System: Xbox 360 (Also on PS3, PC)
Release Date: April 29, 2008
ESRB Rating: Mature
Publisher: Rockstar Games
Developer: Rockstar Games
Occasionally, controversy has struck the game industry. Actually, "occasionally" may be an understatement. As early as the 70s, Death Race scared uptight parents with the notion of vehicular zombie manslaughter, Chiller shocked 80s arcade-goers with its "violence for violence' sake" gameplay, and Mortal Kombat rocked the collective sensibilities of the 90s with it's digitized actors and gory fatalities. All pale in comparison to the media outrage surrounding Rockstar Games and a little title called Grand Theft Auto: San Andreas. However, amidst all the PR hullabaloo is a proven series of games that served to pioneer the urban sandbox genre. Grand Theft Auto 4 is the latest game in that series. Fanboy hopes run high and prerelease hype runs rampant, but now that the title has seen retail release, does the game do it's legacy justice?
The answer is an emphatic "Gouranga!". GTA4 maintains the nonlinear storytelling and freeform carnage of the previous titles, but introduces interesting new elements befitting the first next-gen Grand Theft Auto game. The established formula of dropping players in a city and giving them a royal buttload of guns to do with what they will remains intact, but with a twist. Liberty City (the setting for the game, as well as for GTA3) now feels like a living, breathing metropolis. Pedestrians, no longer props in the urban backdrop, seem to take on lives of their own. On any given street corner, a woman may answer a cell phone call as she walks by, a man may be mugged by a local hood, only to receive assistance from a passing patrol car, or you may even encounter a homeless bum in the midst of a crackpot rant, stopping only to beg for change as you walk by. Liberty City lives.
But I digress. The biggest change from the previous games is the emphasis on modern consumer technology. Early in the game, you receive a cell phone from your cousin and, shortly after, you are introduced to the internet. As soon as you get your first safehouse, you have the option to veg out in front of your TV and, of course, the radio stations make a welcome return. The cell phone serves as your main form of contact with the various mission-giving miscreants of Liberty City, but the rest serve up more of the trademark social satire that has become synonymous with Grand Theft Auto.
Of course, the core of the game has always been shooting and driving, sometimes simultaneously, and if you've played any of the previous GTAs (save for 1 or 2), you should know what to expect here. The lock-on targeting system of old returns, but with some welcome improvements. Clicking the left trigger while holding a weapon will lock on to a target, but applying less pressure to the button allows free aiming, similar to the look and feel of Resident Evil 4. Even when locked on to a target, you can use the right analog stick to adjust your aim to strike specific points on your target. In addition, GTA4 introduces a cover system to the game. Pressing the right bumper will instruct Niko to press himself against the closest object large enough to use as cover, allowing him to shoot around corners, This system will feel familiar to anyone who's played Rainbow Six Vegas.
Which brings us to Niko Bellic, the Slavic hero of our story. If you've watched any of the prerelease trailers, chances are you already know that Niko is an eastern European vagabond with a sordid past who comes to America hoping to create a new life for himself. What you probably don't know is that Niko happens to be the most memorable and well written hero you'll ever encounter in a Grand Theft Auto game, maybe any game. Keeping with the cinematic production values of the GTA franchise, the entire game is full of top notch writing and masterfully acted personalities which you are given plenty of opportunities to familiarize yourself with thanks to the new relationship mechanic. In addition to receiving missions from these people, many of them can be invited out for a time on the town, drinking, bowling, playing pool, or just to grab a bite to eat at the local Cluckin' Bell. You can even catch a stand-up comedy act or watch a little dinner theater. Each of these diversions comes with their own respective minigames, but what I found most engaging about this feature is the chance to spend more time interacting with the in-game personalities. I can't stress enough how good the writing and acting in this game really is. You'll come for the non-linear combat driven gameplay, but stay for the engrossing story and likeable characters.
