Full Reviews

Full game reviews as we beat them, there will be a balance of both new and old games reviewed. We review the basics of the game and deliver scores in a few categories and an overall score out of 10.

  • The Incredible Hulk: Ultimate Destruction

    Full Review
    Incredible Hulk Ultimate Destruction cover"Comic book video game."  Maybe not the most successful four-word combination in the history of the world.  But you can't blame them for trying, right?  What could be cooler than playing as your favorite super-hero?  The premise of Ultimate Destruction is that you play as the Hulk, and the Hulk smashes things.  And although there's more to the game than that, smashing things is the basis of the gameplay, and guess what.  It's fun.

    This game was developed by Radical Entertainment and released in August 2005 for XBox, PS2, and GameCube.

    Ultimate Destruction is an open-world game.  Basically, there are three areas. Two of the areas are huge, the third is a hub that is much smaller.  In each area, you can go wherever you want and do whatever you want.  And by that I mean smash whatever you want.  The main progression of the game involves buying new moves for hulk to smash things.  In order to unlock new moves, you play through story missions.  The story missions are normal comic book video game fare, and they mostly boil down to smashing things, getting from point A to point B while smashing things, or smashing things while trying to keep something from being smashed.
  • Tatsunoko vs. Capcom: Ultimate All-Stars

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    Tatsunoko Vs Capcom Cover

    Tatsunoko vs. Capcom: Ultimate All-Stars is the latest installment in the crossover series developed by Eighting and published by Capcom. Originally released in Japan more than a year ago (Dec 11, 2008), Tatsunoko vs. Capcom is finally making it's stateside debut January 26th, 2010.

    You may be asking yourself, "Who the heck are these Tatsunoko characters?". I myself am asking this same question as I venture into this unknown universe. To my current knowledge, it is basically one of the grandfather anime production studios that really took off in the 80s and early 90s in Japan. Most of their work made it overseas with the likes of Samarai Pizza Cats, G-Force, and Robotech. If you grew up with cartoons in the 90s, there is a chance you will run across some familiar faces here (though you may have forgotten their names).

    Capcom took a huge gamble bringing such an unknown universe stateside. To put the odds in their favor, the game has gained a few critical changes. First off, online match making has been included. Secondly, at the cost of losing one character from the original Japanese game due to licensing issues (see Hakushon Daimaō), Capcom has graciously added five new playable characters to the international version of the game.

    This game was never originally planned to make it over here. I was able to play the title while I was over in Japan a year ago and was super excited to hear Capcom was putting so much effort into bringing it overseas. The game definitely warrants a purchase and fills the empty void of 2D fighters (with online) on the Wii. Hopefully word gets out about this game because I have a feeling it's going to be an uphill battle. I've lived in Japan for two years and I still don't know who half these Tatsunoko characters are.

  • Gratuitous Space Battles

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    Gratuitous Space Battles Cover

    We finish off our second annual indie games month with Gratuitous Space Battles, an epic space battle simulator from Positech Games. During our first independent games month last year, we featured Kudos 2, a life simulator also created by the one man team of Cliff Harris at Positech Games. This guy likes his simulators, whether they're of space, life, or Democracy, but Gratuitous Space Battles is a seriously awesome game.

    Gratuitous Space Battles is the first game I ever played of its kind. It's almost like one giant, single turn of a board game, or Civilization. Your opponent's pieces are in place and visible on the board, and it is your job to create and deploy a fleet of ships that can combat and destroy them, hopefully while taking minimal losses yourself. Once you click Fight, there's nothing else you can do. It feels very... unnatural at first, like the developer is taking away control of the most enjoyable part of the game. There are explosions and debris everywhere, and you want to be part of the action. But then you begin to realize that the actual simulation isn't the game, but everything before it.

    It's fairly obvious that Gratuitous Space Battles is not a game for everyone. There's no real-time micro-management, no hotkeys to quick select a group of ships, and especially no mouse button spamming to get your point across. Gratuitous Space Battles is one of the finest, genre-defining games I've ever played. The game is simply in its own category. I honestly can't give the game a final score because I don't know what to compare it against.

