Ninja Theory has had a hard time establishing itself as a talented developer. With the major hype of Heavenly Sword, Lukewarm sales of the crappy Kinect Joy Ride, and the controversy of DMC, it’s struggling. Enslaved is probably NT’s most successful game, mainly commercially, due to its better marketing. The story is probably the game’s strongest point, as character development and combat take a back seat.
You play Monkey, a guy who escapes a slave ship that’s crash-landed in post-apocalyptic New York. Along the way to escape, he finds himself stuck and enslaved, but a young woman named Trip needs his muscle to get her back home further west. The relationship between Trip and Monkey is what makes you keep playing, and their constant fight for freedom is heartwarming.
The combat had a lot of potential, but after the first chapter, you’ll get tired of it. It’s the same two combos over and over again, with a crappy camera that can’t stay put. Sure, the angles are cinematic, but if you get backed into a corner, it’s nauseating. The camera can’t stay put at all, and it leads to cheap deaths and frustration when mech after mech is beating you down. You can charge an EMP burst to disable shields and make the mechs temporarily stunned, and this is essential to defeating them due to their constant blocking and shielding. You can command Trip to use a decoy so long-range mechs shoot at that instead of you so you can climb around and get to them. Some mechs have weak points that allow faster kills, and you can use your staff as a projectile weapon equipped with plasma rounds and EMP rounds. This staff is also used for puzzles and exploring as well.
So combat is pretty finicky, but exploring can be a blast thanks to huge sprawling vistas, easy-to-see glowing handholds, and whatnot. Occasionally the camera gets in the way here or the controls can be a bit touchy, but it’s not nearly as frustrating as the combat. You’ll notice orange orbs floating around everywhere, and these are used for upgrades, but you can only upgrade if Trip is in the vicinity. There are some points where you can use Monkey’s Cloud hoverboard, and there are a few exciting moments like chasing a giant mech, but this feels a bit tacked on.
The game also has pacing issues since the first chapter is epic, and the next six or seven are the same repetitive area-to-area beating mechs up and jumping around the affair. It’s a shame that Enslaved feels like it’s only 80% complete because it needed a lot more polish. Even though the game looks good technically, it’s pretty bland, with just lots of green everywhere. There’s no unique art style or anything, and this is a shame. The mechs all look the same, and the enemy variety is less than half a dozen. Boss fights sometimes feel epic, but they repeat often, so Enslaved is iffy on every subject. I do recommend this as a great weekend rental or bargain purchase.
The Need for Speed series has been seriously confused and hurtful since Most Wanted. While Shift was a simulator, the other ones in between have been either subpar or bad. Hot Pursuit revives the classic entry with the Burnout team behind the wheels, and this feels more like Burnout than Need for Speed, however. Using the Paradise engine, Criterion did a good job making the game both look pretty and giving us a Burnout feel with real-world cars. These are slick cars, ranging from Mustangs to Maseratis.
As the name would suggest, it’s about cops versus racers, and each opponent gets a set of four weapons. Cops get an EMP, helicopter, spike strip, and road block. Each is pretty self-explanatory, but this feels like a glorified version of Burnout’s Road Rage mode. Racers get the same, but instead of a helicopter and roadblock, they get a jammer and turbo, which is an extra boost for NOS. Now you can earn turbo by doing crazy stuff as well.
The world map is also classic Burnout style, with each icon labeled for a racer or cop, and there are previews, time trials, and special events for each side. There is also Autolog, which is a social networking type of setup. Your friend’s best scores will be posted, and you can post screenshots and videos of your races. If a friend beats your score, you can jump right into that race and try to beat it. While the single-player is fun, it’s the online stuff that makes the game shine with all the weapons. The single-player feels predictable and stale compared to multiplayer because it feels like this game was made with multiplayer in mind. You earn a bounty and have to hit certain goals in single-player, but it’s nothing we haven’t seen in racing games already.
Once you race, everything feels fine, but the steering tends to suffer drastically depending on the road conditions and the car. Despite awesome damage modeling, the cars all feel pretty much the same, and the sense of speed is so fast that you don’t notice speed differences. This also concludes the repetition because once you unlock all weapons, it’s just the same events over and over again, and some people may never even finish the single-player due to this. The game can also look pretty good at times, but in other ways, it doesn’t.