Along with exceptional single player experience, Rockstar ups the ante with online multiplayer, a series first. You'd never guess this is GTA's first online outing, though, with how smooth finding and playing an online match is. The run-gun-drive-and-gun-some-more gameplay translates beautifully to online deathmatch play, but fragfests are just the tip of the iceberg. The multiplayer really shines when offering more objective based gameplay. Cops n' Crooks pits a player team of police against another team of criminals in effort to kill the designated "boss" before he reaches the scripted waypoint. Also of interest is the Turf War mode, where teams of players compete to control various sections of the city. All of these concepts have been explored elsewhere, mostly in first person shooters, but GTA4 brings it into a living urban landscape with a serviceable, if not downright pleasant, control scheme. Add to this a Free Mode where players can do as they please through out the city and you've got one off the most complete gaming experiences you'll find on a single disc. The multi-player alone will keep people coming back for months, even years, to come.
Grand Theft Auto IV is a magnum opus for Rockstar. Combining elements of all the previous games, while adding new concepts exclusive to this one, GTA4 will be a tough act to follow. Even so, with new episodic downloadable content* already in the works, Rockstar Games doesn't seem daunted by the task. A life of crime never looked so lucrative.
Score 10/10
* As of this writing, downloadable episodes are an Xbox 360 exclusive.
Showing posts with label review. Show all posts
Showing posts with label review. Show all posts
07 June 2008
23 May 2008
Review: Rock Band
System: Xbox 360 (also on PS3, PS2)
Release Date: December 18, 2007
ESRB Rating: Teen
Publisher: MTV Games
Developer: Harmonix Music Systems
Being a fan of Guitar Hero, I figured from the moment I heard about Rock Band that I'd want to try it at some point. The price tag was a bit intimidating, though. It wasn't until late March that I thought to myself, "I've got a guitar controller and a headset mic. I should at least check out the song list. I mean, they've got Learn To Fly on there!" So I hit up my Gamefly account to have a rental copy shipped to me. I spent some solo time with the game and, satisfied with the experience, tried to talk my roommates into sharing the $169.99 cost of the retail bundle. "200 bucks is too much for one game," they said. "We'll end up playing it for a week and then it will just collect dust." Two months later, our instruments haven't had a chance to cool off, let alone collect dust. Time flies when you're having fun.
If you aren't aware of the music game phenomenon that is Guitar Hero, the concept of Rock Band may be a little alien to you. The game uses custom controllers designed after musical instruments. Two guitars (lead and bass), a drum set (new to Rock Band) and a microphone allow four players to play out their respective parts in a band. The singing plays pretty much as you'd expect, acting somewhat like a karaoke game. The other instruments have colored buttons (frets for guitar, pads for drums) that are hit in unison with notes moving on the screen while a music track plays in the background. As long as each player hits the notes accurately, the music plays flawlessly. Mistakes made while following the on-screen notes are represented by the absence of that respective part from the soundtrack. The game rates your performance with a score.
Now that everybody's up to speed, let me address the other 99% of the world: Rock Band borrows liberally from Guitar Hero.* The guitar parts are played the same way, both games have special energy gathered during songs to boost performance scores (Star Power in Guitar Hero, Overdrive in Rock Band), both use the same angled vertical scrolling for notes, but that's where the similarities end. The addition of other instruments is less a cheap gimmick and more an evolution of the genre. The 4-player Band World Tour mode is satisfying in way that are difficult to identify. Four players create a band (creating their name and logo, as well) and tour the cities of the world building on their fame and gathering fans. It's worth noting the social element of playing Rock Band. A lot of real musicians (including the developers themselves) have commented on the shocking social parallels between playing Rock Band and playing in a real band. We would find ourselves offering encouragement to the guitarist during a particularly difficult solo, congratulating each other after a good set, or criticizing each other if thing go poorly. An excellent example is the advancement through difficulties. When your band gains enough fans, it's necessary for all of your band members to advance to the next difficulty level. Otherwise, no more fans are gathered. Anyone in the room could feel the very real frustration when more skilled players were held back by lesser hangers-on. Such was our devotion to making our band the best it could be.
Rock Band has also received criticism from real musicians, mostly accusations that playing an instrument on your console doesn't compare to really playing the instruments. Well, it doesn't. Especially on the lower difficulties. On Expert, you're basically hitting the songs note for note, but only on Expert. It is a game, after all, and having fun is more important than a spot-on music simulation. And, oh, it is fun. I've seen people with no interest in the music game genre fall in love with Rock Band. Hated Dance Dance Revolution, hated Guitar Hero, can't get enough of Rock Band. And the multi-player component is a big factor in that.