    Gratuitous Space Battles was developed for Windows but also works great in Wine on Linux, which is how I played it.

  • L!ght Deluxe

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    Light Deluxe Cover

    Simple yet complex? Possibly. Simply complex? Not quite right. I know it’s here somewhere and I think you get the point. L!ght Deluxe is a delightfully simple puzzle game from a new-to-me Indie Developer: Nemo Games. Looking at their website, it would appear that L!ght Deluxe is their first, or perhaps their only game. While the game definitely feels like an early effort, it shows promise and offers some interesting aspects to its gameplay.

    L!ght deluxe is built on a basic concept that allows degrees of complexity to be added as you advance through the "levels". At its elemental level, you are trying to connect a line, uninterrupted, from its origin to its ultimate destination. Each puzzle takes place on a large grid, much like a Chess board. Early levels are smaller, perhaps grids that are 6 x 6 squares in size. However, as levels increase in complexity and difficulty, they get larger.

    The line you are tasked with completing represents light and behaves as one would expect a beam of light (or laser to add a bit of intensity) to behave. In my opinion, it’s this foundational principle that allows the game to be successful much earlier than it would be otherwise. We all inherently understand that light bounces off reflective surfaces and changes colors as it passes or filters through other materials. The nature of light, and our assumed understanding of it, allows the developers to move more quickly with tutorials as we progress through the game and are introduced to the gradually increasing complexity of the puzzle designs.

  • BioShock 2

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    Bioshock 2 Cover

    The sequel to the original BioShock has finally arrived, and boy, is it good! BioShock 2 returns the player to Rapture, the underwater city dreamed up by Objectivist Andrew Ryan. Many gamers were skeptical of the need for a sequel, myself included, but developer 2K Marin made me a believer.

    I'm not sure how much more I can say without actually reviewing the game, so let's just get into that. As usual, the multiplayer aspect of the game will not factor into my final opinion very much but I did play it for some time and will provide my thoughts on it. This review is based on the Xbox 360 version that 2K Games provided me a review copy of. I am also a big fan of the first game and you can read my review and thoughts on the original BioShock for comparison if you'd like.

    Finally, check out the first hour review of BioShock 2 if you're interested.

  • Immortal Defense

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    Immortal Defense Cover

    Our second entry in this indie game month is a tower defense game by Studio Eres entitled Immortal Defense. I use the phrase "tower defense" lightly here, as while marketed as such, (Immortal Defense – a Tower Defense game), the creators only borrowed the genre basics and strived for much more than tower defense game #481.

    In case you aren't familiar with tower defense, it is a strategy gametype where the player is thrown into a fairly large, relatively open area with start and end points. As a level begins, waves of mindless enemies trickle from the start point and make their way to the exit. It is your job to place towers in strategic locations to hold off this onslaught. Resources and available towers are limited at the start, but increase as you kill enemies and as time progresses. Tower types are somewhat varied but usually have characteristics such as single shot vs multishot vs cone vs aoe, perhaps the ability to slow/freeze, and varying ranges from poking distance to full screen. The roots behind the genre have been around for a while but seems to have really taken off over the lifespan of Warcraft III. The mod creation tool led itself perfectly to creating tower defense games and many people were soon spending hours blowing up hordes of mindless drones. Following the huge success of these games, tower defense soon spread beyond mods to more easily accessible flash games and even standalones such as Defense Grid (on XBLA/Steam), and that's where we are now.

  • The Legend of Zelda: Spirit Tracks

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    Legend Of Zelda Spirit Tracks Cover

    The Legend of Zelda: Spirit Tracks is the latest in the revered Legend of Zelda series. I doubt anyone needs an introduction to this series, so I won't give one.

    Spirit Tracks is on the Nintendo DS, and is a direct sequel to 2007's Phantom Hourglass. The controls have remained mostly the same, with a few refinements that I'll get into later.

