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		<title>&#8216;Transformers: War for Cybertron&#8217; Review</title>
		<link>http://entertainium.org/gaming/transformers-war-for-cybertron-review/</link>
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		<pubDate>Fri, 23 Jul 2010 22:53:05 +0000</pubDate>
		<dc:creator>Richard Wakeling</dc:creator>
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		<description><![CDATA[Transformers fanatics have been clamouring for a quality video game of their favourite transforming robots ever since the show began way back in 1984. Atari’s 2004 effort, based on the Armada TV series, was a step in the right direction, but since then we’ve suffered through multiple tie-ins to Michael Bay’s big-budget movie extravaganzas that [...]]]></description>
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<p>Transformers fanatics have been clamouring for a quality video game of their favourite transforming robots ever since the show began way back in 1984. Atari’s 2004 effort, based on the Armada TV series, was a step in the right direction, but since then we’ve suffered through multiple tie-ins to Michael Bay’s big-budget movie extravaganzas that have failed to be anything other than mediocre-to-average action games. Developer High Moon Studios looks to change this declining formula with Transformers: War for Cyberton, taking events back to the Transformers home world and focusing on solid third-person mechanics mixed with the unique twist of transforming characters. Is it more than meets the eye, or another failed attempt at recapturing our childhood heroes within the video game spectrum?</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1370950-1273085740_5231_01_0043_20100316_5ihd1_super.jpg"><img class="aligncenter size-full wp-image-1364" title="1370950-1273085740_5231_01_0043_20100316_5ihd1_super" src="http://entertainium.org/wp-content/uploads/2010/07/1370950-1273085740_5231_01_0043_20100316_5ihd1_super.jpg" alt="" width="480" height="270" /></a></p>
<p>Things certainly get off to a positive start with Hasbro confirming War for Cyberton as official canon in the Transformers mythology. The story is set before the events of season one of the Generation 1 (G1) TV show, once again pitting the heroic Autobots against the nefarious Decepticons. However, with the vast time difference things are slightly disparate so you’ll get to see how many of the Transformers met each other, and how they changed before their time on Earth. You’ll encounter the first meeting between Megatron and Starscream as their complicated relationship begins its rocky path, and even see how Optimus earned his heralded Prime status. It’s certainly an interesting look at early Transformers lore that should satisfy hardcore fans of the series and those with a nostalgic fondness for the franchise. And the narrative does a good job propelling the action forward, portrayed like a series of the TV show or even another animated movie.</p>
<p>Though, perhaps the best part about War for Cybertron’s story is the characters themselves. They may not have much depth or complexity, but each Transformer has more personality than we’ve seen from the franchise in years. During each level they’ll constantly talk to one another, trading the kind of amusing banter we’ve seen from Gears of War’s COGs over the past few years and referencing throwbacks to the original TV series that fans will eat up. The voice actors do a good job with the work they’re given, especially Peter Cullen &#8211; as usual – and the way gears and pistons will shift and re-adjust on each characters body really helps bring these recognisable robotic mechanisms to life. Even the steel world of Cyberton has its own distinct flair, even if influences like Blade Runner are often times evident. It’s a truly gigantic world, filled with luminous structures, large-scale space stations, over-arching highways and ancient archaeological sites, all shifting and consistently working like you’d imagine a mechanical world would. And all of this is littered with drop ships, laser fire and a multitude of robots fighting and transforming in and out of their different forms. It really gives the impression of a large scale war that’s so far been omitted from previous Transformers games.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1370963-1273085740_5231_01_0052_20100316_5ihd2_super.jpg"><img class="aligncenter size-full wp-image-1365" title="1370963-1273085740_5231_01_0052_20100316_5ihd2_super" src="http://entertainium.org/wp-content/uploads/2010/07/1370963-1273085740_5231_01_0052_20100316_5ihd2_super.jpg" alt="" width="480" height="270" /></a></p>
<p>And that’s complemented by the Autobot and Decepticon campaigns. Each one fuels this impression of large scale war as objectives task you with restarting powerful space stations, defending areas from capture and aiding the skies with AA guns. The war between each faction is an ongoing struggle and you’ll get to experience both sides of the conflict as you split time between Megatron, Soundwave, Brawl and so on; and Optimus Prime, Bumblebee, Ironhide and the rest of the Autobots. You can choose to play through each campaign simultaneously, or do it chronologically &#8211; starting with the Decepticons &#8211; giving the story a much better sense of cohesion. Though, through both campaigns, you’ll spend the majority of your time shooting a whole bunch of robots. War for Cyberton takes plenty of inspiration from recent shooters, notably Gears of War and Halo. The third-person shooting has a distinct Gear of War feel to it, so it’s very satisfying, if a tad derivative. There are myriad weapons to help you in your fight, ranging from variations of assault rifles, shotguns, snipers, and so on; so there’s a nice mix of both long and short range combat, and even a few turret sections to spice things up as well. Combine this with your deadly melee attack and the added firepower achieved when you transform, and there’s certainly a fair amount of variety to the combat. And the transformations aren’t just a cheap gimmick either. Most of the time you’ll be using it to quickly travel from one location to the next, but it has its uses in combat as well, allowing you to move across the battlefield quickly and flank enemies. Each vehicle is Cybertronian so they can hover and strafe from side to side; and with the added firepower that comes from transforming into a tank, for example, it can become an excellent means of destruction as well. The combat can still get tedious towards the end, but with both campaigns lasting around four to five hours each, it’s not long enough to get truly monotonous.</p>
<p>And there are plenty of thrills to be had throughout each campaign with some spectacular set pieces, gargantuan boss battles and a general level of high-energy combat. It can also be pretty tough in spots, with any sustained time under enemy firepower resulting in a quick death. You definitely need to be tactically aware and cautious, though the lack of a dedicated cover system is a baffling choice. It makes some sort of sense when you consider the transformations, but with its similarities to Gears of War, and the fact allies and enemies will take cover; it’s odd that you have to make-do with manually standing behind objects to find refuge. However, if you do find yourself in a spot of bother you can always draft some friends in to help, with drop-in, drop-out co-op. Each level has three playable transformers so you can either play with friends or leave it up to the AI. The AI is poor, often running into walls, getting lost and generally being useless. With friends, it’s a lot more enjoyable, and the different classes guarantee the experience will be slightly different depending on your character choice.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1285901-5231_01_0005_20091224_ak302_super.jpg"><img class="aligncenter size-full wp-image-1362" title="1285901-5231_01_0005_20091224_ak302_super" src="http://entertainium.org/wp-content/uploads/2010/07/1285901-5231_01_0005_20091224_ak302_super.jpg" alt="" width="480" height="270" /></a></p>