Sadly, the single player experience on Rock Band isn't quite as polished. It could be compared to Guitar Hero, in that you move through increasingly large venues playing increasingly difficult songs until you reach the end. It lacks the cinematics and presentation of Guitar Hero, though, and isn't nearly as satisfying as World Tour mode. Even more upsetting is the lack of any World Tour perks. Playing alone means no fans, no custom setlists. Just play the songs you're given. It works for what it is, but it doesn't even compare to multi-player and could have used a lot more work. But Rock Band wasn't made for solo careers. It's all about the group dynamic.
And the songs. 58 songs come on the disc, in genres ranging from 1970's punk (The Ramones) to modern alternative metal (Faith No More). Worth noting is the downloadable songs. Like iTunes, players can buy new tracks online to add to their personal playlist. Songs are rated by difficulty for each instrument and again cover a large selection of genres. Songs can be downloaded individually or in Track Packs of 3-4 songs. Rock Band has been offering downloadable content since immediately after launch, but recently we've seen the addition of Albums. Starting with Judas Priest's Screaming For Vengeance, Harmonix is offering 9-song packs for 1200 Microsoft Points ($15). All of this just serves to add more variety to an already impressive soundtrack.
The question remains "Was Rock Band worth the $200 price of admission?" Personally, I'd have to say "Depends". If you've ever dreamed of being a rocker, but have always lacked the talent, exposure, or sheer force of will, get this game. If you like singing, drumming, or playing the guitar, get this game. If you enjoyed Guitar Hero, definitely get this game. Downloadable content and the inevitable release of Rock Band 2 means your investment won't be collecting dust any time soon.
Score 9 /10
* I know that Harmonix made Guitar Hero 1 and 2. Stop questioning my standards.
Release Date: December 18, 2007
ESRB Rating: Teen
Publisher: MTV Games
Developer: Harmonix Music Systems
Being a fan of Guitar Hero, I figured from the moment I heard about Rock Band that I'd want to try it at some point. The price tag was a bit intimidating, though. It wasn't until late March that I thought to myself, "I've got a guitar controller and a headset mic. I should at least check out the song list. I mean, they've got Learn To Fly on there!" So I hit up my Gamefly account to have a rental copy shipped to me. I spent some solo time with the game and, satisfied with the experience, tried to talk my roommates into sharing the $169.99 cost of the retail bundle. "200 bucks is too much for one game," they said. "We'll end up playing it for a week and then it will just collect dust." Two months later, our instruments haven't had a chance to cool off, let alone collect dust. Time flies when you're having fun.
If you aren't aware of the music game phenomenon that is Guitar Hero, the concept of Rock Band may be a little alien to you. The game uses custom controllers designed after musical instruments. Two guitars (lead and bass), a drum set (new to Rock Band) and a microphone allow four players to play out their respective parts in a band. The singing plays pretty much as you'd expect, acting somewhat like a karaoke game. The other instruments have colored buttons (frets for guitar, pads for drums) that are hit in unison with notes moving on the screen while a music track plays in the background. As long as each player hits the notes accurately, the music plays flawlessly. Mistakes made while following the on-screen notes are represented by the absence of that respective part from the soundtrack. The game rates your performance with a score.
Now that everybody's up to speed, let me address the other 99% of the world: Rock Band borrows liberally from Guitar Hero.* The guitar parts are played the same way, both games have special energy gathered during songs to boost performance scores (Star Power in Guitar Hero, Overdrive in Rock Band), both use the same angled vertical scrolling for notes, but that's where the similarities end. The addition of other instruments is less a cheap gimmick and more an evolution of the genre. The 4-player Band World Tour mode is satisfying in way that are difficult to identify. Four players create a band (creating their name and logo, as well) and tour the cities of the world building on their fame and gathering fans. It's worth noting the social element of playing Rock Band. A lot of real musicians (including the developers themselves) have commented on the shocking social parallels between playing Rock Band and playing in a real band. We would find ourselves offering encouragement to the guitarist during a particularly difficult solo, congratulating each other after a good set, or criticizing each other if thing go poorly. An excellent example is the advancement through difficulties. When your band gains enough fans, it's necessary for all of your band members to advance to the next difficulty level. Otherwise, no more fans are gathered. Anyone in the room could feel the very real frustration when more skilled players were held back by lesser hangers-on. Such was our devotion to making our band the best it could be.
