely infuriating, filled with bad sequences, fighting way too many enemies and filled with unnecessary grinding. This is one of those games where you'll have so much fun, and then absolutely hate it in five minutes.
Another bad aspect is the tutorial. It does a good job of giving you the basic knowledge, but only gives you the good techniques through hint messages during loading screens. Some of these tips are essential to the game though, meaning you're not going to be proficient at this game for a good while.
The graphics for the most part are good. Character models are well done, and I was always impressed whenever I saw the grime and sweat off of a character's face. However, some textures in the game look really rough up close, meaning some parts of the game look absolutely great while other parts are on the opposite end of the spectrum. Another problem is that the game is too dark. This is due mostly in part to the game intentionally blacking out parts of the game in an attempt to create shadows, which means that even on the brightest settings in the game and you're tv, the game still isn't illuminated well enough.
Another thing I want to address is the hate this game gets. Resident Evil 6 is not a bad game, but it goes further from the tradition that the Resident Evil franchise has set, which is ultimately why it upsets fans. RE6 tried to make everyone happy, by giving horror based and action based campaigns, but ultimately it isn't enough. In itself, the game isn't bad, but it's hated for the lack of quality and tradition past Resident Evils have. I personally don't mind, but I know some do.
Overall, the game is good with some huge flaws holding it back from living up to the standards set by RE4 all those years ago. If you hated five for the direction it took, don't play this game, considering the game goes down that same path. However, I can't recommend this game to newcomers, considering how unfriendly it is to newcomers. But, in itself, RE6 is an enjoyable and sometimes frustrating experience. So, if you're a hardcore fan, you may want to check it out.… Expand
Average User Score: 7.5May 2, 2014I want to start this review off by saying that I know this is not the traditional Resident Evil game. Up until this point in the franchise, Resident Evil was considered to be a survival horror franchise where you fight zombies. However, RE5 changes the formula, shifting from a horror centered experience to a more action based one, to the disappointment of many hardcore fans. However, that doesn't make Resident Evil 5 a bad game. To the contrary, Resident Evil 5 is actually a very solid action shooter, with survival elements mixed in.
The gameplay is similar to that of Resident Evil 4, in which case you stand still as you aim a laser to help you land critical shots on your enemies. Stun an enemy with a good shot, and you can close the distance to land a satisfying melee attack on him. This formula keeps up throughout the game, for the most part, and is very fun to play around with, but the lack of any change ups in the gameplay can really cause the game to drag in the last few chapters.
The survival elements included in the game mainly pertain to item management. Limiting your inventory to 9 inventory slots is a good initial start, but I'm disappointed that there were no opportunities to expand it. What makes this particularly annoying is the melee vest and the bullet proof vest take up inventory slots, which doesn't make sense because they're actually just upgrades for your armor.
One problem the game does have to a point is the lack of mobility. There's no way for you to move while aiming, and because of this, enemies can easily close the distance between you and them. However, to be fair, almost all of the zombies in the game are slow, and sprint only a few feet a time. This gives you a nice window to get away, and this is especially true with the tougher but slower enemies, so the game manages to find a balance between your lack of mobility and the zombies, even if it doesn't feel like it.
Despite the gameplay being addictive as it is, it can get really frustrating at some points. Certain enemies you face in the story take an unnecessarily long amount of time to kill, which often drains your ammo to ridiculous levels, which is so frustrating when one of the key elements of the game is to conserve ammo. Often these enemies do not adaquetley replenish what you have lost, making boss fights, sub-boss fights, and horde encounters frustrating.
The most frustrating point of this game is easily your AI controlled counterpart Sheva. Now the AI is competent when performing basic functions, but not in any advanced ones. Sheva rarely goes to melee a stunned enemy, and often she leaves you out to dry whenever you're grabbed by an enemy. Sheva constantly wastes ammo throughout the game, often attacking enemies even when they take no damage, and Sheva can actually die. In one particular sequence in the first few hours of the game, I had to start over four times because Sheva failed to out run the masked chainsaw wielding goon that was chasing us, even though I managed to put distance between me and him with no problem. If you have an online account, or better yet, a friend to play with you, I highly recommend you play that way instead of dealing with the AI, because it's just not dependable.
The most disappointing of this game however is the story. The story is very minimal, with a limited amount of cutscenes compared to all the action. Sheva is very disappointing as a character. Without any personality development or any emotional moments between Sheva and Chris, the bond between them seems unusual, and Sheva comes off as a very boring character that you'll have no attachment to. To be fair, Chris would probably have been considered a boring character too, if it weren't for the fact that he's already a character from the franchise.
