Average User Score: 6.3Mar 2, 2014Another textbook betrayal of a previously classic series. One more drop in the ever-heavier bucket of video game industry degeneracy. TheAnother textbook betrayal of a previously classic series. One more drop in the ever-heavier bucket of video game industry degeneracy. The crash cannot come soon enough.… Expand
Average User Score: 9.1Jun 23, 2013God damn it, The Last of Us™ is not only criminally overrated, but an actively bad game. The plot is bereft of any innovation, and is advancedGod damn it, The Last of Us™ is not only criminally overrated, but an actively bad game. The plot is bereft of any innovation, and is advanced only by long, LONG cutscenes which lead to MASSIVE 'cinematic' walking/running from point A to point B, stopping only to shift the occasional ladder or mash buttons in unfun quicktime events. This part of the gameplay (which essentially amounts to poorly rendered cutscenes and is obvious filler) is only broken up by further cutscenes or sudden outbreaks of chest-high walls, which precipitate another tedious bout of the game's stiff, unresponsive and awkward third-person shooter aspect.
Do you see all the perfect scores this overblown, poorly designed travesty got? RIP gaming journalism. If you know anyone that considers this game more than a 5 out of 10, put them down. The infection has already taken their mind, and you're doing them a mercy they don't deserve.… Expand
Average User Score: 8.5Jun 14, 2013The great grandson of the legendary System Shock 2 is a sobering example of how even venerated IP's can end with a whimper, not a bang. GoneThe great grandson of the legendary System Shock 2 is a sobering example of how even venerated IP's can end with a whimper, not a bang. Gone is the atmosphere of tension, solitude and slow, cloying fear, of being a rat in an alien maze, desperately fighting the machinations of a near-ubiquitously powerful, intelligent enemy who hates you more than anything else. Gone is the rapidly blurring dichotomy of you and the warped genetic monstrosities you fight against. Gone is the sprawling, labyrinthine level-design that made you feel a stranger in an even stranger land.
Instead, brightly coloured setpieces tower above poor-quality environmental textures plagued by pop-in effects and graphical errors. All pretensions of atmosphere disappear in a neo-Americana hell, populated by a number of identical racist caricatures whose threat towards you is as laughable as their suicidal and stupid combat AI. What tropes of old remain, like the strange powers you and an illogically small proportion of NPC's possess, the garish, loudly coloured vending machines, are not given even the merest pretensions of logical existence in a world that remains true to the 'Shock series in barely more than name alone.
The satisfying gunplay of Bioshock is replaced with something that seems two steps back guns feel like they lack weight and impact, melee combat has gone from having some of the most visceral and brutal force to an insufficient, chaotic slugfest. Each blow of the wrench in Bioshock 1 felt like the fist of an angry God compared to the mess that is Infinite's hand to hand combat. Weapon upgrades feel tacked on, (gone are the tactical uses for each weapon: You will rarely require to change between two.) lacking the incredibly unique feeling and game-changing add-ones of Bioshock that added striking visual components to your weaponry.
Gunplay itself is almost parodic your limited selection of weapons, when the gimmicky or inferior are pared away, leave you to fight against generic waves of identical enemies with your iron sights and in what feels like a near slap in the face, _regenerating shields._
Plasmids (or 'vigours') feel similarly superfluous, despite an obvious attempt to broad the range of options both between and within them. Their use feels as unsatisfying and generic as the gimmicks of many other mid-quality FPS offerings that the Shock pedigree should stand above. Environmental uses for vigours are easily missed and of limited use. Contrast the feel of the fire power in Bioshock and Bioshock Infinite. In the former, a click of the fingers instantly set an enemy ablaze. It was fast, punishing and conveyed the utter power of ADAM, at the expense of your own body. It was a standard fallback for many players for good reason, for it was ubiquitously useful, but not overpowering. In the darkness of Rapture, the flames you ignited with a snap of your fingers were immediate reminders of power.
In Infinite, the clunky, slow moving projectile feels more like a grenade. Enemies who rush at you wildly in chaotic, rarely tactical combat make efficient use of the power difficult, and the flames themselves seem ineffectual, difficult to use when other powers are simpler and easier to use. Environmental uses like conveniently placed oil-slicks are rarely of any real value. The use of almost any vigour seems a waste of resources. Unsatisfying, unrewarding, unpolished.