Rock Band has also received criticism from real musicians, mostly accusations that playing an instrument on your console doesn't compare to really playing the instruments. Well, it doesn't. Especially on the lower difficulties. On Expert, you're basically hitting the songs note for note, but only on Expert. It is a game, after all, and having fun is more important than a spot-on music simulation. And, oh, it is fun. I've seen people with no interest in the music game genre fall in love with Rock Band. Hated Dance Dance Revolution, hated Guitar Hero, can't get enough of Rock Band. And the multi-player component is a big factor in that.
Sadly, the single player experience on Rock Band isn't quite as polished. It could be compared to Guitar Hero, in that you move through increasingly large venues playing increasingly difficult songs until you reach the end. It lacks the cinematics and presentation of Guitar Hero, though, and isn't nearly as satisfying as World Tour mode. Even more upsetting is the lack of any World Tour perks. Playing alone means no fans, no custom setlists. Just play the songs you're given. It works for what it is, but it doesn't even compare to multi-player and could have used a lot more work. But Rock Band wasn't made for solo careers. It's all about the group dynamic.
And the songs. 58 songs come on the disc, in genres ranging from 1970's punk (The Ramones) to modern alternative metal (Faith No More). Worth noting is the downloadable songs. Like iTunes, players can buy new tracks online to add to their personal playlist. Songs are rated by difficulty for each instrument and again cover a large selection of genres. Songs can be downloaded individually or in Track Packs of 3-4 songs. Rock Band has been offering downloadable content since immediately after launch, but recently we've seen the addition of Albums. Starting with Judas Priest's Screaming For Vengeance, Harmonix is offering 9-song packs for 1200 Microsoft Points ($15). All of this just serves to add more variety to an already impressive soundtrack.
The question remains "Was Rock Band worth the $200 price of admission?" Personally, I'd have to say "Depends". If you've ever dreamed of being a rocker, but have always lacked the talent, exposure, or sheer force of will, get this game. If you like singing, drumming, or playing the guitar, get this game. If you enjoyed Guitar Hero, definitely get this game. Downloadable content and the inevitable release of Rock Band 2 means your investment won't be collecting dust any time soon.
Score 9 /10
* I know that Harmonix made Guitar Hero 1 and 2. Stop questioning my standards.
12 April 2008
Review: Super Smash Bros. Brawl
System: Nintendo Wii
Release Date: March 9, 2008
ESRB Rating: Teen
Publisher: Nintendo
Developer: Sora, Ltd.
I still remember when Super Smash Bros. was announced for the N64, so long ago. I read the news in Nintendo Power and I was quick to relate the information to all of my friends. This was the moment we had long only dared dream of: All of our school yard debates (Could Link beat Bowser? Kirby vs. Jigglypuff? Was Mario or Luigi the mightier brother?) could be settled once and for all in this capable cross-over brawler. When Super Smash Bros. Melee came out two years later, it improved upon the original formula in all of the right ways. Not only did it bring more fighters and stages to the table, it added more game modes (Adventure, Events) and features (trophies). Personally, I spent many a happy twilight locked in four way battle on the old Gamecube. Given this history, one wouldn't be too shocked to hear that I was excited about the news of a Nintendo Wii installment of the series. With this news, though, came apprehension and fear that the game wouldn't live up to it's grand heritage.
Among the biggest fears of the Nintendo faithful anxiously awaiting Brawl's release was the control scheme. Anyone who's played and enjoyed Melee would have a hard time imagining playing their beloved franchise with anything but a Gamecube controller. In this regard, Nintendo does not disappoint. Brawl has 4 different control modes. The game can be played with a Gamecube controller, Wii Classic Controller, Wii-mote with Nunchuk, or just the Wii-mote. All of these methods are functional, but the Gamecube and Classic controllers stand out as the preferable input devices. The Nunchuk is serviceable at best and the Wii-mote is a joke, by comparison. With Wavebird in hand, Brawl plays almost exactly like Melee. This is sure to delight Smash Bros. fans, but if the previous two games left you cold, don't expect any revelations in Brawl.
