PlayStation 3 Reviews Archive

Mafia II Review (Xbox 360, PS3, PC)

MAFIA II LOGO BLACK

Mafia II is the story of Vito Scaletta and his family immigrating from Sicily, growing up in Empire Bay, serving in the American army, getting beat up by mobsters, and killing a substantial amount of people on his own. This results in Vito Scaletta becoming the ultimate mobster! But is it really that good that he did? Well…

Presentation:

While the setting is different then most open world games, the 40′s & 50′s theme does not work in many aspects of the narrative. First the script and the characters are not deep or interesting on any level. The story itself is good for what it tries to do but a lot of writing quirks made some of the dialogue awkward. While the story or the characters are not that compelling, the weapons, cars and outfits really do make you feel like you are in the 40′s & 50′s time period.

Visuals:

Great particles and visual effects are a plus, especially since you can use it to your advantage in the actual gameplay as well. It is a really good engine for physics, but sadly, everything else is rough. Some of the environments look like a proper current generation game, but most look really un-inspired and bland. On top of that, the facial models and lip syncing both in-game and in the cut-scenes are just horrendous.

Sound:

Going with the 50′s vibe, the background music in the action sequences is really good and fitting. Unfortunately though the music that is played in the radio is also from that time period and really not my thing. Even though I recognized a few songs most of them were just not interesting to me. The voice-overs are good but inconsistent at points and with the theme of the narrative, it is a big campy at points.

Gameplay:

As an open world game, with cover based shooting, the game fails at everything it tried to do gameplay wise. Initially the game was designed as a narrative driven game, but because of the style of the story and missions, it would be quite weird. On the other hand the mission design is absolutely abysmal! There are fetch missions, timed missions, and some horrible driving missions (not racing) that just take forever to go through and most of it was not streamlined at all.

Which leads me to my other problem. The checkpoint system is just appalling! There is nothing to do sometimes since the game fails to let you know exactly what you need to do and that leads to constant deaths. Also the decent, at best, gunplay is only making everything even worse! Its in-accurate, clunky and I would say the same for the un-fluid cover system that is in the game.

Then there is the driving in the game which feels really stiff and un-intuitive. It makes some of the missions really frustrating as they are timed missions.

On top of all that there is some good on paper fighting mechanics that were not implemented well into the game. There are quite a few fighting scenes and the odd choice to force the player to hold the button to counter, is just baffling! Especially since it is fun and challenging at with the harder enemies. Sadly though some camera issues make the fighting frustrating.

Even though its a small thing, the font size for the objectives and subtitles really make the game problematic. Also the game has a weird mechanic that regards the cops and enforcing the law against you.

Replay Value:

It takes about 11-12 hours to finish the game, which is quite disappointing for an open world game; especially since there is nothing do it in the world (besides a few side missions). The biggest problem is the fact that at least 40% of the game is you just driving from X to Y with no real explanation. It’s the consequence of making a linear chapter based game in an empty open world game.

Conclusion:

Mafia 2 failed to deliver a good story; it failed to provide a good narrative; and it failed big time with all the odd and frustrating design choices that were in the game. In the end Mafia 2 is everything you do not want to be: a shallow game and story with horrible design on top of a decent shooter.
5

Watch Denby Grace (Sr. Producer) and Dan Schmittou (Production) Play the First Hour of Mafia II:

Review: Kane and Lynch 2: Dog Days (Xbox360, PS3, PC)

Logo

The crazy duo is back once again to our lives, and with the first bump to the series, can Dog Days be the right track for the series? Well… No.

*This game was played on the Xbox360 version and it was only played in the Offline modes, the game was installed to the hard-drive as well*.

Presentation:

I have good memories from the story and characters that were built in the first Kane and Lynch game. Surprisingly, the characterization of the two in the second is not really that interesting. Since the story and the entire premise of the first game was the only good thing in that game; you would think the second would at least be on the same level. Also the main motivation of the characters are just not interesting at all, especially after the big “mid-game reveal”.

A major new thing that was implemented into the game is the documentary esque art style and camera shots; that to be honest, did not thing at all to attract or to differ from the really bland and simple story, even if it did some things later on with the new style, it’s still not enough.

Visuals:

The semi-realistic  art style can work, but the big inconsistency regarding quality is just too much. At points the game looks almost life like, but at most times, it looks really rough, especially character models and visual effects. But the in-game cut-scenes are still pretty good for the engine. Repetitive design to the enemies also hurt the big action moments when there are a lot of enemies on screen.