The chaos comes from the fact that in multiplayer, you never know what anyone is going to do. You can see a roadblock ahead and get your shot lined up to dodge it, but just then someone deploys a spike strip right in your face and you hit both, losing a crap ton of health. You can take off again and try to shake off a helicopter, but then get hit by an EMP. It’s the same with racers, but this can also feel a bit unbalanced since racers’ biggest weapon is the jammer, so cops can’t use their weapons for a few seconds. It all depends on the players’ skills and how they race.
Despite the repetition and lack of weapons, the game works, but also notice all the Burnout references. There’s hardly any need for speed in this game, despite the real-world cards and the Hot Pursuit title. This is just a weird mix-up of game identities, but it’s probably better to have a burnout feeling than an old, crappy NFS game rehashed. Criterion already had the engine built for something like this, so I expect to see a sequel in the near future. I do recommend this to Burnout fans more than NFS, however, but old-school Hot Pursuit fans will dig this completely.
Most movie-based games are disasters, but when you take a movie license and do something original with it, it can turn out for the better. Bizarre Creations (Blur, Project Gotham Racing) has taken the helm of the Bond license to create the third entry into the series, but this is completely original with no movie tied to it. You play Daniel Craig’s Bond, and you’re, once again, trying to stop some evil thugs from doing evil things. While the story borders on paper-thin, it’s the action that we want.
Since Craig took the spotlight as Bond, his style is more brutal, raw, and realistic instead of the campy, funny, and smooth-talking past Bonds. He’s all about melee, guns, and less gadgets, and whether you like this better is up to you. While Everything or Nothing is the best Bond game in recent memory, Blood Stone is pretty decent. There are car chases, gun battles, and stealth sections that balance out nicely.
The stealth areas consist of sneaking around cover and meleeing guys and shooting them in the head without getting caught, or it’s going to be a firefight. This can be very satisfying when you learn the patrols and execute them accordingly. You can earn Focus Aim by doing a takedown, and this is just a one-shot kill, but you only get three. This comes in handy during stealth sections when you have multiple guys to take down in one area or are in a bind with your health.
Shooting is solid enough with blind fire from cover, and the timing is solid, but all the guns don’t really pack a punch. They feel light and sissy-like and completely not Bondlike at all. There’s a good variety of them, but you won’t care because you can’t tell the difference between any of them! There are some fun set pieces, such as slo-mo sections, some cinematic camera angles when jumping around, and a lot of explosions, so it’s packed full of action.
The racing sequences are something to be desired because it’s just driven from A to B and chasing this guy. There are no attached weapons or anything, and the cars drive like crap half the time. The cars either have severe understeer, oversteer, or feel really floaty. Coming from a developer who specializes in racing games, this is a huge surprise.
The game looks decent, but not up to par with current games. The racing sections look nice, but the characters feel last-gen, and everything just looks meh and sterile. The sound is pretty generic, with pew-pew gunfire, and the voice acting feels stiff despite being from real actors. Blood Stone is a great weekend rental, and don’t even expect multiplayer to keep you interested for much longer.
Survival horror is a slowly dying genre, and the king of the genre, Silent Hill, is barely keeping it alive. Shattered Memories is the first American-made Silent Hill, and the whole formula has pretty much changed. Hardcore fans will probably not like this, but the elements that make SH scary are still intact. The game is more about enjoying the experience and less about winning. Puzzles are very simple; there’s no combat, so it’s all about exploration and atmosphere.
You play Harry Mason, who wakes up from a car crash to look for his daughter Cheryl. He runs into different characters (including a MILF’d-up Cibil), and you run around the town of Toluca to find her. In between sequences, you are in therapy sessions, which consist of mini-games and are pretty neat because they change the outcome of the story and the ending. This is a new element for the SH series, and I hope it comes back in some form.
Once you step into the dark, you run around with your flashlight and are basically trying to find mementos and trigger sequences, such as when the screen gets staticky. This means that there is something nearby that will send you some sort of message on your phone. While these are creepy, you can also snap pictures with your phone camera, and this is usually also worked into puzzles.
When you see a white triangle above something, that means you can interact with it. These can be little micro-puzzles because you use a hand to push and pull things. While this was obviously created for the Wii version, it works great here on the PSP. Most puzzles aren’t nearly as mind-bending as past SH games because most of the time the key is in the same room as the locked door, and clues usually don’t need more decrypting. What may get you there is navigating the nightmare sequences.