Indeed, with everything that has changed since Melee, just as much has stayed the same. The gameplay is nearly identical. Up to four combatants still enter one of many Nintendo themed stages and pummel each other to increase accumulated damage and ultimately launch each other into oblivion. Good times. All that has really changed since the last game is the addition of new levels, characters and items. The most notable of the new items are the Smash Balls. After spawning randomly somewhere on the current stage, a Smash Ball will float around unbidden by obstacles, waiting for one of the contestants to attack it and inflict enough damage to unleash its power. Whoever delivers the final blow to the item comes aglow with energy and can then launch an ultimate attack specific to that character. The "Final Smash" attacks range from overpowered (Fox's Landmaster Tank) to hilarious (Kirby's Cooking Pot) to nearly useless (Ness' Starstorm). Thankfully, the imbalance in finishing moves doesn't carry over into core character balance. Though the Virtua Fighters and Soul Calibers of the world may dismiss Smash Bros. with a derisive smirk, there's no denying that beneath the party game veneer is hidden a deep fighting engine with pick up and play mechanics that are as fun to master as they are to learn.
On top of fighting just for fun's sake, Brawl is loaded down with extras. And when I say "loaded down", I mean "Go on. Just try and unlock everything." Like the previous games, unlockable characters and stages abound and the trophies from Melee make a welcome return. In addition to more Nintendo characters to thrash, Konami's Solid Snake (Metal Gear series) and Sega's Sonic the Hedgehog show up for the action here, a move sure to please fans of those respective series. Also new to the series in Brawl are "Challenges", Xbox-Live-Achievement-like goals that unlock stages, soundtracks, even Virtual Console demos (called "Masterpieces). Even after the last character is in the roster and the last stage is available for brawlin', completionists will have enough to keep them busy for weeks, even months, chasing after every last Challenge.
Many of these unlockables can be attained through the newest game mode, "The Subspace Emissary". This story mode is meant to replace and expand upon the Adventure mode in Melee. Though there are some interesting ideas here, the execution is a bit lacking. Repeated enemies and a cliche crossover storyline keep this mode from standing out as a solid single-player experience. Aside from the memorable boss battles and the obviously lovingly crafted cut scenes, much of the content here feels like filler, like an IV drip of content for people too faint of heart to unlock everything through the Brawl and Classic modes. Fortunately, the bitter pill of playing through for all the unlocks is sweetened by the ability to play co-op with a friend.
The core of the Smash Bros. franchise is multi-player: gathering around a television with 3 friends and savagely eviscerating each other. This element of gameplay remains intact in Brawl, with the addition of a few game modes. Timed, Survival, and Coin matches (pummel your enemy, then grab the coins he drops) return. The introduction of Special Brawl allows players to set up local matches with unique rule sets, but the real star of the show is the addition of online play. The party game atmosphere of Smash Bros. begs for anonymous online play and Brawl delivers. Delivers a bare-bones multi-player experience, that is. Anonymous matchmaking is available via "With Anyone" play which is functional, if nothing else. The biggest disappointment is in the "With Friends" online mode, where Nintendo's signature "Friend Codes" make an unwelcome return. I admit the Friend Code system could work, if say they were the key to a centralized friend list. The design decision to force gamers to exchange different Friend Codes for a different friend list for every online Wii game they purchase is a perplexing choice that Nintendo seems determined to go the distance with. And this doesn't even speak of the inherent latency issues the Brawl servers were suffering when I sampled the game. It seems that with online content, Nintendo takes two steps back with each step of progress made. (At the time of this writing, Nintendo's official response to the latency issues is essentially "The lag will go away when less people are playing online". They made this announcement with such confidence as to lead me to believe that they had just learned how network servers work and were certain that this was news to us as well.)