Sound:

The voice-overs are really in the middle. The delivery at points is really impressive, but at other points, it’s just plain bad. The weapon design sound wise, and are not bad at all to be honest, as goes the same for explosions. 

Gameplay:

As a 3rd person cover based shooter, Kane and Lynch 2 does not function well with its mechanics. 1st, the shooting mechanics are very in-accurate and the hit detection is horrifyingly bad. 2nd, the cover system is clunky and not fluid at all,and when a game like this, that tries to have big epic set-pieces loaded with enemies and action, frustration is only inevitable; even if the actual set-pieces are designed well, for the most part.

Along with the story mode, Kane and Lynch 2 comes with an Arcade Mode. And just like its name the mode is supposed to be more fun and light headed, but there is no true incentive to play it over and over like the mode wants you to. The game comes with nine maps and three of those maps are only for are for the limited edition or as DLC,. The problem goes for weapons in this mode as well. A nice chunk of the weapons are for the DLC\limited editions only and not for the people who only want to play the game and don’t want to invest in extra, or the pre-order to get the extras.
Speaking on actual gameplay, the mode is 10 rounds; where each round you and A.I. are robbing and interacting with looting money. The more money you get the better you do and when you finish each round you can purchase weapons. With that comes the un- necessary leveling up since there is nothing beyond unlocking the weapons, and since even the lower tier weapons are decent; the mode does not makes sense at all. It is a fun mode but 10 rounds of the exact same gameplay is just weird. The fact that this mode is not available with an Offline partner it is just tedious and eventually boring.

Replay Value:

With a really short campaign (around 5 hours), Offline Arcade Mode and a few interesting multiplayer modes it’s hard to see a lot of replay value with Kane & Lynch 2. Even with the fact that the game features Online\Offline cooperative play for the campaign; and even if you will play it twice, it’s still just not enough!

Conclusion:

Kane and Lynch 2: Dog Days has failed with everything it tried to do! The narrative is not as interesting as the first game and the gameplay is very sub-par. With the specific genre and the length of the campaign the replay value is really not there at all. And on top of all that Arcade Mode is really repetitive and boring.

5.5

Review: Planet Minigolf (PSN)

Review: Planet Minigolf (PSN)

Planet Minigolf is made by Zen Studios, who have made such games as Zen Pinball on PSN, which is a great game. However, they have made a turn with this title and made a very disappointing game.

One of the biggest disappointments with this game is the controls, or lack thereof. The game has three ways to putt the ball, but none of them work very well or feel accurate. One mode involves pressing X and pressing it again, with a power meter loading up. This way makes the ball very uncontrollable, and often your ball will fall off of the course. The next one is a three-click system, which sets the power and accuracy. This way is also very unreliable, and the needle on the meter is very difficult to see, which leads to wrong clicks. The third control involves pulling and pushing the right analog stick to putt the ball, which is very common in golf games. I used this control the most, and out of the three, it works the best but still has problems; you could never get a feel for how much power was going into the shot, and it was easy to accidentally hook the ball to the left or the right without meaning to.

There are some good things about this title – the graphics being one of them. The levels are highly detailed, and a majority of the maps are fun and intricate. There are 144 holes with nine different themes, ranging from Alaska to downtown London to the Amazon. But, it doesn’t matter how intricate a level is if the controls ruin the experience of playing it.

The power-ups are a great addition to the minigolf, but some of them ruin the experience all together. One of them that does that is the Rocket power-up. When you activate it, you have no way of controlling where your ball is going, so most of the time it just goes off of the course. A great example of a good power-up is the Controller power-up; with this power-up, you can control where the ball is going by tilting the Sixaxis, which really helps in the levels that you get it in.

The default characters are mostly just stereotypes – the anime girl, the tough biker guy, the hot blonde. You can customize each character with awards you get from doing trick shots or winning matches. One annoying character from this game isn’t even a character – it’s the announcer. Seriously, if you are going to play this game, turn the announcer off in the settings. He is very loud and spouts out stupid one liners that get old fast.

This game also includes a map editor, so anyone can make maps and publish them on PSN or play other people’s maps. The game also includes online multiplayer and weekly course tournaments, but none of that doesn’t matter because no one is playing this online. I attempted several times to get into an online match to no avail.