<p>There are four classes to choose from: scout, scientist, leader and soldier, and each class has its own special abilities and weapons. For instance, the scout is the speediest of the bunch, able to use stealth to get in close, while the leader supports the team with damage modifiers or shield barriers. Neither class pays much dividends in single player since the AI is too dumb to realise when you need healing (an ability of the scientist), or any other ability for that matter. But with other humans, particularly on the higher difficulty settings, you can utilize the skills of each class to effectively kill each enemy in the most sufficient manner. However, the classes definitely come into play a lot more in the multiplayer; specifically in Escalation. Here, you and three buddies must survive waves and waves of increasingly difficult enemies. You’re probably thinking of Horde, but it actually shares more similarities with Call of Duty: World at War’s Nazi Zombies than anything else. As you kill enemies you’ll earn money that can then be bought to buy ammo and health before eventually unlocking doors to new areas and new weapons. It’s an interesting dynamic that relies on teamwork as you combine your funds together and share the load. It’s also very tactical if you mix and match each of the four character classes, so you’ll begin setting up drone turrets and shields, while one member is tasked with healing the others or providing a big damage modifier when the going gets tough. It’s a lot of fun, though you’ll be gasping for a cover system by the end.</p>
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		<title>&#8216;Prince of Persia: The Forgotten Sands&#8217; Review</title>
		<link>http://entertainium.org/gaming/prince-of-persia-the-forgotten-sands-review/</link>
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		<pubDate>Fri, 23 Jul 2010 22:37:07 +0000</pubDate>
		<dc:creator>Richard Wakeling</dc:creator>
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		<description><![CDATA[After the Prince’s cel-shaded and ridiculously easy adventures in 2008’s Prince of Persia, Ubisoft have seemingly abandoned their new direction for the series, opting to revert back to the original Sands of Time trilogy withPrince of Persia: The Forgotten Sands. It may coincide with the release of Jerry Bruckheimer and Disney’s big-budget movie adaptation of The Sands of [...]]]></description>
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<p>After the Prince’s cel-shaded and ridiculously easy adventures in 2008’s <em>Prince of Persia</em>, Ubisoft have seemingly abandoned their new direction for the series, opting to revert back to the original <em>Sands of Time</em> trilogy with<em>Prince of Persia: The Forgotten Sands</em>. It may coincide with the release of Jerry Bruckheimer and Disney’s big-budget movie adaptation of <em>The Sands of Time</em>, but it has little to do with the movie (sorry, no sexy Jake); instead, filling in the gap between the first game and its sequel, <em>Warrior Within</em>. As a result, <em>The Forgotten Sands</em> feels more like a side story to the trilogy, rather than a fully-fledged sequel. However, the new additions to the platforming gameplay should please those looking for another Persian-themed acrobatic adventure, even if it’s a fairly by-the-numbers affair.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1275852-poptm_screenshots_20_super.jpg"><img class="aligncenter size-full wp-image-1356" title="1275852-poptm_screenshots_20_super" src="http://entertainium.org/wp-content/uploads/2010/07/1275852-poptm_screenshots_20_super.jpg" alt="" width="480" height="270" /></a></p>
<p style="text-align: left;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif; line-height: 21px; font-size: small; color: #ffffff;"><em><span style="color: #000000;">The Forgotten Sands</span></em><span style="color: #000000;">‘ story sees the Prince return to his brother Malik’s kingdom to pay him a friendly visit. Though, unsurprisingly for the unfortunate Prince, the kingdom is under siege from a vast army hell-bent on its destruction. Malik’s plan to relinquish this new threat is to awaken a mystical army he has sealed in his palace, convinced the army will help him defeat his foes rather than oppose him. Needless to say, Malik is off the mark and the awakened army curses the land, turning everyone but Malik and the Prince into sand and unleashing a deadly swarm of sand monsters upon the kingdom. The rest of the game’s eight hours follows the two brothers as they attempt to stop this horrifying threat in the most predictable of manners. The narrative does a decent job propelling the adventure forward, but with only four characters the story is fairly slim and there’s also a big, missed opportunity to tie </span><em><span style="color: #000000;">The Sands of Time</span></em><span style="color: #000000;"> and </span><em><span style="color: #000000;">Warrior Within</span></em><span style="color: #000000;">together. It feels disconnected from the trilogy, and without a constant female companion, the Prince loses some of his wit and charm, even if the original voice actor returns.</span>m</span></p>
<p style="text-align: center;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif; line-height: 21px; font-size: small; color: #ffffff;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1275854-poptm_screenshots_22_super.jpg"><img class="aligncenter size-full wp-image-1357" title="1275854-poptm_screenshots_22_super" src="http://entertainium.org/wp-content/uploads/2010/07/1275854-poptm_screenshots_22_super.jpg" alt="" width="480" height="270" /></a>e of his wit and charm, even if the o</span></p>
<p>In contrast, the basic platforming fits snugly into the trilogy’s blanket with myriad wallrunning, shimmying, leaps of faith and pole swinging. Anyone who’s ever played a Prince of Persia game before will find immediate comfort in the familiarity. In fact, it sticks so closely to the series’ blueprint that the camera will pan around each new area you enter, revealing the course through each of the intricately designed levels. However, <em>The Forgotten Sands</em> is less about plotting your course through each acrobatic obstacle and more about performing the requisite moves. The platforming feels a lot faster as a result, though it does remove some of the complexities of working out each navigational puzzle. But there’s reasoning behind the change in the form of the Prince’s multitude of new abilities; from solidifying streams of water, to dashing in mid-air, and creating solid surfaces out of nothing. Each ability is effortlessly implemented into the platforming to give it a fresh new look as you juggle each ability to progress through the surplus of obstacles. <em>The Forgotten Sands</em> is at its best when you’re switching from one ability to the next, solidifying and wallrunning across a waterfall before dashing across a large gap and landing on a previously non-existent platform. It’s all very deliberate and linear, but there are definite thrills to be had and it can get fairly tricky later on – something 2008’s <em>Prince of Persia</em> never did.</p>
<p>Disappointingly, however, the changes aren’t always enough to shake that overwhelming sense of familiarity. After three Prince of Persia games you know what to expect here, so it feels like a step back for the series rather than the type of progression a sequel to 2008’s title may have offered. It’s still enjoyable, but those last few hours do get fairly monotonous, and the laboured combat certainly doesn’t help matters. The amount of enemies on screen at any one time is impressive &#8211; with fifty or so usually littering the battlefield &#8211; but with only a select few enemy designs they eventually outstay their welcome, especially when the primary means of defeating them is by hammering on one button over and over again. You can throw in a couple of dodges and kicks, but ultimately the combat boils down to a severe case of tedious button mashing. Elemental attacks shake things up a bit, but until you’ve upgraded them fully using the skill tree, they’re largely unspectacular, doing little to unsettle the Prince’s slow and samey attacks. Even the boss battles, that were so prominent and enjoyable in 2008’s effort, are ankle mashers here as you continually bash at your sizeable opponents gargantuan feet. When the same bosses appear over a dozen times, it only compounds the misery.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1275845-c4_pop_screenshots_03_super.jpg"><img class="aligncenter size-full wp-image-1355" title="1275845-c4_pop_screenshots_03_super" src="http://entertainium.org/wp-content/uploads/2010/07/1275845-c4_pop_screenshots_03_super.jpg" alt="" width="480" height="270" /></a></p>
