Showing posts with label Xbox 360. Show all posts
Showing posts with label Xbox 360. Show all posts

Saturday, 29 June 2013

Disney Epic Mickey 2: The Power of Two Review - Xbox 360

Nobody knew quite what to make of Disney Epic Mickey when its strange and unusual concept art first hit the internet years ago. Upon release, Junction Point’s compelling exploration of lost and forgotten cartoon characters inhabiting a dark reflection of Disneyland called Wasteland suddenly being rediscovered by the most famous cartoon character of all time was one of our favorite games of 2010. Thankfully, Disney saw fit to greenlight a sequel, this time on all console platforms, and Disney Epic Mickey 2: The Power of Two continues what will hopefully be a long series of fresh takes on familiar material.

Musical Therapy

The Mad Doctor, a villain from the first game, has returned to Wasteland. He has had an apparent change of heart and a newfound tendency to turn everything into a musical number, which Oswald and his friends amusingly find very strange. Oswald believes the doctor deserves a second chance, which is a major theme throughout the game, and possibly a self-referential one. Still, something is rotten in Wasteland, and so Oswald’s friends summon Mickey to save the day with his Magic Paintbrush. This time he teams up with Oswald rather than competing with him, and the rabbit becomes an integral part of the gameplay.

As before, Mickey’s paintbrush can paint in “toon” objects to create platforms, befriend enemies, and create mostly beneficial or constructive effects. It can also fire streams of thinner, which dissolves said objects and generally causes destruction if you’re not careful. Also like the first game, which type of magic substance you use more often will impact the world around Mickey and how characters see him. Unlike the first game, many of your decisions are irreversible. Thin a building to the point that non-toon parts of it collapse, and that’s it – that building will be damaged for the rest of your game. Some may find this restrictive, but I found it added a nice layer of depth to the paint/thinner balancing act, and caused me to think about the results of thinner-oriented actions before just dissolving everything in sight to get to a treasure chest.

Oswald’s abilities are not morally significant, but they do change the way the game is played. His remote control can electrify things, stun enemies and operate control panels. He can also fly short distances with his helicopter ears, and even give Mickey a ride across gaps. A constant presence throughout the game, Oswald can be controlled by a second player at any time thanks to drop-in/drop-out split-screen play. The co-op does not support online play, but Epic Mickey 2 somehow feels like it should be a side-by-side experience. Each character plays uniquely enough that both players contribute in different ways to the puzzle solving and platform traversing.

Power of Two, Irritation of One

Oswald sticks around when you play solo, and that’s when problems arise. Because of the tandem nature of the level design and puzzles, Mickey and Oswald must work together frequently to surmount obstacles, defeat enemies and make progress. When you don’t have a buddy handy you have to rely on the AI-controlled Oswald to help you out, and this can be a risky proposition in some circumstances. You can call him over and give him close-range commands to activate his propeller ears or open an electrically-controlled object, but there will be times when you’d really like Oswald to activate that switch that’s only accessible due to the pressure plate you’re standing on while dodging incoming thinner attacks, but he’s too busy shocking offscreen enemies or staring at a wall.



The squirrely camera of the first game has been heavily overhauled, and requires very little babysitting or adjustment. Using an analog stick to aim Mickey’s paint is obviously a much more reliable control solution than a Wiimote, and it’s a joy to navigate Wasteland without worrying about Mickey’s positioning versus where the camera wants to point independently of your in-game actions. The welcome addition of a “hold the button to leave areas” feature also prevents accidental entering of shops and unneeded load times.

The main story is a bit on the short side, but tons of sidequests and optional tasks await Mickey and Oswald, and there is no lack of things to do. There are outfits for both heroes to collect, photos to take of hidden Mickey and Oswald heads all over the game’s levels, multiple paths and bonus items to gather in the classic cartoon inspired 2D levels, the ever addictive pin trading, and even some post-credits intrigue to investigate. The multiple solutions to many of the game’s puzzles and quests adds a strong element of replay value on top of all that.

Visual Justice

One of the few downsides of the first game was that Junction Point's brilliant reimaginings of classic Disney properties were not in HD, because the game was a Wii exclusive and thus trapped in standard definition limbo. Epic Mickey 2 is multiplatform, which means Wasteland is finally available in HD on the Xbox 360, PlayStation 3 and Wii U, and it is a true treat for Disney fans. Homages and references are packed into every frame of the game, and some truly obscure pieces of Disneyana (yes, that’s a real term) await discovery. You know they’re digging deep when there’s a prominent enemy based on The Black Hole.