The story itself is a decidedly average mess, riddled with plot holes and uncompelling characters. Your constant companion is, while relatively likeable and useful, not something I expected from a franchise that made it's name on the back of well-crafted atmospheric tension.
Gone too are some of the rewarding RPG elements, replaced by a bizarre 'gear' system that seems more at home in a Borderlands game than Bioshock. Not a few hours into the game and you are furnished with a pair of trousers that allow you to punch people from three-times the distance away, (often launching you off the edge of the city to an untimely, undeserved death) or another item of clothing that inexplicably causes opponents you strike in melee to spontaneously burst into flames and burn to skeletons before your eyes. A hat it was, I think. What were they thinking?!
This is of course rhetorical. It is obvious what they were thinking. A combination of changing appeal to a casual audience and rushed production values, Infinite is the death-knell of the 'Shock series. What's worse is that the this same audience of 'gamers', too captivated by their understanding of (actually visually average, but disguised by gross amounts of bloom and fog) setpieces that the developer literally drags your attention to as 'good graphics', (which is what a good game is all about, right?) who purchase an identical Call of Duty game EVERY year, are lapping titles like Infinite up.
Rest In Peace. We hardly knew ye.… Expand
Average User Score: 8.1Jun 9, 2013Enjoyable experience and a solid purchase, but felt just a TAD too casualised to really be 'X-Com' to me. Late to the party, just logged ontoEnjoyable experience and a solid purchase, but felt just a TAD too casualised to really be 'X-Com' to me. Late to the party, just logged onto MC for the first time in ages and thought I'd go through some of my purchases for posterity's sake.
+Feels frantic and tense, at least in the early-mid game before your dudes get bulk health.
+Looks nice. A good visual update to the series.
+Options you didn't have in the original, like suppressing enemy units and flanking. In some respects combat more tactical.
-Heavy class becomes more or less useless except for suppression and rocket-launcher by the mid-late game.
-Squads felt too small and made losing a unit even more crippling than the original.
-Inventory dumbed down ridiculously: Why can't my soldier in powered jetpack armour carry more than one grenade or rocket?
-Dumbed down targeting in the original, blowing open a wall with your plasma rifle was a viable tactical option, for example
-Action system abstraction can sometimes be grating.
-NO RANDOMISED MAPS. This was probably my biggest gripe. Cripples replayability, criminal lack of effort. This would've been a 7 for me otherwise.
+Looks shiny, sounds cool. Very atmospheric, and the cutscenes/lore for everything is generally pretty good, even if they do recycle some templates.
+Progression felt very rewarding, expanding options tactically by where you decide to expand and establish satellites.
-Arbitrary dichotomy where you always have to choose one nation to ignore. Can we seriously not just buy a second skyranger?
-Only one base no base defense? That was a vital part of the original game.
-Randomised classes for recruits could mean highly unbalanced teams enjoy your four useless Heavies who will just take up space.
That's all I can remember from playing this last year. Decent purchase, but nothing special and a lot of design decisions which seem highly questionable. It would've been nice to maybe have a more modular version of the game where you could get more strategic depth by enabling old-school options at the start of the campaign, to appeal to both audiences.… Expand
Average User Score: 2.2Jun 9, 2013Always online DRM that can be disabled by deleting one line of code, terrible programming, unplayable at launch, lies and lies and lies,Always online DRM that can be disabled by deleting one line of code, terrible programming, unplayable at launch, lies and lies and lies, absolutely disgusting example of why EA is the worst thing to ever happen to gaming.… Expand
Average User Score: 4.0May 15, 2012A hugely disappointing sequel, Blizzard is now on my list of boycotted developers that are ruining the industry.
-Lag in single player gameA hugely disappointing sequel, Blizzard is now on my list of boycotted developers that are ruining the industry.
-Lag in single player game due to annoying DRM that will arbitrarily take away the product I paid for if my connection fails
-Pay2Win cash shop
-COMPLETE LACK OF REAL CHARACTER CUSTOMISATION
-Atmosphere totally lacking, generic and grindy… Expand
Average User Score: 5.9Apr 17, 2012EA's customer service and management of this game has been spectacularly awful. In too many ways to go into here, this has been a disasterEA's customer service and management of this game has been spectacularly awful. In too many ways to go into here, this has been a disaster thus far, and it's no wonder EA is laying off employees and their stock is plummeting even more. Just google 'Tortanic'.… Expand