<p>Visually, <em>The Forgotten Sands</em> doesn’t stand up to most modern releases. The environments could do with more detailed textures, and there’s not a ton of variety in the locations with most areas of the palace looking identical besides from a few minor palette changes. The Prince himself, has an odd character design that’s hard to adjust to, especially with his lion-esque face, and there are a few constant glitches that disrupt the game’s graphical fidelity and certain areas of the gameplay, such as boss characters becoming stuck behind invisible walls. These are possibly tell-tale signs of a game rushed through development to coincide with the movies release, and that’s probably the only reason <em>The Forgotten Sands</em> exists.</p>
<p>It may not be a movie tie-in but brand synergy is definitely the aim here. As a result,<em>Prince of Persia: The Forgotten Sands</em> is a decent entry in the series but it’s nothing we haven’t seen before. If you’re gagging for another dose of the Prince’s acrobat prowess then there’s an enjoyable, yet unspectacular, platforming aspect here with some cool ideas. It’s just disrupted by some tedious combat and shaky presentation that do little to alleviate the familiarity of a Sands of Time “side story”.</p>
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<p style="text-align: left;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif; line-height: 21px; font-size: small; color: #ffffff;">riginal voice actor returns.</span></p>


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		<title>&#8216;Split/Second&#8217; Review</title>
		<link>http://entertainium.org/gaming/splitsecond-review/</link>
		<comments>http://entertainium.org/gaming/splitsecond-review/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 22:30:07 +0000</pubDate>
		<dc:creator>Richard Wakeling</dc:creator>
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		<description><![CDATA[When you think of a Jerry Bruckheimer or Michael Bay production, you think of big-budget, high gloss, action sequences with fast cars, multiple explosions and plenty of hair-raising moments. Vehicles are engulfed in flames left, right and centre, flipping into the air and careening out of control; buildings collapse upon the streets, shop windows are [...]]]></description>
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<p>When you think of a Jerry Bruckheimer or Michael Bay production, you think of big-budget, high gloss, action sequences with fast cars, multiple explosions and plenty of hair-raising moments. Vehicles are engulfed in flames left, right and centre, flipping into the air and careening out of control; buildings collapse upon the streets, shop windows are blown out, helicopters swoop down across the road and city centres are completely and utterly demolished amidst the chaos and destruction of this grandiose action sequence. Now, gather all of these jaw dropping elements, roll them into one package, and make them the defining feature of an intense arcade racer. That’s <em>Split/Second</em> in a nutshell, and it’s as crazy, exhilarating and fun as it sounds, even if that initial excitement may not hold up in the long run.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/919819-split_second3_super.jpg"><img class="aligncenter size-full wp-image-1341" title="919819-split_second3_super" src="http://entertainium.org/wp-content/uploads/2010/07/919819-split_second3_super.jpg" alt="" width="405" height="208" /></a></p>
<p>To provide a basis and rationalise this over-the-top action, <em>Split/Second</em> is set up like a season of a reality TV show. The city, and location of all of this destruction, is actually a gigantic set created by the minds of the show, providing the structure for the myriad carnage that appears in every race. There’s no sort of outlandish <em>Running Man</em>situation here, each driver is competing for the season championship with the show consisting of twelve episodes with six races in each. It’s a simple but effective setup, spreading out each race and event into bite sized chunks so you can easily go back and improve upon past results. The actual reality TV show portion doesn’t venture past its initial concept, acting as a backdrop for the action rather than any sort of narrative push. The “next time on…” videos before and after each episode are a nice touch, exemplifying the TV show premise. But they’re minimal in the grand scheme of things.</p>
<p>The majority of your time in <em>Split/Second</em> will be spent racing through this city, from the tall skyscrapers of the downtown district, to the bustling local airport, the docks and even a giant dam not too dissimilar from Hoover’s very own. There’s a nice variety to each track and most of them will intertwine within one another to create a sense of cohesion within the city. However, what makes each track memorable and fun to play are the power plays. These packages of volatile carnage are the fuel that keeps <em>Split/Second</em>accelerating. As you race you’ll fill up your power play meter by performing well, whether it be drafting behind an opponent, drifting around a tight corner or jumping over a conveniently placed ramp. Multiple actions will fill up this meter allowing you to use the environment as a lethal weapon. <em>Split/Second</em> will always be compared to the<em>Burnout</em> series because of their obvious similarities, but while <em>Burnout</em> is all about using your car as a weapon, <em>Split/Second</em> is all about the environment. As opponents move into range a target will appear and with the simple press of a button the track comes to life with explosive ferocity. Immobile cars and trucks will ignite at random, flying into the road as helicopters disperse of explosive payloads and entire buildings come crumbling down.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1204648-2009_12_02_042319_1920x1080_scrot_super.png"><img class="aligncenter size-full wp-image-1344" title="1204648-2009_12_02_042319_1920x1080_scrot_super" src="http://entertainium.org/wp-content/uploads/2010/07/1204648-2009_12_02_042319_1920x1080_scrot_super.png" alt="" width="480" height="268" /></a></p>
<p style="text-align: left;">And they’re just the level one power plays. The meter consists of three separate bars, each one able to trigger one power play at a time. However, filling up all three will grant you the ability to unleash the grand scale devastation of the level two power plays and route changers. These will shape and deform the tracks themselves, opening up completely new paths as giant skyscrapers collapse to the ground, Boeing jets crash land right on top of you as you narrowly swoop under the wings and massive ships slide off the dock and into the water, crushing any cars unfortunate enough to be in the way. Words do not to justice to how spectacularly awesome each power play is. The sound muffles before bellowing to life as the phenomenal explosion and particle effects engulf the screen and the cacophony of the epic, techno-infused score is turned up to eleven. It’s an unadulterated attack on the senses, and the sublime framerate keeps up with the increasingly electrifying action. When you’re flying along at a hefty two-hundred miles per hour, the amount of expletive-laden amazement as you narrowly avoid an out-of-control train is unparalleled in any other genre, let alone other racers.</p>
