Average User Score: 2.6Nov 9, 2013The only Call of Duty game I've ever played is Black Ops, but since every Call of Duty game is pretty much the same thing, I can do aThe only Call of Duty game I've ever played is Black Ops, but since every Call of Duty game is pretty much the same thing, I can do a perfectly empirical and accurate quick review of Call of Duty Ghosts, although I've never played this specific clone, patch, update, whatever you call it. The story of Call of Duty Ghosts is pretty much the same story you get in every other Call of Duty game: A poorly written and over dramatized story that doesn't focus on any form of character development or memorable plotpoints or moments, and only serves to fuel Ebert's claim on video games not being an art. The gameplay is exactly the same: an unbalanced mess of an FPS, in which its skill gap is practically nonexistent, due to a variety of cheap and unpredictable "strategies" that wrongfully reward the opponent for getting a lucky break. There's practically no such thing as a "Call of Duty pro", since the skill gap is so tight, that investment in becoming better is nonexistent. This is why the prestige system is in place: to give the player the deluded thought that his senseless grinding is actually going somewhere, when it really isn't. It's the perfect indicator to the fact that the developers are not confident that their game alone is immersive enough. Variety in playstyles is practically nonexistant in Call of Duty. In a game as immersive as Street Fighter IV, each individual playstyle holds an incredibly intricate number of strategies, and each takes significant investment to master. However, Call of Duty has a total of 5 playstyles, which barely even count as variations. Some have you shoot close, some have you shoot from far away, etc.; it's still all shooting, with no difference other than distance. Multiple guns don't add any depth either, as there's always 1 most powerful gun for each class, as the weapons don't provide unique advantages and disadvantages. This is another reason the prestige system exists: to compensate for the developer's laziness to create a balanced system of weapons.
With every Call of Duty update/patch, the graphics and sound effects are pleasing enough, but lack any form of distinctive variety or aesthetic that make them memorable. Still, they get the job done. It's a good thing that I could do a quick review on Call of Duty Ghosts without ever actually having to play the game. Since I know it's the same thing, my review still applies. If you already own any other Call of Duty game, you should definitely pass on buying this update/patch, as you don't need another copy of the exact same game to enjoy it.
(The two is for acceptable graphics and sound, but for nothing else).… Expand
Average User Score: 7.3Oct 30, 2013Sonic Lost World, in a way, is almost like having a bipolar disorder; at one moment, the game almost perfectly captures the essence of a goodSonic Lost World, in a way, is almost like having a bipolar disorder; at one moment, the game almost perfectly captures the essence of a good Sonic game, while at others, becomes an incredibly infuriating and frustrating platformer that tries to put Sonic in situations where he does not excel in. For what Sonic Lost World does right, it really hits home, reflecting on the multiple archetypes Sonic's initial outings in terms of its level structure. However, for its wrongdoings, one can only question why SEGA did not overlook these wrongdoings, as they become apparent so easily. Specifically, Sonic Lost World is a balance between levels whose philosophy in design reflects his initial outings, and levels whose philosophy in design is questionable at best.
In terms of this balance, the levels are associated with two different categories. One category places an emphasis on speed, and balances it out with plentiful of platforming and many alternate hidden paths and exits. This emergence of depth in level design was shown to an extent with Sonic Colors and Sonic Generations, but has not been shown with as much depth since Sonic's initial outings. Sonic Lost World rekindles this fire incredibly strong in these sorts of levels. Grinding Levels are also welcome to this edition, as their depth has risen drastically. Multiple routes to grind and tons of ingeniously tricky spots make these levels almost, if not as enjoyable, as the sorts of levels listed above. The second category, however, withdraws almost all of these aspects in place of gimmicky and linear level design that lacks the depth of the multi-route levels. Whether this may be rolling around in a snowball, having to remain hidden from an owl, scale up a linear set of platforms, etc., it withdraws from the essence of Sonic's initial outings in place of something mediocre at best.
To be even more precise, let me list every level that's fun, okay-ish, and not fun:
Windy Hill: Act 1, 2, 3, 4
Desert Ruins: Act 1, 2, 3, 4
Tropical Coast: Act 1, 3, 4
Frozen Factory: Act 3
Silent Forest: Act 1
Lava Mountain: Act 2
Tropical Coast: Act 2
Frozen Factory: Act: 1, 4
Silent Forest: Act 3
Sky Road: Act 1
Lava Mountain: Act 4
Frozen Factory: Act 2
Silent Forest: Act 2, 4
Sky Road: Act 2, 3, 4
Lava Mountain: Act 1, 3
Hidden World: Act 1, 2, 3, 4
There are 32 zones in total (Not counting the Hidden Stages in each world, the Carnival Stages, or the Nights DLC), and 14 of them are fun, 6 of them are okay, and 12 of them are not fun. This means 44% of the stages are fun, 19% of the stages are okay, and 37% of the stages are not fun. Add either the fun stages and the okay stages, the okay stages and the not fun stages, or none as you will, but only 44% of the game is truly and undoubtedly fun. Luckily, that 44% of the game nails the gameplay down just fine. Also, if you think about it, 14 acts is roughly 7 zones in Sonic 2, and more acts than Sonic 3 (not & Knuckles) has to offer. Adding the okay acts with the fun acts, and you have almost as much acts as Sonic 3 & Knuckles (and that's not even counting the omission of Sandopolis and Lava Reef Zone -due to their mediocrity- from the list). If you think about it, that 44% isn't really that bad in retrospect.
Sonic Lost World fumbles a lot, which is definitely a huge disappointment to an otherwise fantastic game. However, the parts that Sonic Lost World doesn't fumble on are truly fantastic and unforgettable parts. Take Sonic Lost World how you will, but it's a game in which its good aspects are engaging and creative enough to become incredibly replayable. Sonic Lost World is a game that may stumble quite a lot, but it comes through in the end on its feet.… Expand