Now, these are different from the air raid siren bringing rust that consumers SH in past games. Usually, a scene will trigger something, and ice will start covering the room. As you run around, you must find the X that’s on your map, because it’s usually a puzzle you have to solve to continue. While you run around, scary creatures chase you, and you must knock down objects to block their path and let them know you’ve been there before. Some sequences have you running around hallways and bringing you in circles until you go into the right sequence of doors. These sections can be quite hair-raising because of the music and sounds of the creatures, and if they catch you, you have to shake them off via on-screen prompts.
There are some unique parts of the game that make it cinematic, such as riding in cars in the first person, figuring out how to get out of them, and the first-person swimming sequence at the end of the game. Silent Hill has never been quite so cinematic before, and it’s a great addition. Despite all this, the game has a great twist ending and enough uniquity to keep you busy to the end. However, the departure from traditional Silent Hill elements may make some people hate this game. The game looks amazing on the PSP and really feels like it was built from the ground up for the device. This is a top-notch title for the handheld, and we need more of them.
Handhelds these days have the remake curse, with Nintendo being the worst. Really three different GBA’s? Four (and soon to be five) DS models? Once the latest and last iteration comes out, you tend to think that model should have been the first. The same goes with the PSP, since the 3000 is amazing and should have been the 1000 model. The first thing you’ll notice when you take it out of the box is the weight. This thing feels light as a feather, and I almost thought it was a fake piece of plastic. This is also a benefit when playing games and reduces hand cramps.
Another thing you’ll notice is that it’s slimmer, and all the fat has been trimmed off. The D-pad is built better and is concaved on the inside instead of just flat like the original model. The speakers are located at the top front instead of the bottom; thus, they are also more clear and less tinny. The addition of a built-in mic is great too for online play. The memory stick slot also has a major change, with it up near the top left side instead of the bottom. The slot is also a piece of plastic that comes out instead of the black corner piece. The slot is well hidden and blends in nicely with the unit.
Finally, the UMD slot has been replaced with a pull-out slot instead of a switch that makes it pop out. You just lay the UMD in instead of sliding it in like a cassette tape. It’s quieter, seems to be slightly faster as well, and uses less battery power. Another good change is that the WLAN switch is on top of the unit next to the USB port, which keeps you from accidentally switching it on. The console feels better when held due to its glossy back, and there are no contours for your hands, but this makes holding the unit better for some odd reason.
Other than that, everything is the same. The screen is crisper and brighter, and the new PlayStation home button looks great too. The Wi-Fi is slightly faster and supports newer security, and this unit is just solid and brilliantly designed. I really went back to my old UMD collection just to play the unit more, because games look nicer, and they just feel great being played on a solid piece of hardware.
Military shooters tend to take the most flak because they tend to be the same, linear, sometimes boring, with questionable multiplayer, but when Modern Warfare came out four years ago, it really shook the ground, and shooters have been copying it ever since. Black Ops also has something that surprised me, and this was a solid, memorable single-player experience. Blasphemy right? Wrong! The game has lots of varied environments, tons of epic moments, and a few vehicle sections are thrown in, as well as the best helicopter-based missions in any game ever. The game also doesn’t start out as a regular shooter, with Alex Mason (Red Faction: Guerrilla, anyone?) strapped in a chair and a disguised voice yelling at him to remember numbers. The whole story only makes sense at the end, reveals a lot of plot twists, is beautifully crafted, and shows developer Treyarch isn’t the weak link in the CoD series.
The game has a lot of new weapons that are true to the Cold War/Vietnam era, and even the art style shows. The game is beautiful, with great sound, voice acting, and the actual plot mentioned above. The game has memorable characters that you get attached to through the 7-8-hour campaign (yes, it’s also a tad longer than most campaigns in shooters) and even memorable moments themselves. The storming of the Vorkuta prison in Russia and many other levels are memorable. Of course, the game has some issues that Treyarch is known for, such as not knowing what to do, poor directions, respawning enemies, and a few glitches here and there. Despite that, the campaign is solid and well worth the wait and the money, but of course, it’s multiplayer that most people will keep coming back for.