<p style="text-align: left;">The problem is that the initial excitement doesn’t last forever, and the power plays eventually lose some of their edge. There’s no doubting the brilliance of seeing them for the first time and reacting to them on the fly; your first few hours with the game will be a phenomenal experience. But after you’ve seen them all, each power play becomes a strategic element rather than exhilarating eye candy. You learn to utilise specific power plays to produce the greatest effect, saving up for some of the bigger events and using them at the opportune time to wreck multiple opponents at once. It’s an evolution of play from the first few hours that goes someway to stunting the looming fear of repetition. It does eventually set in, especially later on in the career when the tracks begin to repeat themselves, but the racing mechanics are fun enough to keep things entertaining. The controls are intuitive and fairly weighty, focusing on quick movements, to avoid wrecking, and big drifting. There’s a real skill to amassing a perfect drift, and later on in the career hitting a perfect line becomes paramount to success.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1051174-splitsecond01_super.png"><img class="aligncenter size-full wp-image-1343" title="1051174-splitsecond01_super" src="http://entertainium.org/wp-content/uploads/2010/07/1051174-splitsecond01_super.png" alt="" width="480" height="270" /></a></p>
<p>Though, this is due to the rubber band AI more than anything else. <em>Split/Second</em> isn’t too difficult until some of the latter stages of the career, but unfair AI is a common problem throughout. It’s testament to the game’s focus on power plays that this unfair AI often occurs, since being in the lead isn’t a particularly fun experience when you can’t trigger the game’s main selling point. As a result, you’ll often find the following pack extremely close behind, often catching up six second gaps within two. Even when you know your car is much faster and you’re driving the race of your life, the AI finds a way to pass you with relative ease, performing impossibly good drifts and respawning from wrecks in the blink of an eye. Dropping from first place to fifth is such a common occurrence it would actually be quite comical if it weren’t for the frustration involved. That’s not to say <em>Split/Second</em> is a hard game – it’s usually pretty easy to wreck opponents with a decent power play, and you’ll normally be given ample opportunities to pass them – but the rubber band AI does cause some unwieldy races where the AI will pull ahead rather than keeping at a more realistic, surmountable distance.</p>
<p>Of course, these problems don’t persist once you enter the multiplayer, though this does present some of its own problems if you jump in too early. There’s no cap on the type of cars players can use, so most online races will result in a few players using the best cars in the game while the rest are in mediocre-mobiles. It’s not impossible to win, or at least finish in the top four, using a poorer vehicle, but the odds are definitely stacked against you. Most races will wind up with two or three pulling ahead while the rest of the pack are left in the dust, so it can seem very unfair and supremely frustrating. It’s probably not worth entering the multiplayer until completion of the majority of the career, so at least then you’ll have a decent arsenal of cars to choose from. Once you do, the multiplayer is an enjoyable experience that should extend the lifespan for anyone wanting to stick with <em>Split/Second</em>. It has the same problems as the single-player in regards to repetition, but with friends it’s suitably fun blowing each other to smithereens and progressing through the linear levelling system, even if there aren’t any rewards to gain from it.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/939446-custom_1237916181812_airport_034_super.jpg"><img class="aligncenter size-full wp-image-1342" title="939446-custom_1237916181812_airport_034_super" src="http://entertainium.org/wp-content/uploads/2010/07/939446-custom_1237916181812_airport_034_super.jpg" alt="" width="480" height="270" /></a></p>
<p>There are also a few more game modes to try your hand at as well. Besides from a basic time-trial – which is extremely enjoyable with the addition of scripted power plays – and elimination modes, <em>Split/Second</em> also features three modes that feel right at home with the absurdity of the rest of the game. Air Strike and Air Revenge revolve around an evil helicopter hell bent on destroying you. You’ll need to drive fast and avoid its missile strikes to survive before Revenge lets you fire back as avoiding and drifting fills up your power play meter. Survival is just as crazy, as massive trucks unload explosive barrels into your path with points earned for overtaking. It may not have a vast amount of game modes, but the ones on offer provide a decent distraction and change of pace from the regular racing.</p>
<p>Though, it’s that regular racing and its penchant for power plays that will put<em>Split/Second</em> on the map. It may have its problems with repetition and unfair AI, but there’s no doubting the joy to be had engaging in its phenomenal action. The power plays are an inspired concept for a racing game and they’re executed to perfection with all the Hollywood gloss you would expect from a big-budget summer popcorn movie. Forget the latest first-person shooter or action-adventure, <em>Split/Second</em> is the biggest action game of 2010 and it’s all witnessed at two-hundred miles per hour. It doesn’t get much more thrilling.</p>
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		<title>&#8216;Metro 2033&#8242; Review</title>
		<link>http://entertainium.org/gaming/metro-2033-review/</link>
		<comments>http://entertainium.org/gaming/metro-2033-review/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 22:15:15 +0000</pubDate>
		<dc:creator>Richard Wakeling</dc:creator>
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		<guid isPermaLink="false">http://entertainium.org/?p=1330</guid>
		<description><![CDATA[It’s rare for games from Europe’s Eastern Bloc to receive as much attention as games from the West and the Far East. The most successful titles from this region have been the Serious Sam and S.T.A.L.K.E.R series, but there’s always been something oddly appealing about this particular “genre” &#8211; if you can even call it [...]]]></description>
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<p>It’s rare for games from Europe’s Eastern Bloc to receive as much attention as games from the West and the Far East. The most successful titles from this region have been the <em>Serious Sam</em> and <em>S.T.A.L.K.E.R</em> series, but there’s always been something oddly appealing about this particular “genre” &#8211; if you can even call it that. Their storylines are typically fairly unique while the developer’s ambitions spread far and beyond the technical limitations that befall them. These games may have their fair share of flaws and system crashes but you’re almost always guaranteed a gaming experience unlike any other. <em>Metro 2033</em> has surprisingly seen a fairly substantial promotional push, elevating it from the realms of obscurity most Eastern Bloc titles are condemned to. This may be due in no small part to its Western influences, opting for a more linear, scripted experience; but there’s no denying that signature Eastern European flavouring is still there, whether that’s a good thing or not.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1277749-metro_2033___environments_and_gameplay__hd_720p__019_super.jpg"><img class="aligncenter size-full wp-image-1303" title="1277749-metro_2033___environments_and_gameplay__hd_720p__019_super" src="http://entertainium.org/wp-content/uploads/2010/07/1277749-metro_2033___environments_and_gameplay__hd_720p__019_super.jpg" alt="" width="480" height="270" /></a></p>
<p><em>Metro 2033</em>’s setting is definitely inspired by the region, not just because of its obvious Russian backdrop within the city of Moscow, but also because it takes place after a nuclear apocalypse. The famous streets of the Russian capital have become a desolate wasteland; the air is toxic to breathe and the freezing cold weather ravages anything and anyone in its path. The last remaining survivors have taken shelter in the city’s sprawling underground metro network, using train stations as towns and small mine carts to travel between them. It’s a bleak way of living; the dark, cramped and grimy underground is no place to lead a healthy life and it really hits home when you hear kids talking about the sky as though it’s some kind of supernatural myth that only a few people have ever seen. The only rays of light are the lone guitar player strumming a sombre mix, or the laughter emitting from the make-shift bar as the locals drink their sorrows away. It’s a depressing environment and <em>Metro 2033</em> does an exceptional job capturing the atmosphere, both in the stations and outside where many dangers lurk beneath the eerie shadows.</p>
