This review was originally published 05/15/2011 on Game Observer (now defunct as of 05/13/2014). It has been republished here for archival purposes.

Portal 2

Portal 2 cover art

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

Portal 2 - co-op characters

The co-op puzzles are fun, but not terribly replayable.
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This review was originally published 06/29/2010 on Game Observer (now defunct as of 05/13/2014). It has been republished here for archival purposes.

Red Dead Redemption

Red Dead Redemption cover art

The marriage of Wild-West theme with open-world gameplay is a great idea, but Red Dead falls just short of "genius."

I was very impressed with Grand Theft Auto IV. Before the game had come out, I worried that the formula would be stale, and that Rockstar would just throw so much content into the game that it would overwhelm the player (San Andreas was a ridiculously complex game, although not in a bad way). The successfulness of Grand Theft Auto IV had me very excited about Red Dead Redemption, even though I hated its predecessor Red Dead Revolver.

The release of this game also made me realize how strangely devoid the gaming world is of Westerns. I guess game developers just didn’t feel the genre would be very popular with the younger audience. But Red Dead Redemption just might change that. The marriage of a Western theme and an open-world sandbox style of gameplay is a combination that seems absolutely genius. Red Dead Redemption, however, does not quite reach the level of "genius."

Red Dead Redemption - landscape Shadow of the Colossus - landscape

Don't let Red Dead's expansive environment and minimalist soundtrack fool you into thinking that it will have the almost-depressingly-desolate brilliance of Shadow of the Colossus. There's a lot more than just birds and lizards in New Austin, and they'll pop out of the grass to eat you alive sooner than you can spit.
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This review was originally published 03/13/2011 on Game Observer (now defunct). It has been republished here for archival purposes.

Spider-Man: Shattered Dimensions

Spider-Man: Shattered Dimensions cover art

Beenox combines several different styles of gameplay and visuals into a fairly enjoyable but very short, disjointed, and sometimes unstable Spider-Man adventure.

I’m so glad that the last few Spider-Man games have not been constrained to follow a movie’s plot. Even though the Spider-Man 2 movie game was arguably the best Spider-Man game since the first one on the PS1, I really want to see developers try something a little more creative with the Spidey character. I’m one of the people who thoroughly enjoyed Web of Shadows and was really hoping to see further development with that game’s fantastically tight controls and combat mechanics. But Beenox had different ideas for a Spidey game – much more ambitious and creative ideas. They scrapped the free-roaming open New York and web-swinging mechanics that have become a staple of Spider-Man games since the second movie game in favor of a dimension-hopping beat-em-up. It’s actually a nice change of pace.

Spider-Man: Shattered Dimensions - Sandman tornado
This battle against the Sandman early in the game is one of several exceptional action set-pieces.
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This review was originally published 09/14/2010 on Game Observer (now defunct as of 5/13/2014). It has been republished here for archival purposes.

The Saboteur

The Saboteur cover art

An artistically inspired, very fun, but rough-around-the-edges game.

The Saboteur is a very novel game. For one thing, it is a fresh and appealing take on the stagnant genre of World War II-themed games. Essentially GTA in Nazi-occupied France, this game is pretty to look at and a lot of fun to play, even though its features aren’t as fleshed-out as one would like. The game is also surprisingly risqué by EA standards, offering actual nudity, plenty of F-bombs, and loads of gratuitous violence. While I don’t mind seeing more adult content in a game, it is disappointing that Pandemic didn’t find interesting gameplay functions for it. Instead, it’s all just for show.

The Producers - Franz Liebkind
Franz Liebkind disapproves!

The big draw for this game is going to be its unique art style. Areas of Paris that are under the control of the Nazis are rendered in black and white, with yellow, red, and occasionally blue highlights and complete with rain clouds and thunder and lightning. Areas that are under the control of the Resistance are rendered in full pastel color, in full sunlight and with birds singing. It’s a cool effect, and adds a bit of variety to the game’s otherwise uninteresting visuals. However, the colored areas of the city don’t look nearly as interesting as the black-and-white areas, and it’s almost a shame you have to free the city from the Nazis. On the other side of the spectrum, the black-and-white areas are just too dark at the recommended brightness level, and make it hard to see where you are going. But it’s nothing some tweaks to the game’s or TV’s settings can’t fix.

The Saboteur - strip club hideout
Your base of operations is in a secret room in the back of a strip club, complete with peep-hole.
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F.T.L. (Faster Than Light) game banner
F.T.L. game

F.T.L. ("Faster Than Light") is an indie game developed by Matthew Davis (programmer) and Justin Ma (artist) and released on Steam and GOG.com in September of 2012. It is a fast-paced starship strategy sim in which you manage a crew of rebels attempting to smuggle secret tactical information across the galaxy before an intergalactic Alliance can stop you and defeat the rebellion.

You use your F.T.L. drive to jump from warp beacon to warp beacon across randomly-generated sectors of space with the Alliance fleet in constant pursuit and must defend yourself from Alliance scouts, pirates, alien species, and the occasional non-conflict dilemma.

Table of Contents

F.T.L. - combat screen
The bulk of the game consists of combat with hostile ships.
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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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