And, oh boy, is the multiplayer sweet. With new maps, a whole new approach to customization, and even the new Wager matches, Black Ops multiplayer is probably the best in the series and the best FPS multiplayer ever made. The game has the same overall playstyle as Modern Warfare 2, but instead of receiving fixed unlocks, the game adopted a currency system, and you can buy everything from perks to weapons to visual add-ons—you name it. This is a great approach to changing up the game and making it more about what you want. On top of this, the Wager matches are ingenious, with players betting on a match, and the top three get some money and the rest lose their bet.
There is One in the Chamber, which gives you one bullet and a knife. If you kill someone, you get a bullet but run out, and you are left with your knife. This is a great and intense mode because it does not shoot first and aim later like the regular models. Gun Game has you start out as a pea shooter, then you move up in tiers of guns with each kill. Not every gun is good because a sniper rifle vs. a machine gun won’t be very easy. The next mode is Sticks and Stones, which gives you a crossbow, a tomahawk, and a ballistic knife. Hitting a player with a Tomahawk resets their score to zero, and the most points are awarded for crossbow kills. Sharpshooter has your weapon switch every 45 seconds, and it’s random, but every player has the same weapon. These are fun and amazing modes that never get old.
On top of that is the zombie mode that Treyarch made a cult hit in World at War. You play as Nixon, Kennedy, and two other characters, along with surviving the three maps and the hilarious political banter the characters speak (Nixon when spending points to remove a barrier: This is taxing me like the Democrats). Players, but fight off hordes of zombies in multi-tiered maps, and points are awarded for barricading windows and shooting the zombies. Points can be spent to buy weapons and ammo and unlock new parts of the map. It’s intense, and trying to survive rounds gets heated (most won’t survive after round 10 and past round 5 alone). With four players playing cooperatively, it’s a great departure from the seriousness of the rest of the game.
Brotherhood is one of those sequels that was thought to be just a cash cow tie-in for II, and everyone forgets about it. In fact, it was supposed to be a multiplayer-only add-on, but a few months before release, we realized it had a huge single-player experience that was bigger and better than II. This is what sequels should be like, especially if they borrow everything from their predecessors. Brotherhood isn’t a true Assassin’s Creed sequel like II was to the first one, but a new chapter in the amazing universe of 1500s Renaissance Italy. This time the game is set in Roma (Rome), and it’s huge, and there’s a lot more to this game than one skeptical fan might suspect.
The story is just as engaging, if not more complex, than II. Ezio is now older and the leader of the assassins, and he must stop the Borgia reign in Roma (since he failed to kill Rodrigo Borgia in the second game), but Rodrigo himself is only seen twice in the game and briefly. It’s all his minions and the fight against Cesare that are the main focus here. The game still has a deep political plot that ties in with real-life situations and people at the time.
Along with that, you can also play as Desmond Miles outside the Animus, and he has a bigger gameplay part with a whole section dedicated to restoring power to today’s Auditore Villa for the team’s new hideout to find the Apple of Eden and stop Abstergo and the Templars. While you only see these guys at the beginning and end of the game, you get another cliffhanger ending that will lead to the third game, as well as a great conclusion to Ezio’s story.
The game plays exactly like II, with no changes to gameplay except for some added stuff like a new crossbow, which is a godsend for killing stealthily from far away. It’s great to do a mission and wipe guys out with a crossbow and not get detected by those hard-to-reach guys. There aren’t any newly added weapons besides that, but combat is enhanced slightly, so it’s not such a counterfest. You can kick enemies, combo Arkham Asylum style, and even do some nice executions with the pistol. This is a nice change to combat and makes it a little more fun. You can also call in assassin recruits to help you, and this is extremely helpful, but more on that later.
Despite the main chapters, there are more side missions than you can shake a stick at. The side missions will take a good 20+ hours to complete and are tons of fun. You have the Borgia towers that have to be burned. These have to be burned down to buy closed-down stores and restore areas and landmarks. You have to enter a restricted area, kill the Borgia captain, then climb the tower and burn it down. There are quite a few, so these will keep you busy, and finding and killing each captain is different and challenging. On top of this, you can buy stables, blacksmiths, doctors, art stores, tailors, faction buildings, banks, and landmarks to restore Roma 100%. You will increase the city’s income, which will be deposited in a bank every 20 real-world minutes.