Epic Mickey 2 once again pays heartfelt tribute to animation history, and does it with style and sincerity. As with the original game, anyone who loves Disney, Mickey Mouse, or just animation history in general will find something to enjoy here, and the fact that the game is a superb platformer and co-op title is icing on the cake. Here's hoping for many more adventures in Wasteland courtesy of Junction Point Studios.

Monday, 24 June 2013

Hitman: Absolution Review - Xbox 360

Hitman: Absolution is outstanding. Best in the series by a wide margin, and easily one of the best games released in 2012.




IO Interactive tapped into something unique in 2000 when Hitman: Codename 47 was released. There's always been this vision in popular entertainment of the well-dressed, urbane contract killer, and 47 emobodied that vision perfectly. Each new hit amounted to a murderer's sandbox, with makeshift weapons, disguises, and environment-specific features that all existed for the singular purpose of pulling off an improbable kill.

Now, more than a decade later, IO Interactive returns to the universe that launched the studio with Hitman: Absolution. The sandbox is much bigger and more elaborate now, but the song remains the same. Kill your target and don't be seen


More Than Just A Contract


Hitman: Absolution dives deep into the series' established fiction, though you won't need any kind of background with the previous games to figure out what's going on. An intro cutscene lays out the basic setup, which establishes that Agent 47's former handler, Diana Burnwood, went rogue in the time leading up to the game. She blew the whistle on 47's empoyer, the ICA. and the newly re-formed organization now wants her dead.


You quickly learn in the game's prologue that there's more to Diana turning on her former employer than a crisis of conscience over what the ICA represents. She's also protecting a young woman named Victoria. It's not clear why the girl or the USB drive-looking necklace that she wears is so important, but you eventually come to learn that it ties in with 47's own origins at a professional hitman.


The story's execution is surprisingly tight given the length of the game (around 15-20 hours on the Normal difficulty). This isn't groundbreaking storytelling, but it's a perfectly competent noir-ish thriller with some light sci-fi thrown in. More importantly, the plot never falls into the trap of becoming too convoluted. There's always a clear picture of the action driving 47 from location to location, especially now that the proceedings amount to more than a loosely connected series of contracted murders.


You'll take out your fair share of miscreants, of course, but you'll also find yourself on the run from the cops, embarking on fact-finding missions, and breaking out of capture situations. The unfolding plot aligns various forces against 47, which in turn serves to throw a variety of obstacles into your path, on both sides of the law.

Hitman: Absolution



Sandbox Murder

Fundamentally, Hitman: Absolution is the same game that it's always been. It's bigger for sure, offering a lot more flexibility in terms of how you approach any given situation. New features like Point Shooting -- which functions much like Splinter Cell: Conviction's Mark and Execute feature -- give a boost to the more action-packed side of the game, but a "proper" Absolution playthough still avoids violence almost entirely, except where specific targets are concerned. Same as it ever was.


While you'll still use many of the same tools that 47 always has -- a garrote, those signature Silverballer pistols, a variety of disguises -- there's one major addition to the toolbox that fundamentally alters the way you approach the game: Instinct. Pressing and holding a button (RB on an Xbox 360 controller) layers an enhanced view on top of the existing world, similar to Batman: Arkham Asylum/City's Detective Mode.


Using Instinct, you are able to see outlines of enemies and innocents alike in your immediate vicinity, even if they're on the other side of a wall. The range won't cover most of Absolution's large maps, but it's certainly large enough to work with when planning your stealthy advance. Instinct also highlights the movements of enemy patrols, allowing you to see who's coming and where they're headed.

Hitman: Absolution


Instinct is a game-changing feature, particularly on the lower difficulty settings (a "Purist" difficulty removes it entirely, along with everything other than your crosshair). It isn't foolproof, since you still can't predict when someone's going to suddenly turn around a see your sneaking, bald-headed self creeping up. It's also not terribly useful when you hide away in a dumpster or locker due to (seemingly unnecessary) limitations placed on your field of view in those circumstances.


In addition to giving you a clearer view of the world around you, Instinct also has more direct uses. For stealthy play, you can "spend" Instinct (via a diminishing on screen meter) to blend in when you're wearing a disguise. An enemy guard might realize you're not part of the team when he sees you disguised as one of his fellow lackeys, but using Instinct as you walk past effectively keeps your cover from being blown.