Good: Variety of maps, graphics, customizable characters, online map editor.
Bad: Controls, camera, lots of trial and error with maps, power ups that hurt more than help.
Bottom Line: This game is a huge disappointment, and most people will buy it thinking it will be as fun as Zen Pinball. I wouldn’t recommend this game to anyone, even the most faithful to golf games.
Final Grade: 4/10.

Lead and Gold: Gangs of the Wild West Review(PS3)

Lead and Gold: Gangs of the Wild West Review(PS3)

Take Team Fortress 2, slap on some cowboy hats and hand everyone a six shooter, and you have Lead and Gold. The game focuses on a 3rd-person team-based gameplay with a class system that allows each team to specialize in many different areas.

Like TF2, the game is broken down into different game types: Shootout(Team Deathmatch), Conquest(Headquarters), Powderkeg(Search and Destroy), Robbery(take the enemy team’s gold back to your base), Gold Fever(a co-op mode with 2 people against bots), and Greed(Capture the flag but with gold sacks). There is a good amount of depth to the game modes to keep you busy for a while. There is also a training mode for you to practice and hone your skills.

The game features a rather strange leveling system where you don’t level up through the entire game, but you level up during each match. So, you start out a level 1 before each match. You gain XP during the match and level up to level 3. When a new match begins, you’re back to level 1. I mean, I get it, but it gives off the impression that you’re not progressing at all in the game.

There are 4 classes in all to choose from: Gunslinger, Trapper, Deputy, and Blaster. Each have they’re own unique weapon and special ability. The Gunslinger carries a powerful revolver and can fan his gun for rapid fire shots that will chip away a great deal of damage. The Trapper carries a sniper rifle and can set bear traps that will both damage an enemy, but also hold them in place for a short period of time. The Deputy carries a Winchester Repeater and can mark enemies so that your team can see them even through walls and cover. The Blaster carries a double barrel shotgun and can throw dynamite, much like grenades.

The game will allow up to 10 players which is somewhat small, but actually helps the game out. Some of the maps are rather small and don’t really allow room for you to breathe during hectic gunfights. One thing that bothers the crap out of me is the fact that it is so easy to spawn-kill. The spawn points are in the exact location every game and it all boils down to the other team’s Blasters chunking dynamite at you spawn and then blowing you up. They try to combat this is a movable spawn point, much like in Bad Company. One of your teammates can pick up a torch that serves as a spawn point and you will be allowed to spawn to them rather than your base, but once that person dies, the torch is dropped and sits there until the enemy picks it up and it’s sent back to your base. Well, smart players will use their head and not return the torch and just allow the other team to stupidly spawn on the torch and then, BOOM! Spawn-kills begin again.

Another problem I had was connectivity issues. I could get into a game and play for an hour then get dropped for no reason. This happened on multiple occasions. Once during the end of a match, the game froze completely. I could still hear and talk to my teammates who were also stuck in a blank screen. I had to manually turn off my PS3 in order to get out.

So, Team Fortress 2 this is not, but it is still enjoyable if you can keep away from the spawn-kills. For $14.99, there are a lot of things worse to pick up than this.

The Good: Good variety of modes to play, Nice selection of characters, Fun gameplay.

The Bad: Spawn-kills will infuriate you to no ends, Connectivity problems will bog down your fun. I don’t get the leveling system.

Bottom Line: If your looking for a moderately fun time in the old west, I’d say give it a shot. It’s good for at least a few hours, and hopefully, a patch will fix the connection problems.

Final Grade: 7.0

Alpha Protocol Review (PC/PS3/X360)

Alpha Protocol Review (PC/PS3/X360)

Have you ever wanted to play as a spy and to have a really immersive world to be it in? Alpha Protocol is just that. It has a good narrative to experience but nothing beyond that; because the actual game is just abysmal.

Presentation:

You are Michael Thorton, a CIA agent that is being assigned to tackle one of the most problematic terrorist attack to ever happened. Your job is to investigate what happened and stop the responsible people who did it, but as you will find out, its not that simple.

As a modern spy story, Alpha Protocol works well, the characters are varied and can be very aggressive with their causes, but can also be very supportive to your needs depending in your actions and conversations that you will have during the game. The actual script is really solid with the dialogues that you have, on top of that, the game actually can take good turns with the story and specific moments or missions depending on your calls, and for the most part, it is different enough to give you the interest to try to experience the other choice.