However, the biggest blunder in the story is the way the zombies are portrayed. Throughout the game, I saw enemies wielding crossbows, dynamite, melee weapons, drive vehicles, and they even used guns and boy armor later in the game. You don't even get eaten when they kill you, you just get beaten to death. The game tries to justify by saying that these aren't zombies, but are instead another enemy all together, called the majini, but that's the problem right there. In a zombie franchise, why is it that I went through the whole game without killing a single zombie. I killed majini, giant monsters, a superhuman, and even a huge troll, but no zombies.
Despite my complaints, the game is ultimately a very fun and addictive experience, but the negatives do bog it down. A boring new character, minimized story, flawed gameplay, annoying AI and a stupid concept hold this game back from achieving the true greatness that the Resident Evil franchise was known for. It doesn't even hold a candle to the greatness that was Resident Evil 4. All these problems ultimately make the game good but disappointing.… Expand
Average User Score: 1.0Feb 21, 2014Ride to Hell: Retribution is one of those games that gets a lot of flack for how bad it is, and is often called the worst game of 2013. After hearing so much about it, I had to play the game myself to see how bad it truly is. After my time with it, I can honestly say that every bit of bad press is one hundred percent well earned.
First off, the graphics are horrible in every way. Character models are cheap, facial animations are terrible, backgrounds are bland, and there's lack of detail in everything. Plus, there is texture pop-in any time an image appears on screen, whether it be a cut-scene or gameplay. The lack of imagination is also very apparent in the character models as well, with only a total of 5 character models for girls and henchmen.
Next is the sound. The soundtrack is ultimately very poor with probably two soundtracks in the whole game that I would consider tolerable. The rest of the soundtracks are bad attempts at metal and rock music. Sound effects are even worse. Throughout the game, there are multiple sound effects missing, in both gameplay and cut-scenes. During driving sequences, the only sound effects being made are from your bike and the vehicles of your enemies. Besides that, nothing has any sound. Not even the vehicles on the road next to you sound like they have engines. Worse so, whatever sound effects the game does have are terrible. The Motorcycle engine sounds are so poorly done, they sound more like weed whackers then bikes.
The most important part of games though are the gameplay. Despite bad sound and graphics, a game can redeem itself with good gameplay. Well, Ride to Hell screws up there as well.
The first mode of gameplay is riding your bike. The game consists of multiple poorly made bike sequences. The controls on your bike are poorly mapped, with the forward boost idiotically assigned to pushing the stick up, which can cause you to hit the boost whenever you don't want to at the worst times. Because of this, there's little to no precision in turning your bike, which means at times, you'll be bouncing back and forth between the edges of the road like a pinball in a machine. Going backwards is for some reason forbidden. Get turned around or pushed back two feet, and the game will automatically start you back a few meters back. However, every time the game does this, you end up losing health. Have it happen too many times and the game kills you by ramming your bike into a wall and exploding. The same happens with enemies. Enemies will explode for no reason. Enemies have the potential to explode without you even so much as touching them. The biker sections in this biker games are an epic fail.
Gunplay doesn't fair any better. Enemies have a ridiculous damage threshold, allowing them to take up to ten bullets in the torso without dying. The quickest way to kill them is a single headshot, which is ridiculously hard to do because the aiming mechanic is so stiff that it's hard to aim with any real precision, which is especially felt when enemies get in close range of you. Plus, having to line up headshots is way too hard because it takes too long and only becomes an inconvenience when enemies are shooting you the whole time you're trying to line up a shot. Plus, your damage threshold is unbalanced, allowing your character to take over 15 bullets in one chapter, and only being able to take 5 before dying in the other. Not to mention the horrible camera often gets positioned behind your head not allowing you to even see your enemies. Admittedly, with improved weapons that you obtain, the gunplay does get more manageable. However, it's still more of a hassle then it should be. The cover system is terrible as well with the cover button also linked to your dodge button, causing you to have no control over dodging enemies and entering cover. What's worse is there are a few sequences where all these setbacks come to a head, and result in some punishingly difficult and unfair levels.
Melee is slightly better but still bad. With a counter, the game tries to mimick Arkham City in some way, but only appears as a dumbed down, less precise version. Plus, the enemies constantly blocking your attacks is beyond frustrating, especially since the only way to open their attacks is with a kick that does little damage. Like gunplay, melee get's more manageable with a weapon but is still terrible. Quick time events are bad as well, giving you way too much of an opening to complete the button press.