There are other side missions for each faction (thieves, courtesans, and mercenaries), as well as assassination contracts, Christina missions, finding more The Truth files (10 this time), and now Lair of Romulus missions, which have six in all and are much like Templar Lairs. After you find all six keys, you can unlock the Romulus armor, which is like Altair’s armor in the last game. You can also go to pigeon coops and play a mini-RPG that lets you send your assassin recruits out on missions based on their experience. Missions are based on difficulty, and you will see a percentage bar on how successful they will be. Send more than one to fill it higher, but if they come back, you can upgrade their armor or weapons, and when they reach level 10, you can make them full assassins. These are also helpful during missions since you can call up to three, or call them all for an arrow storm, and kill all enemies on-screen. It’s great to call an assassin on someone you can’t reach and then go in further without getting detected.
On top of all this, these missions can only be synched 100% if you complete the challenge, such as using your hidden blade and completing it in this amount of time. Don’t kill this person; only kill this person. It adds a surprisingly huge amount of depth to the game and makes playing missions (both side and main) more interesting and challenging.
Now the multiplayer is a really fun and surprising addition to the series. There is only one mode, and it’s all about a free-for-all cat and mouse hunt. You are given a target (another player out of 7), and you must use your abilities and skills to kill them while you may also be pursued. So you have to find your target and keep from getting killed yourself. The game has a Call of Duty-style perk and ability system that lets you customize load-outs as well. The game is very addictive and keeps you on your toes. You must blend and try to just act natural since NPCs also have the same looks as other players. There are many characters to play as, and each has its own unique abilities. The multiplayer will keep you hooked and make you come back to the game long after the single-player is exhausted.
With tons of new content, great new characters and a story, and an awesome multiplayer suite, Brotherhood is an example of what sequels should be like. I highly recommend this to fans of the last game and anyone who loves the variety in their games.
Collector’s Edition: For an extra $40, you get a Jack-in-the-Box with either the Plague Doctor or Harlequin (depending on what store you get it from), as well as a bonus DVD, extra maps (one exclusive to the PS3), a playable multiplayer character, an art book, and the soundtrack. This is a huge value for $40 and is a must-have for fans. The Jack-in-the-Box is made a tad cheaply with weak springs, and getting the things to close is annoying, but the figure itself is high quality.
A lot of games wind up getting overhyped and overall pissing off the entire gaming community, especially if it’s a game with a huge and strong backbone of fans. Star Wars has always been this way, whether it’s books, movies, games, or cartoons; there has been a huge following with the Star Wars universe, and this is one such game to be buried under the overhype train. LucasArts promised a huge sequel that would make the first game seem like a pile of doo, but it’s only slightly better. Sure, the mechanics are tighter, and the fat has been cut away, but we’re just left with the bones because they somehow fed the meat to the dog.
The developers even had to come up with some absurd way to resurrect Starkiller by having Vader clone him. He’s possessed with memories of his former self and wants to find Juno Eclipse, his lover from the first game. The story is really bare and is really one-dimensional, and only in the last cutscene does it get interesting at all, and this is so lame and cliche that it makes you want to smash your computer in frustration. We’re at the end of 2010, and LucasArts can’t hire writers who can write better than this! You could probably write the entire plot on a napkin. Oh, wait.
Other than that, the combat is fast but still flawed. While Starkiller is dual-wielding here, he still feels stiff to control and a bit chaotic. You have all your powers from the original game, so you’re not trying to find them again. You can use lighting, pushing, mind tricks, tossing crap around, and charges and upgrades of these Force powers, but you’ll mainly stick with Force lightning. I never used the mind trick and only used push when the game called for it. The enemy variety is even less than the original, with your usual Storm Trooper grunts and some bigger guys that are taken down with QTEs, but these are repeated dozens upon dozens of times and get very boring.
Other than that, the actual fighting is okay if only Starkiller could move more than two inches when swinging his sabers around. Mashing X will only kill people next to Starkiller, so you have to stop and move next to the enemy, then start mashing away. That’s why you end up using lightning so much since storm troopers are easy to kill. The combat animations can’t be interrupted, and when he gets stunned during a fall, you’re still vulnerable—and even vulnerable during some QTEs! What’s up with that? Even allowing you to change your saber crystals for stat effects doesn’t really do anything, and you’ll forget it’s there once you discover it.