The game also relies on trust and chemistry that base the entire relationship that you create with factions, enemies and allies, and at points the entire relationship can be terminated or get stronger depending on what happened or what you decide to do. It could be just for motivation to have a further interaction with that character, but it is essential, so the line is pretty good between the “want to” interact and the “have to” interact, even if it does feel forced at points.

Visuals:

Horrible looking animations and character models along with abysmal looking environments, on top of all that, the technical issues does not stop to appear, even small things like texture loading for weapons\character models is just horrific to experience, the only good thing is the cut-scenes that look at points really impressive for this generation, but at most points, they look good at most.

Sound:

Solid voice-overs and just fantastic music help to get into the superb universe that game is putting you in, sadly it does not help you with the actual game that have some really terrible A.I. lines and the weapons\grenades sound really bad.

Gameplay:

As a 3rd person shooter with RPG and stealth elements, Alpha Protocol fails at anything it tries to do. Whether its the terrible recoil in the shooting mechanics or just the animations for movement its just the small yet crucial details that are lacking to the game. While there were some really good ideas, the execution is really bad and at points the game feels like a last generation game; mainly in the AI behavior and animations.

The RPG elements on paper were great, a lot of edition to the shooting, fighting and lock-picking\hacking mechanics, but the gap between decent basic mechanics and something that you have to work to get the game to have anything decent is too big to count, and the abilities you actually get are really cool, but sadly, its too much to work just to see them, especially since most of them are covering basic major issues regarding the mechanics.

Replay Value:

The game is definitely long, it looks like at least 35 hours, and for my view two major ways to go with the story. There is potential for around 50+ hours, but sadly, its hard to think that anyone will play the game twice; if even more then 70% of the first run to get the jist of the story.

Pros:

Superb narrative with interesting universe and characters.

Fantastic conversation system that at points can be very dynamic towards the future of the relationship status or the missions status.

Cons:

Horrible animations, shooting mechanics and hit\collision detection systems.

Not enough customization options.

Conclusion:

6 Alpha Protocol fails at everything it tried to do regarding the actual gameplay, horrible animations with just abysmal AI behaviors along with terrible shooting mechanics, sadly, the story and narrative is so good that its almost hard to recommend this game to anyone, if you are willing to suffer the terrible gameplay to experience the narrative, its up to you, just be aware that is one of the worst games out there, even if the game have one of the best narratives

Sam & Max: The Devil’s Playhouse Episode 1 – The Penal Zone Review

Sam & Max: The Devil’s Playhouse Episode 1 – The Penal Zone Review

   

Sam and Max has always had a long running series on the PC with their zany adventures and unique puzzle solving. The duo now make they’re new adventure that guarantees to keep the player on their toes and well as keep them laughing. 

  

This is season 3 of Sam and Max, dubbed, The Devil’s Playhouse. Max now has these newfound psychic abilities that all revolve around everyday toys that double as a medium for his powers. One of my favorite standouts is one they offer very early in the episode called Future Vision. Max uses an old-school viewfinder to allow him to see what the future is of a certain object or person. This can help with solving a puzzle or learning what to do next. 

  

The story begins with Sam and Max taking on General Skunkape, an alien that has to earth to destroy everything on sight. They lock him up in the Penal Zone and save the world, but then, come to find out, it was all just a vision that Max has. Right after the vision occurs, an alien spaceship crash-lands in front of their apartment and in it: General Skunkape. It’s up to Sam and Max to stop him using Max’s new powers to put the pieces together and figure out how exactly they beat Skunkape. 

The comedy is in full force as well. This is more of the adult themed comedy rather than the Monkey Island comedy. I prefer Sam and Max’s sarcastic banter to the slapstick of Monkey Island. Once again, there are very few games that make me laugh. This is one of them. That means a lot. 

  

The only problem I had with the game was I got lost twice. As in, I didn’t really know what to do next. Now, it wasn’t all that bad and it was only for a couple of minutes, but I still got stuck. Then again, that could have just been my stupidity. After I found out what to do, I did ask myself “Why didn’t I know that?…”  

All in all, there’s not too much to say about The Penal Zone. It has the Sam and Max feel. The psychic powers are really neat, and the comedy is still top notch. If your a Sam and Max fan, more than likely you’ve picked this up already, if not, you need to. If you like to laugh for a good 3-4 hours, you can’t really go wrong here.

Final Grade: 9.0