Online issues aside, Brawl looks fantastic, and I don't even feel the need to qualify that statement with "for a Wii game". Nintendo has made no secret of their decision to bank on innovation for their new console rather than pure horse power, but if Nintendo keeps churning out games like this and Twilight Princess, the distinction will be almost indiscernible. Brawl builds on the artistic style of Melee while taking everything to the next level, as is apparent in the finer textures and smoother polygons. The variety of characters and environments would be impressive even on a more powerful console. This attention to detail and love for the material shines through in the sound department as well. Many of the skillfully crafted remixes and orchestral arrangements of classic Nintendo theme music have since found their way onto my personal playlist.
After all the dust has settled on the battlefield, I think it's safe to say that I'm not disappointed. Quite the contrary. Super Smash Bros. Brawl stands as a shining example of how to do a sequel right. It expands upon the previous games while polishing the entire experience to near perfection. It also stands as an open love letter to Nintendo and the legacy that the company has built over the last three decades. If Nintendo continues to produce games of the same quality as Brawl, here's hoping they stay in business for another thirty years to come.
Score: 9/10
Release Date: March 9, 2008
ESRB Rating: Teen
Publisher: Nintendo
Developer: Sora, Ltd.
I still remember when Super Smash Bros. was announced for the N64, so long ago. I read the news in Nintendo Power and I was quick to relate the information to all of my friends. This was the moment we had long only dared dream of: All of our school yard debates (Could Link beat Bowser? Kirby vs. Jigglypuff? Was Mario or Luigi the mightier brother?) could be settled once and for all in this capable cross-over brawler. When Super Smash Bros. Melee came out two years later, it improved upon the original formula in all of the right ways. Not only did it bring more fighters and stages to the table, it added more game modes (Adventure, Events) and features (trophies). Personally, I spent many a happy twilight locked in four way battle on the old Gamecube. Given this history, one wouldn't be too shocked to hear that I was excited about the news of a Nintendo Wii installment of the series. With this news, though, came apprehension and fear that the game wouldn't live up to it's grand heritage.
Among the biggest fears of the Nintendo faithful anxiously awaiting Brawl's release was the control scheme. Anyone who's played and enjoyed Melee would have a hard time imagining playing their beloved franchise with anything but a Gamecube controller. In this regard, Nintendo does not disappoint. Brawl has 4 different control modes. The game can be played with a Gamecube controller, Wii Classic Controller, Wii-mote with Nunchuk, or just the Wii-mote. All of these methods are functional, but the Gamecube and Classic controllers stand out as the preferable input devices. The Nunchuk is serviceable at best and the Wii-mote is a joke, by comparison. With Wavebird in hand, Brawl plays almost exactly like Melee. This is sure to delight Smash Bros. fans, but if the previous two games left you cold, don't expect any revelations in Brawl.
Indeed, with everything that has changed since Melee, just as much has stayed the same. The gameplay is nearly identical. Up to four combatants still enter one of many Nintendo themed stages and pummel each other to increase accumulated damage and ultimately launch each other into oblivion. Good times. All that has really changed since the last game is the addition of new levels, characters and items. The most notable of the new items are the Smash Balls. After spawning randomly somewhere on the current stage, a Smash Ball will float around unbidden by obstacles, waiting for one of the contestants to attack it and inflict enough damage to unleash its power. Whoever delivers the final blow to the item comes aglow with energy and can then launch an ultimate attack specific to that character. The "Final Smash" attacks range from overpowered (Fox's Landmaster Tank) to hilarious (Kirby's Cooking Pot) to nearly useless (Ness' Starstorm). Thankfully, the imbalance in finishing moves doesn't carry over into core character balance. Though the Virtua Fighters and Soul Calibers of the world may dismiss Smash Bros. with a derisive smirk, there's no denying that beneath the party game veneer is hidden a deep fighting engine with pick up and play mechanics that are as fun to master as they are to learn.
On top of fighting just for fun's sake, Brawl is loaded down with extras. And when I say "loaded down", I mean "Go on. Just try and unlock everything." Like the previous games, unlockable characters and stages abound and the trophies from Melee make a welcome return. In addition to more Nintendo characters to thrash, Konami's Solid Snake (Metal Gear series) and Sega's Sonic the Hedgehog show up for the action here, a move sure to please fans of those respective series. Also new to the series in Brawl are "Challenges", Xbox-Live-Achievement-like goals that unlock stages, soundtracks, even Virtual Console demos (called "Masterpieces). Even after the last character is in the roster and the last stage is available for brawlin', completionists will have enough to keep them busy for weeks, even months, chasing after every last Challenge.
