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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This review is an extension of a review of Part 1, originally published 02/22/2011 on Game Observer (now defunct as of 05/13/2014). It has been republished here for archival purposes, and updated to take Parts 2-5 into consideration. The final score of the game has changed since the original publication.

Back to the Future: The Game

Back to the Future: The Game cover art

The short length of Back to the Future: The Game - Episode One is indicative of the game’s episodic nature, but what it offers is very respectful of the source material.

TellTale games has crafted themselves a wonderful little piece of fan service in Back to the Future: The Game. The game really does feel like a labor of love, as the developers clearly put a lot of time and effort into getting the details right and being as respectful to the source material as they could. Characters, environments, and props all look exactly as you’d expect them to (within the style of animation used), and the voices are mostly spot-on. The voice of Marty is replicated by the fantastic Marty McFly impressionist AJ LoCascio, Christopher Lloyd himself was tapped to return as Doc Emmett Brown, and the supporting cast all do an excellent job. Except for Biff. Biff didn’t sound quite right. At least not to me. This game will no doubt draw in any Back to the Future fan right from its opening moments, in which it replicates Doc Brown’s unveiling of the time machine and the first time travel experiment.

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As part of my review for this game's DLC (Artorias of the Abyss), I have decided to re-evaluate the score (using the new scoring system). My opinions about this game have changed a bit over the past couple years (in a positive way), and so I am including an updated score and several pieces of hindsight commentary to explain where my original criticisms may have been flawed or unjustified. Locations that include hindsight commentary have been notated in the Table of Contents.

Dark Souls banner

If you had asked me in the middle of 2011 what my favorite games on the PS3 were, three of the games that I would have named would have been: Uncharted 2, Demon’s Souls, and Batman: Arkham Asylum. All three of these games received sequels or follow-ups in the fall of 2011, so it was a pretty exciting holiday season for me in terms of gaming. Batman: Arkham City and Uncharted 3 were both very good games, but didn’t quite live up to my (possibly unjustifiably) high expectations. Sadly, Dark Souls ended up suffering a similar fate Dark Souls disappointed me with its initial impressions, but in the years since, has proven itself to be almost every bit as good (although not as elegant in its gameplay) as Demon's Souls.

Dark Souls box art

This review of Dark Souls is (like many of my reviews) considerably late. This is due to several factors:

  1. I wanted to try to finish the game’s story and play through large chunks with several different character classes before coming to a final verdict.
  2. I wanted to see what kind of post-release support the game received.
  3. I wanted to have several opportunities to engage in PvP encounters.

I still haven’t beaten the game (as of the time of original publication) with any characters (hey, it’s a hard game and pretty long!), but I did play with multiple characters and get my ass kicked in enough PvP encounters that I finally feel that I can give an honest and complete appraisal of the game. Even if it is six months after release…

But hey! A PC port is likely due out soon, so maybe people considering the PC version will still find this review useful!

Table of Contents:

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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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