The possibilities for social stealth are greatly enhanced by this. Agent 47 sticks out in any crowd when he's wearing his trademark suit and tie, but the combination of a disguise with Instinct allows you to navigate your way through hostile environments that would have been impossible to explore in earlier games.

Hitman: Absolution


Credit goes as well to the Glacier 2 engine that powers Absolution. Every one of the game's 50+ discrete environments is brimming with life and personality, as well as any number of points of interaction. There are makeshift weapons to be found, shortcuts and secret access points accessible via ledges and air ducts, distraction opportunities... so much that it's almost daunting. Replay value is at an all-time high in the campaign since you can approach any challenge in a ridiculous variety of ways.


There are even dangling carrots to keep you going after that "perfect hit" in each mission. Any given map that you explore comes with a set of challenges, some of which are conflicting. Completing one might involve wearing every disguise available in that area while another might call for you to make it through without ever abandoning your suit. Completing these unlocks disguises and improves 47's skills, making him more effective in both the campaign and the new Contracts mode.

Hitman: Absolution


Murder By H.O.R.S.E.



Contracts is essentially Hitman's own take on H.O.R.S.E.. Instead of lining up impossible basketball shots, you're trying to best the Hitman-playing community with an impossible kill challenge.

The catch is that you've got to complete the hit (or hits) yourself first. Creating a Contract is easy enough. You select a map pulled from any of the chunks of campaign that you've played through already. Once you're in, you find whoever you'd like to target for your hit, mark him or her (with a Y button press), and execute the kill in the manner of your choosing.

Contracts automatically tracks the type of weapon used, the disguise you're wearing, whether or not the body was hidden, and the like, setting these as optional kill objectives for those who would take on your Contract. What's really neat about Contracts is the way it fundamentally changes how you approach the game. You're stepping into the map of your choosing with no specific goal beyond "select up to three targets and kill them however you like."

Instead of trying to out-think an AI-controlled enemy force, you're working to develop enough of an understanding of the AI's inner workings to create advantageous kill scenarios that are difficult for others to replicate.

Hitman: Absolution


That said, Contracts still could have used more depth. You might, for example, want to set a kill condition that involves using a specific, unique revolver that is only found on the map you've selected. Contracts only recognizes firearms by class, however, which means that any revolver will satisfy the optional kill objective.

There's also no way to have a contract condition depend on the murder happening in a specific location. These are small complaints given how flexible and entertaining Contracts is in its current, finished form. You earn money for completing contracts that can then be spent on new disguises and upgrading a select assortment of Agency weapons, but the dangling carrots are secondary to the raw level of fun that you'll just have taking on friends' contracts and pitting them against your own.

Hitman: Absolution

The Perfect Kill



Hitman: Absolution is a triumph, top to bottom. Fans of the series can look forward to the best entry yet, without question. In a year that has already seen some of the best stealth games of this generation, veteran developer IO Interactive delivers an experience that still manages to stand out. This is an outstanding effort from the veteran developer, and an absolute must-play for anyone who embraces the thrill of striking from the shadows and slipping away unseen.

Saturday, 22 June 2013

Far Cry 3 Review - Xbox 360


Far Cry 3 Review:

Far Cry has always been a series with tremendous potential. The open tropical areas of the first game provided a lush setting for a fairly pedestrian adventure, marred by the eventual appearance of game-breaking mutant monsters. Far Cry 2 brought things down to earth with a gritty story of mercenaries in Africa, but suffered from irritating gameplay decisions like constantly respawning enemy outposts and a tendency for your character to have malaria attacks in the middle of firefights. Far Cry 3 is the promise of the series finally realized, with a compelling narrative driving you through a breathtakingly beautiful and hostile tropical island that challenges without irritation and guides without being restricting.


Heavy Traffic

Jason Brody is on vacation in Asia with his brothers, his girlfriend and a few other friends. They're doing the rich white American kid tour of the continent, racking up huge bar bills on daddy's Black Card and generally making asses of themselves in front of the locals, when a skydiving trip to an unremarkable island ends in disaster. They're captured by human traffickers, led by a clearly unhinged man named Vaas, destined to be ransomed and sold into slavery. Jason's Army-trained older brother manages to bust the two of you out at the beginning of the game, but gets killed because you decided to stop ten feet outside the slaver camp to read a map. Jason manages to get away, and is rescued by Dennis, a local resident who initiates the naïve but surprisingly adept Jason into the island natives' warrior culture.