<p>Because while this metro life isn’t anything special, at least it’s something. Outside the safety of the stations are numerous mutated creatures, strange anomalies and even Nazis; though it’s the mysterious “Dark Ones” that pose the biggest threat to this underground community. You play as Artyom, a unique person in that he can somehow resist the supernatural powers of this dangerous foe. With the whole metro in danger he’s sent on a mission to warn the others and try to put a stop to this threat. It’s an interesting premise with plenty of intrigue, and as the story begins to unravel you’ll meet a multitude of enjoyable personalities as you venture deeper into the metro and even emerge topside. The pacing is a bit off towards the end, but the story and atmosphere will keep you coming back until you reach the final credits.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1273815-fbba5a8e93d97febb8a7bea92313c45f_super.jpg"><img class="aligncenter size-full wp-image-1302" title="1273815-fbba5a8e93d97febb8a7bea92313c45f_super" src="http://entertainium.org/wp-content/uploads/2010/07/1273815-fbba5a8e93d97febb8a7bea92313c45f_super.jpg" alt="" width="480" height="270" /></a></p>
<p>Though if you want to get there you’re going to need some heavy weaponry and the relevant equipment. You can only carry one type of each weapon at a time (pistol, automatic and heavy), with the ability to use throwing knives and different types of grenades as well. Your starting weapons are fairly poor, and the opening few hours of the game can lead to some frustrating moments as you deal with the inaccurate and inconsistent shooting. Any sort of long range attacks are futile, and even at close range you’ll find shotguns are pointless, even against other human opponents. It can take four or five shots from point blank range to down certain enemies, while at other times it will only take one or two. It’s too inconsistent to be of any fun and I found myself using the revolver more than anything. Some will find it a refreshing change of pace since you’d imagine these old weapons would be rather worn down and unwieldy, but it can negate the gameplay at times and turn off any newcomers.</p>
<p>However, if you stick with it things eventually improve as you find and buy more improved weaponry. The shotguns remain poor throughout, but getting your hands on some powerful assault rifles opens up the gunplay and it’s much more enjoyable as a result. Most of the weapons will still feel a tad inaccurate, even with scopes, but it really makes you plan each conflict, especially when you need to make each shot count due to the sparsity of ammo available. <em>Metro 2033</em> presents an interesting dynamic with its in-game currency, using actual bullets as money. You’ll find a range of worn-down, homemade bullets throughout the game, but it’s the shiny, military-grade equipment that’s worth the big bucks. You can choose to use your top quality bullets in any of the game’s towns to buy more low quality bullets and even new weapons. But if you want you can even use these bullets to deal out some extra damage. It provides some unique dilemmas as you debate whether you want to risk using your currency as a means to deal out extra damage or save it to buy more low quality ammo in bulk. The only problem with this system, and <em>Metro 2033</em> in general, is that it doesn’t really explain the mechanics. The shop menus are confusing with all the different types of low and high quality ammo, and it’s never really explained that you can use both types in your current firearms. It could have done with some extra tutorials and explanation.</p>
<p>Of course, if you do find yourself outnumbered and outgunned with little ammo to spare, you can take the stealth route. It’s not a necessity, but <em>Metro 2033</em> certainly provides the means to be quiet, with silent throwing knives, silenced weapons and the ability to turn off light sources and lurk in the shadows. When done right it can be extremely satisfying as you silently take out guys unbeknownst to their friends in the next room. However, more often than not the stealth mechanics are a lot like the shooting: inconsistent. At one moment missing with a throwing knife will go unnoticed, while at another time it will alert every enemy in the area. It’s tough to pull off stealth when one mistake will alert every guard to your position, even if only one enemy saw you for a split second before dying. There’s no general area for them to search, they just know where you are and there’s no way of hiding again.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1273805-1eb1be8b9d695eb5db1d904a83604655_super.jpg"><img class="aligncenter size-full wp-image-1301" title="1273805-1eb1be8b9d695eb5db1d904a83604655_super" src="http://entertainium.org/wp-content/uploads/2010/07/1273805-1eb1be8b9d695eb5db1d904a83604655_super.jpg" alt="" width="480" height="270" /></a></p>
<p>Visually, <em>Metro 2033</em> is impressive for the most part. The use of dynamic shadowing and lighting looks fantastic in the gloomy tunnels of the metro, and it really complements the frightening atmosphere achieved with the mixture of supernatural, survival horror effects and howling sound design. Topside, things aren’t as impressive with some poor, low-res snow and ice textures. While the character models, particularly in the faces, are substandard with awkward animation and lifeless eyes. Some of the best moments come from your time spent using gas masks, whether it’s on the toxic surface of Moscow or trudging through a radiated tunnel. The frantic breathing of Artyom, mixed with the steaming up of the mask, and even the crackle of the glass after an intense battle is fantastic and really adds to the tension as you begin to run out of clean air. The use of air filters never really plays into the gameplay if you loot enough, but the effect really adds to the game’s terrific atmosphere.</p>
<p>And it’s this atmosphere that makes <em>Metro 2033</em> worth experiencing. The metro tunnels might not have the art deco of Rapture or the vast, desolate wastes of the Capital Wasteland, but the underground world 4A Games have created is truly spectacular in its bleak outlook and frightening circumstances. Its mix of survival horror and an intriguing narrative will propel you on, it’s just a shame the shooting and stealth mechanics aren’t always on the same level. There’s no doubt the gunplay improves later on in the game, but a frustrating moment is never far off as you deal with weapon inaccuracy and annoying bullet sponges where there should be none. It’s certainly an impressive debut title and one of the best games to come out of the Eastern Bloc, but its basic mechanics could have done with some extra polish.</p>
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		<title>&#8216;Lead and Gold: Gangs of the Wild West&#8217; Review</title>
		<link>http://entertainium.org/gaming/lead-and-gold-gangs-of-the-wild-west-review/</link>
		<comments>http://entertainium.org/gaming/lead-and-gold-gangs-of-the-wild-west-review/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 22:03:18 +0000</pubDate>
		<dc:creator>Richard Wakeling</dc:creator>
				<category><![CDATA[Gaming]]></category>
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		<category><![CDATA[gangs of the wild west]]></category>
		<category><![CDATA[lead and gold]]></category>
		<category><![CDATA[paradox interactive]]></category>
		<category><![CDATA[Shooter]]></category>
		<category><![CDATA[western]]></category>

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		<description><![CDATA[Clint Eastwood, John Wayne and co. may have satisfied our Wild West thirst on the big screen, but the world of gun-slinging outlaws has never really materialised in any meaningful way on the videogame circuit. Red Dead Redemption could go some way to filling that void this May, but until then, if you’re looking for some [...]]]></description>
