This review was originally published 01/21/2011 on Game Observer. It has been republished here for archival purposes.
Across-the-board interface improvements and incredible new Pro Mode make this the definitive music-rhythm game!
This review is a bit belated. This is mostly due to the fact that I didn’t want to write a full analysis of the game until I had a chance to play the new PRO guitar mode, the controls for which weren’t available publicly until late December. So if you’re still on the fence about purchasing this game even though it’s been out since October, I hope this review helps.
Three new controllers for PRO Mode (top to bottom):
Fender Mustang controller (available late November 2010) has 102 buttons to simulate the lower 17 frets.
Fender Stratocaster Midi guitar (available spring 2011) is a console-agnostic, fully-functioning, 6-stringed guitar equipped with pressure sensors in the neck for finger-placement detection.
MadCatz Keytar (available at game release, but sold separately) is a two-octave midi keyboard that can be used to play keys, guitar, or bass parts of songs.
Analysts and sales numbers may be suggesting that the music-rhythm genre is dying, but Harmonix isn’t letting that stop them from trying to innovate. Rock Band 3 is a very ambitious project that adds a whole new instrument (the keyboard) and attempts to incorporate REAL INSTRUMENTS into the gameplay. I am thrilled to say that both of these new marquee features work excellently!
The game’s menus and interface have also been streamlined to include more filters for selecting songs and new menu widgets for each player that they can open and close anytime they want to change settings, drop in or out, customize their characters, and so forth. Speaking of character customization, you now have much more options for creating your characters’ faces by mixing, matching, and editing different parts of the face (similar to the customization options allowed in The Sims).
I bet you all want to know about how the new PRO Mode feature works, so I won’t waste anymore time, and I’ll dive right into this ground-breaking new feature: [More]
For those of you paying attention, EA's launch of SimCity was a disaster. Server problems combined with the always-online DRM requirement prevented many gamers from even being able to play the game, while others had to wait hours just to connect, more suffered crashes and glitches, and still others lost save files (and hours of progress) due to failures in specific servers that housed their game files.
It got so bad, online retailer Amazon.com pulled the game from its site, citing the unplayable state of the servers. They've since reinstated the game, but with a warning to consumers, and a lowly 1 1/2-star rating (as of the time of this writing).
Having participated in one of the closed Betas for the game, I was fully aware of the potential for problems, since Beta users were plagued by server issues that prevented many players from even being able to login to test the game. I had to wait hours before the server was operational long enough for me to load a city, and even then, I got booted off several times. It was incredibly frustrating, especially with the knowledge that the Beta would only last through the weekend, so I was under pressure to login as quickly as possible and spend as much time as possible with the game before the Beta ended.
One of the best features of the game is the snap-to-grid for building roads that lets you keep your roads nice and parallel, even if they curve!
So I fully anticipated server problems with the launch, since I didn't trust EA to put any real effort into making sure the game would work. This is the same EA that won a consumerist award for the "Worst Company in America" in 2012! And deservedly so! Despite the servers not being up to par during the two closed Betas, EA still seemed to think the online infrastructure was suited for a full retail launch. Boy were they wrong! [More]
This review was originally published 09/14/2010 on Game Observer. It has been republished here for archival purposes.
More than just a roster-update, but Gameflow is worthless and not worth the full price if you already own Madden 10.
It’s that time of year again. It’s time for the annual release of EA’s powerhouse licensed NFL game, Madden. This year’s release promises to completely redefine the way people play football games by bringing the playbooks of hundreds of plays down to one pre-selected play based on a Gameplan. It’s the way NFL coaches really do it, and once you stop and think about it, the idea really is brilliant. But a good game needs more than just good ideas. The ideas need to work. And Gameplanning just simply doesn’t.
I’ve always played the Madden games for the strategy and coaching elements. So when I first heard that the game would now be picking my plays for me, I was skeptical and afraid. But after hearing the arguments, and thinking about it a little bit, the change actually did make sense and even had me excited.
The Madden developers were claiming that gamers would be able to Gameplan for their upcoming opponent by setting up which plays to run in any given situation -- exactly how real NFL coaches do it. The system also had the potential to make full-length, 15-minute-quarter games more playable and practical, since the combination of the Accelerated Clock and GameFlow means that all the time spent between plays is now simulated. A default-length game of 7-minute quarters takes half an hour. And a full-length 15-minute-quarter game can be completed in less than an hour. An in-game save would have also helped make full-length games more practical for those of us who still may not have a full hour to devote for one continuous game. But too bad, we didn’t get that. [More]
This review was originally published 07/30/2010 on Game Observer. It has been republished here for archival purposes.
The game has nice ideas and looks great, but new gameplay mechanics only seem to create more bugs and problems.
EA really needs some competition in the football gaming market. I can’t imagine any football gaming fan NOT wanting the NCAA to discontinue EA’s NCAA football-exclusivity license when it expires either this year or next. [Update: EA has agreed to not sign another exclusivity agreement!] Comptetition is always good for the consumer, and right now, EA really isn’t giving us games that are up to par with our expectations. For the past two or three years, EA has given us NCAA football games that have contained some great new features and gameplay additions, but every year, they manage to fill the game with new flaws or take steps backwards in terms of gameplay.
Two years ago, excessive turnovers made the game almost unplayable. Last year, the oppressively fast game speed made the game look and feel so chaotic, that it almost completely overshadowed the improvements such as the "Dead Duck" passes and the "Setup Play" feature. Like in past years, the new game gives us a lot of welcome improvements, but also introduces new problems and takes several steps backwards in certain areas. [More]
This review was originally published 05/15/2011 on Game Observer. It has been republished here for archival purposes.
Yes GladOS, we brought you back to life because we really do love to test!
To be perfectly honest, I wasn’t looking forward to this game. I love the first Portal, as it was about as close to "perfect" as any game has ever come, but I couldn’t help but fear that Valve might turn this into a franchise, and in doing so, some of the allure of the game would be lost. But the game was released, and it is a triumph. Mostly.
Apparently, a very long time has passed since the first game. The Enrichment Center is very different. Under the care of the watchful AI, Wheatley, the entire facility has been slowly falling apart. The degrading, decrepit test chambers make for much more interesting visuals than the sterile, white and gray chambers of the first game. They are now overgrown with weeds and vines, panels are falling off the walls, broken glass litters the floors, and fallen and bent metal beams and girders obstruct some of your paths. It’s just too bad that with all the debris and vegetation littering the environment, that none of it is interactive. It slightly breaks the immersion when you walk through dangling leaves and they don’t react to your passing at all.
There is a lot of visual variety in this game. You travel through the dilapidated chambers of the early game until the facility begins to rebuild itself. You watch it piece itself back together. Then you get to travel through the deepest guts of Aperture Science. And finally, you come back to see the test chambers tear themselves apart again
The co-op puzzles are fun, but not terribly replayable.
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