From there, Jason sets about rescuing his remaining friends and ostensibly getting off the island, but slaughtering a couple thousand people changes a man, even if it's in the name of liberty. What results is a dark and sometimes drug-fueled descent into the depths of human behavior and an interesting exploration of the line between sanity and insanity, morality and immorality. Jason interacts with a number of memorable and well-written characters, each of which embodies a different vice that holds sway over the island. There are precious few "good guys" in Far Cry 3, and even Jason himself is not particularly likeable, even if he is understandable. The story is trying to do some very interesting things, and for the most part pulls them off, although to delve further into it would be to enter spoiler territory.


So Much Time, So Little To Do

Jason's odyssey takes you through 38 missions that offer the most guided and scripted experiences in the game. Here is where you'll escape burning buildings, man the turret in numerous AI-driven vehicles, explore long-forgotten tombs hidden beneath abandoned World War II era installations, and get to know the shady characters inhabiting the island. It's roughly a 10 hour journey straight through, but to sprint through the story alone is to miss the entire appeal of Far Cry 3.

The island is absolutely crammed with a wide variety of content. The immense map is revealed by reaching broadcast antennas, scaling them, and deactivating a jammer at the top, not unlike the way Viewpoints work in the Assassin's Creed series. This will reveal the immediate area and show you available missions and activities. The brilliant part is how all the disparate activities lead into one another due to the rewards they provide.


Strike That, Reverse It

The most immediate problem at the beginning of the game is your inability to carry much in the way of bullets, loot and weapons. Jason must hunt the wildlife and skin his kills to craft bags and pouches to hold more ammo and loot. You never really see Jason from the third person, but I imagine by the time he's fully upgraded he has more pouches than a Rob Liefeld character. To move around the map and hunt the specific game you need to craft each item, fast travel is the most useful option, which leads you to outposts. Outposts can be liberated to unlock new fast travel points and eliminate enemy patrols from an area. You get bonus XP for liberating outposts stealthily, which levels you up, allowing you to buy more skills in the extensive skill trees, making Jason a more effective warrior. Collectibles in the world also provide XP, as well as loot to sell for cash which can be used to buy customization items for your weapons at the stores in each liberated outpost. Oh, and as you deactivate more antenna, weapons become free in the shop. And completing certain numbers of side activities and collection goals earns you specialized weapons unavailable otherwise. And all of a sudden it's 4AM and you have to leave for work in three hours.


Far Cry 3

Far Cry 3 is a tremendously immersive and time-distorting game. It never wears out its welcome because of the variety of tasks at hand combined with the unpredictability of the enemies and the island itself. A digital camera lets you tag enemies from a distance, making them easy to track visually even through cover. Performing recon on a target location is extremely important, but several times I found myself suddenly stalked by a tiger or a bear while I was in the process of scouting an outpost from cover. Caged predators in outposts can be freed to wreak havoc among the enemies guarding it. The enemy humans are just dumb enough to be believable, and with practice it becomes possible to torment them creatively while remaining invisible. Of course, the game is perfectly willing to accept a player who just wants to stride into camp and start shooting, too, but you'll have to be extremely quick on the trigger, especially as the game progresses and the enemies up their arsenals accordingly.


Bonus Points

Two multiplayer modes are present in Far Cry 3. Co-op is a four-player romp through various locations on the island, featuring characters unrelated to Jason's plight who ended up on the island six weeks prior to the events of the single player game. It loses the open world feel in many places, but the gunplay of the game is satisfying enough to stand on its own in a co-op setting, and there is a decent variety of mission types.


Far Cry 3

Competitive multi consists of standard modes and a very detailed weapon/perk unlock system similar to that of Call of Duty. It leverages the basic combat gameplay well enough, but by limiting things to enclosed arenas it comes off as more adequate than exceptional. Honestly the multiplayer options are mostly just nice-to-haves; the star of the show here is the solo campaign, which may explain why the online servers have been so deserted, even on launch day.


Must Buy 3

Aside from the occasional texture glitch or stray enemy phasing into a rock (a problem easily solved with well-placed explosives), Far Cry 3 is a technically brilliant and expertly balanced gameplay experience that offers an immense amount of content and a high degree of polish. At the time of writing I have put nearly 60 hours into it across two playthroughs, and will probably play it a third time on PC later on. I suggest you do the same.