Many of these unlockables can be attained through the newest game mode, "The Subspace Emissary". This story mode is meant to replace and expand upon the Adventure mode in Melee. Though there are some interesting ideas here, the execution is a bit lacking. Repeated enemies and a cliche crossover storyline keep this mode from standing out as a solid single-player experience. Aside from the memorable boss battles and the obviously lovingly crafted cut scenes, much of the content here feels like filler, like an IV drip of content for people too faint of heart to unlock everything through the Brawl and Classic modes. Fortunately, the bitter pill of playing through for all the unlocks is sweetened by the ability to play co-op with a friend.
The core of the Smash Bros. franchise is multi-player: gathering around a television with 3 friends and savagely eviscerating each other. This element of gameplay remains intact in Brawl, with the addition of a few game modes. Timed, Survival, and Coin matches (pummel your enemy, then grab the coins he drops) return. The introduction of Special Brawl allows players to set up local matches with unique rule sets, but the real star of the show is the addition of online play. The party game atmosphere of Smash Bros. begs for anonymous online play and Brawl delivers. Delivers a bare-bones multi-player experience, that is. Anonymous matchmaking is available via "With Anyone" play which is functional, if nothing else. The biggest disappointment is in the "With Friends" online mode, where Nintendo's signature "Friend Codes" make an unwelcome return. I admit the Friend Code system could work, if say they were the key to a centralized friend list. The design decision to force gamers to exchange different Friend Codes for a different friend list for every online Wii game they purchase is a perplexing choice that Nintendo seems determined to go the distance with. And this doesn't even speak of the inherent latency issues the Brawl servers were suffering when I sampled the game. It seems that with online content, Nintendo takes two steps back with each step of progress made. (At the time of this writing, Nintendo's official response to the latency issues is essentially "The lag will go away when less people are playing online". They made this announcement with such confidence as to lead me to believe that they had just learned how network servers work and were certain that this was news to us as well.)
Online issues aside, Brawl looks fantastic, and I don't even feel the need to qualify that statement with "for a Wii game". Nintendo has made no secret of their decision to bank on innovation for their new console rather than pure horse power, but if Nintendo keeps churning out games like this and Twilight Princess, the distinction will be almost indiscernible. Brawl builds on the artistic style of Melee while taking everything to the next level, as is apparent in the finer textures and smoother polygons. The variety of characters and environments would be impressive even on a more powerful console. This attention to detail and love for the material shines through in the sound department as well. Many of the skillfully crafted remixes and orchestral arrangements of classic Nintendo theme music have since found their way onto my personal playlist.
After all the dust has settled on the battlefield, I think it's safe to say that I'm not disappointed. Quite the contrary. Super Smash Bros. Brawl stands as a shining example of how to do a sequel right. It expands upon the previous games while polishing the entire experience to near perfection. It also stands as an open love letter to Nintendo and the legacy that the company has built over the last three decades. If Nintendo continues to produce games of the same quality as Brawl, here's hoping they stay in business for another thirty years to come.
Score: 9/10
All Reviews Must Go!!!
Welcome to Discount Game Reviews. The purpose of this blog is to provide intelligent, unbiased reviews of games for all platforms. Unfortunately, since I'm currently the only staff reviewer and my console selection is limited to what I can afford, expect only to see reviews for Nintendo Wii, Xbox 360, Nintendo DS and PC, at least for the time being. Depending on how much support this blog sees, I may decide to take on other reviewers in the future and it's only a matter of time before I get around to getting a PSP and PS3. Let's not get ahead of the game, though.
I currently have no plans to keep an update schedule, as my ability to review games is ultimately limited to what I can acquire and play. Comments are welcome and e-mail feedback can be sent to discountgamereviews@gmail.com. At any rate, thanks for stopping in. (Page views are the official currency of the internet.)
I currently have no plans to keep an update schedule, as my ability to review games is ultimately limited to what I can acquire and play. Comments are welcome and e-mail feedback can be sent to discountgamereviews@gmail.com. At any rate, thanks for stopping in. (Page views are the official currency of the internet.)
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