If you’re not completely sick of reboots by now, here’s another one to sink your teeth into: Capcom’s DmC (Devil May Cry). The franchise is only 10 years old, but nothing’s too young for a reboot these days (see: Amazing Spider-Man). The original Devil May Cry still stands proud and tall as one of the shining gems of the PS2’s library, and I would even argue that it might be the single best game that Capcom has ever made! I’m sure Mega Man and Street Fighter fans will argue though. Bottom line is that Devil May Cry single-handedly created a whole new genre of game: the "stylized action" genre. It was the first in what would become a long line of spectacle action games that would eventually contain names like God of War, Bayonetta, Lollipop Chainsaw, Batman: Arkham Asylum (to an extent), and Heavenly Sword. That last title is of particular interest because its developer, Ninja Theory, is the developer for this new DmC game (Capcom is only publishing).
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New Dante sucks.
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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]
93df7bfb-fbf7-4325-a62f-cea464321d4b|2|5.0
Tags:SimCity, SimCity 5, city simulation, Maxis, EA, Electronic Arts, DRM, Digital Rights Management, always online, server, EA Origin, closed beta, beta, CitiesXL, Will Wright
Prerelease promotional material really soured my interest in this game to the point that I waited over 6 months to pick up a used copy cheap off eBay. And the movie ended up being sloppy and wrong on numerous levels. And Edge of Time had caused me to lose faith in Beenox’s competency as a developer of Spider-Man games.
So there was a lot stacked up against this game, and I went into it gritting my teeth and ready to be furious. Maybe I set the bar a little bit too low, but I ended up enjoying Amazing Spider-Man. It cut a lot of corners and is easy and boring, but there’s enough good ideas in here that I’m actually excited to see if Beenox gets another chance to hopefully knock one out of the park.
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Spider-Man can swing without anything nearby for his webs to stick to, including over the tops of parks and the city skyline itself. This instantly pulls me out of the game experience everytime it happens.
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59c86de3-4f8c-41f5-ac74-a016bac6309a|1|4.0
Tags:The Amazing Spider-Man, Spider-Man, Marvel, comic book, Peter Parker, Gwen Stacy, Curt Connors, the Lizard, Allistair Smythe, Spider Slayers, rhino, scorpion, genetics, physics, Sony, Sony/Columbia Pictures, PlayStation, PS3, Microsoft, XBox, XBox 360, Wii, action, beat-em-up, movie tie-in, comic
This review was originally published 09/14/2010 on Game Observer (now defunct as of 05/13/2014). 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]
1d426392-6b25-434a-ab2c-93ebdf227ad0|0|.0
Tags:Madden NFL 11, review, Madden NFL, NCAA Football 11, EA, EA Sports, Tiburon, sports, football, simulation, GameFlow, PC, PS2, PS3, Wii, PSP, XBox 360
This review was originally published 07/30/2010 on Game Observer (now defunct). 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]
47bd3000-c4de-4098-aa1f-73ef3c994938|1|3.0
Tags:NCAA Football 11, review, NCAA Football, Madden NFL 11, Electronic Arts, EA, EA Sports, Tiburon, sports, football, PS3, PSN, XBox 360
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