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<p>Clint Eastwood, John Wayne and co. may have satisfied our Wild West thirst on the big screen, but the world of gun-slinging outlaws has never really materialised in any meaningful way on the videogame circuit. <em>Red Dead Redemption</em> could go some way to filling that void this May, but until then, if you’re looking for some rootin’ tootin’ shootouts at dawn, <em>Lead and Gold: Gangs of the Wild West</em> could be a good way to pass the time.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1264736-leadandgold_blaster_30oct__screenshot_viewer_medium_super.jpg"><img class="aligncenter size-full wp-image-1318" title="1264736-leadandgold_blaster_30oct__screenshot_viewer_medium_super" src="http://entertainium.org/wp-content/uploads/2010/07/1264736-leadandgold_blaster_30oct__screenshot_viewer_medium_super.jpg" alt="" width="470" height="264" /></a></p>
<p><em>Lead and Gold</em> is a third-person, team-based online multiplayer shooter, so it has a fair amount of depth for a downloadable game. There are four character classes to choose from, each utilising different weapons and special abilities. The character designs are instantly recognisable from any Western, while still veering away from being too stereotypical. They’re a lot of fun with a stylish, cartoony look, and knocking their hats off is an entertaining effect no matter how minuscule.</p>
<p>However, you’ll be choosing your class based on their skills rather than their appearance and choice of disposable headwear. The gunslinger is the easiest to use, touting a heavy revolver and the ability to use the fanning technique to shoot off multiple rounds in quick succession. The trapper is the sniper of the group who can also set down traps to ward off anyone sneaking in behind, or to protect an objective. The deputy uses a carbine rifle so he’s best at medium to long range, while his ability to tag enemies will help himself and his teammates. While last but not least we have the blaster, a big old brute who likes nothing more than getting up close and personal with a shotgun and a pouch of dynamite.</p>
<p>Finding which one works best for you is a good way to start, but you’ll want to vary your time between multiple classes to get the most enjoyment, and more importantly, help your team. Besides from certain classes working well on particular maps or in specific game modes, they also let off synergies that will affect the player and any teammates in their vicinity. Each class has its own synergy effect, so you’ll want a team with multiple classes to get a dose of each buffer. The gunslinger radiates the accuracy effect, so any teammates nearby will receive improved accuracy, while the deputy radiates the damage effect and so on. It encourages teamwork as you’ll want to stick together to best exploit these different effects. And if you’re playing well, they will eventually become more powerful, sometimes turning the battle in your teams favour.</p>
<p>Rather than use a persistent ranking system, <em>Lead and Gold</em>’s player progression only works on a match-by-match basis. It’s disappointing that you don’t feel like you’re progressing and moving up after each successive match, but within the context of the game it works fairly well. You’ll still gain ranks by playing well, but besides from bragging rights come the end of the round, ranking up will also strengthen your synergy effect. As you gain ranks your synergy will eventually become more effective, so playing well as an individual will also benefit the team.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1166661-lead_and_gold_cover_super.jpg"><img class="aligncenter size-full wp-image-1317" title="1166661-lead_and_gold_cover_super" src="http://entertainium.org/wp-content/uploads/2010/07/1166661-lead_and_gold_cover_super.jpg" alt="" width="480" height="686" /></a></p>
<p>And the maps and game modes do a good job maintaining this emphasis on team work. With names like Prospector’s Peak and Bad Blood Valley, the game’s six maps are similar to the characters with their recognisable Western traits. From a mining town, an Indian campsite, a farm, a bank and even the mines themselves, there’s a nice variety to the maps and they all look fantastic. The level design is very well balanced for each game mode the maps are used in, with multiple paths, vertical levels and buildings to occupy. The game modes are staples of any modern day shooter, starting with your typical team deathmatch through to zone control and objective destruction. There’s a game mode for everyone and the Western twists are fairly enjoyable with gold replacing flags and huge powder kegs rather than bombs. It’s often quite frantic, but the shooting mechanics are satisfying, if a little inaccurate at times.</p>
<p>The only real problems <em>Lead and Gold</em> faces are because of its net code. You’ll often be kicked back to the menu, the game may even crash on occasion and there are some issues finding enough players at times, particularly if you’re searching for specific game modes. A patch can fix all of this, but it remains to be seen whether the player count will increase or not. Though, for its budget price the gamble could be worth taking. It’s a stylish, good looking game; the shooting mechanics work well and the emphasis on teamwork, plus the variety in the maps and game modes, is very impressive. If you’re a fan of Westerns or team-based multiplayer, <em>Lead and Gold: Gangs of the Wild West</em> ticks all the right boxes. It just remains to be seen how long the online community will last, especially if the network problems aren’t fixed.</p>
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		<title>&#8216;Splinter Cell Conviction&#8217; Review</title>
		<link>http://entertainium.org/gaming/splinter-cell-conviction-review/</link>
		<comments>http://entertainium.org/gaming/splinter-cell-conviction-review/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 21:48:05 +0000</pubDate>
		<dc:creator>Richard Wakeling</dc:creator>
				<category><![CDATA[Gaming]]></category>
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		<category><![CDATA[archer]]></category>
		<category><![CDATA[conviction]]></category>
		<category><![CDATA[Espionage]]></category>
		<category><![CDATA[irving lambert]]></category>
		<category><![CDATA[kestrel]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[sam fisher]]></category>
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		<description><![CDATA[Sam Fisher may have lost his daughter, killed his best friend and seen his life begin to unravel, but his troubles are nothing compared to the tumultuous few years Splinter Cell: Conviction has endured. After a debut trailer depicting an old, downtrodden Sam Fisher &#8211; long hair and beard in tow – involved in hand-to-hand combat [...]]]></description>
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<p>Sam Fisher may have lost his daughter, killed his best friend and seen his life begin to unravel, but his troubles are nothing compared to the tumultuous few years <em>Splinter Cell: Conviction</em> has endured. After a debut trailer depicting an old, downtrodden Sam Fisher &#8211; long hair and beard in tow – involved in hand-to-hand combat in broad daylight, the team at Ubisoft Montreal took early criticism on board and carried<em>Conviction</em> back to the drawing board for some much needed redesigning. The Sam Fisher we’d come to know had officially gone MIA, disappearing from the grid as we were left wondering if he’d ever see the light of day again. After a few years and a couple of extra delays, Fisher is finally back &#8211; faster, deadlier and more aggressive than ever. Forget about lurking in the shadows and avoiding detection, this Fisher is the ultimate hunter… and he’s angry.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1339313-splintercellcon12_super.jpg"><img class="aligncenter size-full wp-image-1312" title="1339313-splintercellcon12_super" src="http://entertainium.org/wp-content/uploads/2010/07/1339313-splintercellcon12_super.jpg" alt="" width="480" height="270" /></a></p>