    Spirit Tracks follows the story set out by Wind Waker and Phantom Hourglass. It's now a hundred years later and everything is settled in the new land, with Zelda as the princess. Link is training to become an engineer (get it? Training?) when suddenly bad things happen and Link is the only one who can fix them. We've heard it all before, right? Maybe all except the train part. But this time, Zelda has had her body stolen, and she travels with Link in spirit form. She acts both as fairy companion a la Navi (although much less intrusive), and she doubles as a giant-sword-wielding, invincible suit of armor. Zelda can possess Phantoms and you can control her, in a new twist to the Zelda series. So for those of you clamoring for a playable Zelda character, this is as close as you can (and probably ever will) come.

  • Dead Panic

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    Dead Panic Cover

    Zombie games are gaming's latest craze gone wild. With the popularity of zombie shooter Left 4 Dead at its peak, Call of Duty: World at War featuring a Nazi zombie mode, and old classics like Zombies Ate My Neighbors being re-released on the Virtual Console, a zombie outbreak is as ripe of setting as ever. Independent developer Sean Maher has brought the classic hobby of mowing down zombies to the iPhone now with Dead Panic, a tactical zombie shooter. Dead Panic is light on story, but heavy on difficult scenarios for your soldiers to survive. The premise is simple: strategically place your soldiers, and let loose horde.

    Dead Panic is our first indie game review of 2010, we'll be featuring five more indie-developed games throughout the month of February. Dead Panic is available on the Apple App Store right now for the very reasonable price of $1.99.

  • Heavenly Sword

    Full Review
    Heavenly Sword Cover

    Heavenly Sword is the latest PS3 exclusive title from developers Ninja Theory. They are a relatively new and smaller development house based in Cambridge, England. Originally founded under the name Just Add Monsters, their only previous project was an unrelated original Xbox exclusive entitled Kung Fu Chaos. Released in 2007, Heavenly Sword was hyped as displaying an example of what the PS3 was truly capable of.

    The game follows the story of Nariko as she comes face to face with the prophecy of her people, a prophecy that may lead to victory over an opposing army but will almost surely end in her death. According to the story, Nariko’s clan has possession of The Heavenly Sword, a gift left behind by a warrior deity who once wielded the sword to protect them. It is now their sworn duty to protect the sword and to make sure it doesn’t fall into the wrong hands. Legend has it that any mortal who wields the sword will be granted amazing powers in combat, enabling them to slay armies, but will succumb to it’s power by eventually being cursed and dying a horrible death. The prophecy further says a male warrior will be born on a special day with the power to wield the sword. But on that prophetic day, the very feminine Nariko is born instead.

  • Star Wars: Knights of the Old Republic

    Full Review
    Knights Of The Old Republic Cover

    Back in 2003, I played a bit of Star Wars: Knights of the Old Republic on the PC when it was released. It was college, so everybody was doing it, but for whatever reason, I only played a few hours. In 2009, I played the first hour of the game and rediscovered a gem. I loved Jade Empire and Mass Effect, but here was their older brother: slower paced and much more heavily based in the D20 rule set. It seemed like it wouldn't be possible to take the step backward from those action heavy games to Knights of the Old Republic, but after playing the first hour, I had to give it a try again.

    I have a bit of an odd history with the game, like I mentioned, I played KotOR when it was first released, but gave up on it after reaching a key point in the game about 8-10 hours in. While replaying the game this time around, however, I couldn't remember how far I had played. I kept thinking, "oh, I remember doing this before, but there's no way I played beyond that" until I reached a point where I thought I really was playing all new content. Turns out, a few weeks ago I was perusing some random posts I wrote on a message board in 2003 and I was actually having a discussion with someone about reaching a particular scene I have absolutely no memory of playing. It was this really weird sense of deja vu, like I could have beaten the game but not remembered it.

    I've beaten the game now though, here's my full review of Star Wars: Knights of the Old Republic on the Xbox.

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