The game doesn’t have many epic moments, and the only good one is the second level facing off against a giant creature, and it’s completely God of War-style and hugely epic. The only other memorable moments are the few free-fall sections, and that’s all. The game lacks any moments that are memorable, and this is a huge kick in the teeth for a game with such potential. The game is just really repetitive, highly unbalanced, and just isn’t what it could be. The game looks pretty good in some spots, but it could look a lot better. Unleashed II just feels like it’s half done, and even the short length helps this along. There are challenges and extras, but after spending 5–6 hours with this game, you’ll just uninstall it and forget it, just like the last game. If there is ever a Force Unleashed III, please take your time and make it what it should be!
Castlevania and 3D have not mixed well, and everyone since Castlevania 3D for N64 has been a total failure. When Lords of Shadow was announced, everyone expected another terrible 3D iteration that no one wanted. Lo and behold, the game finally redeems itself and becomes one of the best action/adventure games of this generation and one of the best Castlevania games ever made.
You play Gabriel Belmont, who is trying to find a way to bring his love, Marie, back, and while fighting alongside the Brotherhood, he must defeat everyone in his path to get to her. He must reunite three pieces of a mask, and each piece is held by a lord of shadow: the Lycanthropes, the Vampires, and Death himself.
The game is voiced very well and even has some well-known actors like Patrick Stewart narrating the game and voicing Zobek. The game does borrow elements from other games, such as God of War’s combat and Uncharted’s platforming, but LoS crafts them in its own unique way. The part about combat that sticks out the most is using light and dark energy to defeat enemies and bosses and solve puzzles. You have both meters, and they are both used separately. Light magic is a form of healing that will replenish your life gauge as you whip hit after hit until your meter runs down. Dark energy allows you to make more devastating attacks. Switching between these two on the fly is key to beating the game and staying alive.
There is an array of moves you can buy with points, but there are also separate sets of moves for both energies. You can earn points by killing enemies or solving puzzles. Puzzles have a way to reveal the solution, but at the cost of not earning points. I was able to solve every puzzle without revealing a solution, but it’s there for the less cerebral. Combat is swift, tight, and fluid, and Gabriel swings the series’ iconic whip around with ease and flash. Counterattacks can build up your focus meter quickly, which will give off mass amounts of orbs you can absorb for energy. You can even bring down large enemies and use them as mounts for as long as you like to complete climbing puzzles or just wail away at enemies.
The game also has an array of objects you can use as weapons, such as fairies, holy water, daggers, and a crystal that summons a screen-wiping demon. Each of these powers can be infused with light or dark energy, and reading the game’s huge bestiary can tell you what the creatures are weak against. Regular fairies can distract enemies, and while infused with light energy, they become bombs. Holy water can do a number on certain enemies, but infused with light magic, it can create a shield around you as well.
The game has a lot of platforming, and it’s solid, but it does have its share of minor quirks, like Gabriel not jumping at the end of a ledge and just hanging off or dying. Using your whip like a grappling hook works, but most of the time you’ll forget to press X and jump away from the wall to get to different ledges and avoid traps since this isn’t used very often. Platforming even works well in the Shadow of the Colossus Esque massive boss battles.
The game is also fairly difficult. It copies the series’ difficulty with lots of twitch reactions, constant dodging, counterattacking, and blocking. You can’t just wail on an enemy and expect to take a lot of damage. A few hits from a boss, and you die, even if you’ve leveled your health bar all the way up. You get a few hits, dodge, wait for the right moment, and repeat. Each boss has a unique set of predictable moves, but it’s up to your skills and quick reflexes to stay alive, so predictability won’t help you here like other games can.
The game features a huge number of enemies, probably the largest variety seen in an action/adventure title. The game has a good 30+ enemies, and each is unique and requires a different tactic to defeat. Not only this, but the environments vary often, and not one level is the same. The game is also beautiful and probably one of the best-looking games to date, with a gorgeous art style. The camera angles are chosen perfectly, and each shot is a masterpiece to take in. Sleeking castles, forests, and even a massive indoor library look amazing.
The game also has many secrets and will take a couple of playthroughs to find them all, such as gems to upgrade your meters, scrolls, and other items, to get a 100% completion rate. There is artwork to buy and different difficulties to beat, and even just enjoying the game a second time is well worth it. This game is just completely different from your standard Castlevania games and is probably going to be the new standard for the series. You really have to come into this game not expecting typical Castlevania stuff and really expecting something totally different. With an imminent sequel, LoS is one of my favorite games of this generation.