<p>With his daughter dead and nothing left to live for, Sam is out of the game and looking for answers. The story in <em>Splinter Cell: Conviction</em> is a much more personal affair for Sam, though it’s not long before he’s dragged back into the world of international espionage as a dangerous threat faces American soil. With the promise of some answers, Sam reluctantly agrees to help and the plot quickly begins to resemble a season of <em>24</em> or a Jason Bourne movie. It’s definitely an intense thrill-ride, filled with plenty of plot twists, intrigue and revelations. However, it’s the storytelling and presentation that stands out above all else. There are no loading screens and no camera cuts so the narrative is constantly moving, keeping up a frenetic, exhilarating pace. The camera moves through each environment, seamlessly transitioning between new locations and in and out of gameplay. It’s extremely slick and looks fantastic, especially when combined with Ubisoft Montreal’s unique visual technique of projecting objectives and keywords upon the environment. Each element of the presentation maintains the story’s quick pacing and keeps the player immersed in the game world.</p>
<p>It’s a refreshing change for the series that should appeal to a wider audience in much the same way the gameplay should. <em>Splinter Cell</em> purists may find the changes to the gameplay mechanics too simplified, but <em>Conviction</em> follows the natural progression of the stealth genre over the past few years, opting for a more action-oriented approach if the player so desires. It’s no longer about waiting patiently in the shadows and watching enemy patrol patterns; Sam is a whole lot faster than his appearance lets on. He can now quickly move from cover to cover, shimmy along ledges faster than the Prince of Persia and acrobatically traverse the environment with enough speed to avoid detection and prime for the next kill using his Krav Maga combat techniques. These kills are satisfyingly brutal, often utilising the butt-end of a pistol, any degree of rapid-fire hand-to-hand takedowns or a variety of good old fashioned choke holds. Once again it’s very similar to the pace and ferocity of the combat in the Jason Bourne movies, especially when combined with the new “mark and execute” feature.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1301773-screenshot_x360_splinter_cell_conviction063_super.jpg"><img class="aligncenter size-full wp-image-1309" title="1301773-screenshot_x360_splinter_cell_conviction063_super" src="http://entertainium.org/wp-content/uploads/2010/07/1301773-screenshot_x360_splinter_cell_conviction063_super.jpg" alt="" width="480" height="270" /></a></p>
<p>This much touted new feature provides the biggest gameplay departure for the series but it works exceptionally well. If you see any enemies you can “mark” them with the press of a button and then hit “execute” to automatically dispatch them all with a few headshots in quick succession. It might sound like a “win” button but it’s balanced in such a way that it doesn’t make the game too easy. You have to earn the ability each time by first killing an enemy with hand-to-hand combat. This only counts once so you can’t build up multiple “mark and executes” by killing a few enemies in a row, there’s a limit, so you have to decide when and where you want to use it. Once that’s done you only have a set amount of “marks” to use and this number varies depending on what weapon you’re using and how much you’ve upgraded it; usually surmounting to about two or three at a time. Once you’ve become accustomed to it, “mark and execute” quickly becomes a useful and strategic tool in your arsenal. Each area is set up with a certain number of enemies and multiple routes to tackle them from. For instance, there could be a control room with three guards inside; in past <em>Splinter Cell</em> games you would probably find some way of sneaking past them. In <em>Conviction</em>, you can mark two of the guards by peeking under the door, before climbing onto the roof, dropping onto one of them through the skylight and hitting “execute” to dispatch of the other two. It looks extremely cool and planning each conflict with “mark and execute” in mind adds a whole layer of strategy to proceedings, particularly when you factor in context sensitive objects in the environment, human shields and so on. The only problem comes when you activate the “execute” and an enemy moves behind a solid object. The bullet will still hit him so it looks odd, but these moments are few and far between so it’s not overly bothersome.</p>
<p>Of course, to get into these prime positions there’s a good amount of sneaking to be done. Luckily, <em>Conviction</em> has one of the best cover systems available. One button will move you in and out of cover while another will move Sam to any nearby cover of your choosing. It’s extremely intuitive, never sticking to the wrong object or becoming stuck, so moving through the environment feels great. It’s also helped by another redesign to the game’s HUD. Instead of over-exuberant shadow and sound meters, you’ll know if you’re hidden simply by the colour bleeding out of the screen. If it’s black and white, you’re hidden; if the colour comes rushing back in, you’re out in the open. It’s an impressive effect that lets you know how hidden you are in the simplest way possible. Though if you are discovered, a silhouette will appear of your “last known position” so you know where the enemies think you are. They’ll search the area en masse before eventually spreading out, so you can use this to your advantage by sneaking around to flank them, laying down a remote mine, and so on. Generally speaking, the AI can be fairly intelligent in these situations when playing on Realistic – which is advised for any experienced gamers. They won’t always rush in, choosing instead to sit back and encourage you onto them and their awaiting ambush.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1339310-splintercellcon8_super.jpg"><img class="aligncenter size-full wp-image-1311" title="1339310-splintercellcon8_super" src="http://entertainium.org/wp-content/uploads/2010/07/1339310-splintercellcon8_super.jpg" alt="" width="480" height="270" /></a></p>
<p>If this happens you may have to shoot your way out by utilising <em>Conviction</em>’s hefty arsenal of weaponry. There are multiple pistols, submachine guns, assault rifles, shotguns and gadgets so <em>Conviction</em> doesn’t really bare the mark of a stealth game. And true to form you can opt to shoot your way through the majority of the game if you so desire. It’s no way near as fun as the stealth route and the shooting is a little loose, but the game never really encourages you to play it stealthy unless you want to complete the P.E.C. (Persistent Elite Creation) challenges. Though this feels like a moot point considering the points you earn from completing these challenges can only be used to upgrade your weaponry (and armour in the multiplayer). Besides from adding silencers and upgrading the amount of “mark and executes” you can use, there’s nothing really stealthy about any of the upgrades. And it’s easier to play through the game using the vastly-more-accurate silenced pistol than any of the bigger guns, so they feel largely unnecessary. While the option is there, the worst parts of the game are when you’re forced to go in guns blazing, so playing the rest of the campaign like that is inadvisable.</p>