There are plenty of other problems too. The checkpoint system is terrible, often setting you back 2-3 minutes back, if not longer. AI is brain dead, with enemies shooting walls, not using cover, and sometimes just standing there. It's pathetic.
Ride to Hell earns its spot as one of 2013's worst games, and is a game that gamers in general are ashamed to say exists because it makes them look bad. This game offers nothing for anybody, and should not be played by anyone out there.… Expand
Average User Score: 7.3Feb 20, 2014Since Spider-Man 2, many Spider-Man games have come out trying to meet the standards that game set all those years ago. Despite games like Ultimate Spider-Man, Spider-Man 3, and Web of Shadows, most fans will tell you that many of the games after Spider-Man 2 haven't been able to capture what being Spider-Man is really all about like Spider-Man 2 managed to do. Unfortunately, it seems the Amazing Spider-Man is just another one of those games that will join the pile of letdowns.
Despite what I just said, the Amazing Spider-Man is not a bad game. It's set after the movie, telling a story about what happened after Lizard's rampage on New York city. It starts with Peter's girlfriend Gwen Stacy sneaking him into Oscorp to show the secret experiments that are being created, known as cross species. The Cross Species are half-human, half-animal, like the Lizard and Peter. Unfortunately, the experiments react negatively to Peter, causing them to rampage and breakout, which leads to Gwen getting bit and infected with a virus. Your mission at that point is to find a cure for Gwen, contain the outbreak that spreads through the city, and survive Oscorp's hunter robots that are hunting all cross-species, including you. This plot adds a constant tension throughout the story, that isn't truly gone until the very end.
Gameplay is varied, but the web-swinging is obviously the most important part. In Spider-Man 2, what made the web-swinging great was how many tricks you could pull off, all the abilities and powers you had, the rush you got from swinging, the perfect controls, and the ultimate authenticity it held to the movie. In the Amazing Spider-Man, the adrenaline rush that I was hoping for isn't here. Instead of having perfect control over swinging, you simply hold the swing button, and the game automatically decides when to let go and pull off the tricks for you, ultimately dumbing down the swinging gameplay. The close up camera also doesn't help, ultimately making your tricks less impressive, while the lack of control while wall crawling only makes thing worse. Don't get me wrong, swinging is fun, but the lack of variation and dumbed down controls ultimately make this game a fail in living up to Spider-Man 2's standards.
The combat is another thing altogether. Clearly based on Arkham City's combat, this system was ultimately fun, countering enemies moves, building up combos, webbing up stunned enemies to defeat them, and using the environment to help you ultimately made the combat system fun, if not completely over the top, even for Spider-Man.
The web rush mode is also welcome, allowing you to slow down time and pick a preset destination somewhere in the environment, automatically speeding you to the spot, while being both fast and stylish at the same time. This ability also helped in fighting enemies while in the air, allowing you to interact with destructible environments, homing in on enemies with guns, and collecting the collectible comic books in the air. This is something I actually thought would've been useful in Spider-Man 2.
Stealth is questionable. The ease of sneaking up on an enemy, tying him to a wall, and then immediately being able to flee using web rush felt overpowered. The stealth was also based on Arkham City, but fails to capture the same art. What made Batman awesome was that despite how cool he was, he had his limits, which made stealth fun. Spider-Man's overpowered moves made stealth feel cheap. If they had added electrified walls and ceilings with only a few catwalks to escape too, the stealth would've been improved.
The side missions are also a pain. Though varied fairly well, the missions repeat way too much, making them a nuisance to complete after playing them the first few times. There are a few really well made side missions, having to deal with side villains which ultimately made them more eventful and well though out. Unfortunately, those missions are too few and far in between. Muggings, photography, and obstacle courses are fun the first few times, but the charm wears off afterwords. Plus, some side missions are boring right off the bat.
The sound is also disappointing. No soundtracks stand out, but worst of all, none of the actors from the movies lend their voices to this game. The substitutes do a decent job, although Steve Blum does sound weird as Kurt Connors.
The graphics aren't bad in anyway, but they also don't stand out in any way, shape, or form. Plus, this game actually managed to make New York look incredibly boring. Only a couple of buildings stand out, while the rest of the city is plain and bland.
Ultimately, the game isn't that bad. Plus, considering this is a movie tie in game, the game overall does a good job. If you're a fan of Spider-Man, or love action games, you might want to consider picking this game up. However, in comparison to Spider-Man 2, the game is a let down, and if you were expecting a game of that caliber, you'll be disappointed.… Expand