God of War is just one of those games no one gets tired of, and each game brings new and excellent ideas to the table, and this has to do with the fact that each game has a new director. Ghost of Sparta borrows a lot of what God of War III did, tweaks it, and adds things to it as well. I honestly think Sparta is the best example of how to do a portable game well and bring a console experience in without cramping the game’s style. Sparta is probably the most complete console copy on a portable to date, and there is nothing like it out there.
The game is set between the first two and is a side story about Kratos following a haunting vision. The vision of finding his long-lost brother, Deimos, and trying to cleanse yet another horrible memory. Along the way, you battle through Atlantis and other new locales for the game, but the style isn’t anything new. The locales in the game are pretty dark this time around, and they really focus on the whole dark aspect of the game.
The core of God of War is combat, and the Ghost of Sparta trumps the Chains of Olympus by a mile. Borrowing the recharging meter from III, you get to infuse your blades with Thera’s Bane, and this adds a whole new layer to the combat. Holding down R allows you to set your blades on fire and make them more powerful, but you have to time it and use it wisely. This is also used for breaking down armor on foes that can’t be hit normally, environmental puzzles, etc. Thera’s Bane is really fun to use, and there’s a lot of complexity that goes along with it that adds another layer of depth to the standard combat in the series.
There are new magical items, but they’re not as exciting as one might expect. I never really used them as often as I’d liked to, but they come in handy in the later levels. The game also borrows the Hyperion Charge, which rams enemies to the ground and lets you wail on them. I also never really found much use for it and never used it through the entire game except when introduced, so it feels like there’s some filler in here, but it’s great for people who have a different play style. A whole new weapon is introduced, and this is the Arms of Sparta. These are Kratos’ spear and shield, and it’s good for close-up combat and using the spear for far-off enemies, but it’s not a favorite, is no good, mid- to long-range, and doesn’t have the reach of the Blades. I never really used this except for when it was required during puzzles or exploration.
Sparta has a really good story behind it, and it doesn’t disappoint with its epic interactive story elements, such as one scene where he fights his own past in a brutal way you would expect in a God of War game. The game also opens up with a classic gigantic boss battle with a Scylla, but it’s not as memorable as the console games or even Chains of Olympus. Speaking of bosses, that game lacks hardly any, with only maybe four in this six-hour adventure. The ending boss is probably one of the best in the series, with an awesome co-op battle that has never been down before. The game’s ending is well worth it, and you’ll be pleased with how the whole story rolls out.
In technical terms, this is the best-looking PSP or handheld game ever made hands-down. I don’t think any other developer can make a PSP game look better than one of the best-looking PS2 games ever made. Yes, it looks better than God of War II, and it’s just full of lush detail and is bursting at the seams with effects. If you thought Chains of Olympus looked amazing, this trumps it by a long shot. Water drips off every ledge, the backgrounds are fully animated, and the game has a high poly count and highly detailed textures with even bump mapping! It’s just something to truly behold, and I doubt we’ll see another PSP game look this good. Of course, the game also comes with frame rate issues and never really goes above 30 FPS and sometimes drops down below 15, but that could just be my old PSP hardware.
The game also has its usual treasures, but adds the Temple of Zeus and lets you unlock videos, costumes, art, etc. by spending orbs you earn during the Challenge of the Gods. You can also create your own challenges, and this lets you keep playing this epic game without having to tread through the story again (which I know I will be doing again).
Other than that, though, the game is lacking something. It’s not as well-paced as other games in the series, and the lack of bosses hampers the experience a bit. The game mainly focuses on balanced combat, in which you get a variety of foes and must take each battle in a different way since some foes are weak to something and some aren’t. As well as focusing on exploration, and there really aren’t any puzzles to think of except very simple ones we’ve seen a dozen times in the series. The game is also just too straightforward and feels more repetitive than the other games, and that’s a bit disappointing considering the reputation of the series. However, the game is amazing, and I am not quite sick of seeing what Kratos has in store for us. Is this the last God of War game since III marked the end of the trilogy? Probably not, since this is Sony’s major staple for its consoles. Ghost of Sparta achieves many things and will become an all-time classic.
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