<p>However, the same can’t be said for the multiplayer, depending on the game mode. All of your upgraded weapons, gadgets and armour; upgrade points and P.E.C. challenges carry over from the single player and can be used in <em>Conviction</em>’s plethora of multiplayer game modes. “Hunted” can be played with one or two players and tasks the player with killing a set number of enemies over 6 multiplayer specific levels. Each level is split up into areas with 10 enemies in each, with the overall number coming to 40. You’ll need to play stealthy because any detection will call in an extra 10 enemies, making your job that much harder. It’s a lot of fun whether in single or multiplayer, though it’s the weakest of the bunch. “Last Stand” is a simple survival mode similar to<em>Gears of War</em>’s Horde mode. Though, rather than just surviving, you’re also tasked with protecting an EMP from enemy gunfire, adding another degree of difficulty onto the waves and waves of enemies trying to kill you. This is one of the only times your heavy weaponry will prove useful as it’s less about stealth and more about setting up defensive positions and protecting yourself and the objective. Of course, if you do get a chance, setting up a two-man, eight-enemy “mark and execute” is always helpful in its devastation. “Face Off” is the only competitive mode, pitting two spies against an area full of enemies and themselves. Points are awarded for kills, with extra points for killing each other. It’s brilliant fun taking down the regular guards whilst also using their behaviour to find where your buddy is and trying to take him out as well.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1042844-939336_20090601_screen002_super.jpg"><img class="aligncenter size-full wp-image-1308" title="1042844-939336_20090601_screen002_super" src="http://entertainium.org/wp-content/uploads/2010/07/1042844-939336_20090601_screen002_super.jpg" alt="" width="480" height="270" /></a></p>
<p>Though, if you want to survive <em>Conviction</em>’s best multiplayer mode you’ll need to work together. The co-op campaign is a prologue, adding another four or five hours onto the seven hour single player adventure, extending the fiction furthermore. 4 of its 5 levels are from the “Hunted” game mode, which is a little disappointing, but there’s a decent amount of story driven changes to differentiate them in particular areas. It’s a real challenge when you consider the amount of enemies in each level, so you’ll really need to work in tandem to avoid being detected and utilize the two-man “mark and executes”. Some may be disappointed the popular “merc vs spy” competitive modes are missing, but <em>Conviction</em>’s multiplayer package is a terrific bundle of modes, culminating in one of the best co-op campaigns going.</p>
<p>And it’s the changes to the gameplay that make <em>Splinter Cell: Conviction</em> such an enjoyable, modern, stealth-action game. The stealth has been improved by a sublime cover system and minimalist changes to the HUD, while the ability to shoot yourself out of trouble and the addition of “mark and execute”, and all the strategy that entails, makes this the most accessible <em>Splinter Cell</em> to date. With an engaging story, impressive presentation and voice acting, and a variety of multiplayer game modes,<em>Conviction</em> has a lot of quality worth experiencing.</p>
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		<title>&#8216;Battlefield Bad Company 2&#8242; Review</title>
		<link>http://entertainium.org/gaming/battlefield-bad-company-2-review/</link>
		<comments>http://entertainium.org/gaming/battlefield-bad-company-2-review/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 21:35:46 +0000</pubDate>
		<dc:creator>Richard Wakeling</dc:creator>
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		<description><![CDATA[Competition is always healthy. After dominating the realm of multiplayer first person shooters for so many years, DICE’s Battlefield series has been overtaken in recent times by the surging emergence of Call of Duty and its Modern Warfare brand. The firstBad Company was a step in the right direction, offering a substantial multiplayer package whilst also showcasing the [...]]]></description>
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<p>Competition is always healthy. After dominating the realm of multiplayer first person shooters for so many years, DICE’s <em>Battlefield</em> series has been overtaken in recent times by the surging emergence of <em>Call of Duty</em> and its <em>Modern Warfare</em> brand. The first<em>Bad Company</em> was a step in the right direction, offering a substantial multiplayer package whilst also showcasing the Swedish developer’s first attempt at a dedicated single player campaign, complete with memorable characters and an actual plot.<em>Battlefield: Bad Company 2</em> looks to refine that single player experience whilst also setting a new standard for squad-based multiplayer shooters, offering a healthy alternative to the <em>Modern Warfare 2</em> juggernaut.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1290700-bfbc2game_2010_03_03_20_04_07_48_super.jpg"><img class="aligncenter size-full wp-image-1291" title="1290700-bfbc2game_2010_03_03_20_04_07_48_super" src="http://entertainium.org/wp-content/uploads/2010/07/1290700-bfbc2game_2010_03_03_20_04_07_48_super.jpg" alt="" width="480" height="270" /></a></p>
<p>The boys of B-Company are back yet again, though <em>Bad Company 2</em> is a much more serious tale than its predecessor’s <em>Three Kings</em> style hunt for gold. A mysterious WMD has fallen into the enemy’s hands and Sarge, Sweetwater, Haggard and Marlowe have been drafted into a special-ops unit to help put a stop to this weapon and the threat it poses to the US. It’s a fairly simple military tale more in tune with any number of recent modern shooters than the more novel concept of the first game. You can expect plenty of Generation Kill lingo, large set pieces and obvious plot twists as you head for the anticlimactic ending. It’s not great but it serves its purpose, moving events from Alaska to Bolivia and beyond as B-Company traverse the globe with the simple objective of stopping this super weapon.</p>
<p>However, what <em>Bad Company 2</em>’s narrative may lack in originality and intrigue it more than makes up for with its returning characters. These are real, living, breathing people with more personality than the protagonists of any other shooter on the market. They may not be the most complex bunch, but in this war-torn scenario there’s no group I’d rather spend more time with than B-Company and all of their flaws, humour and daft political comments. Whether they’re discussing their favourite scene from <em>Predator</em>, pondering why Afro-American’s call 50 Cent “Fiddy” instead of “Fifty” or taking a friendly dig at <em>Modern Warfare 2</em> (“Snowmobiles are for pussies”), the dialogue always feels completely natural and consistently hits the right comedic notes. It certainly keeps the downtime entertaining and ends up being a highlight of the six hour campaign as you get to know this rag-tag bunch of regular Joe’s (albeit one’s with exceptional military talents) as they’re thrust into an unimaginable situation.</p>
<p>The rest of the single player campaign is fairly uneven, starting off slowly before eventually opening up and picking up the pace during the last few hours. You’ll fight your way through many different locales, most notably freezing cold mountains, dense jungles and expansive desert towns. The art design in each is sublime, showcasing some awe inspiring vistas reaching as far as the eye can see, while the weather and surrounding environment can also cause distractions you’ll need to adapt to. From snow obscuring your vision and sand being swept up and covering enemies in its murky browns and golds, the climate and visuals actually have an important effect on the gameplay. However, <em>Bad Company 2</em> doesn’t have the same sort of scale as the first game, instead funnelling players down a fairly linear path in order to extort even more grandiose set pieces. It works well for the most part and there’s definitely some leeway to tackle situations from multiple angles, but if you enjoyed the large scale environments from the first game you may be a little disappointed that they rarely show up here. It can also be pretty tough in places, so you’ll normally end up relying on rote enemy placement memorisation to get through particular areas. The rest of B-Company are always with you along the way, and while the AI does a good job of keeping up with the action and looking busy, they’ll rarely ever kill anybody, leaving you to deal with the waves upon waves of rushing enemies. It’s not a large issue but it’d be nice to get some help every now and then.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1290713-bfbc2game_2010_03_04_11_05_12_13_super.jpg"><img class="aligncenter size-full wp-image-1292" title="1290713-bfbc2game_2010_03_04_11_05_12_13_super" src="http://entertainium.org/wp-content/uploads/2010/07/1290713-bfbc2game_2010_03_04_11_05_12_13_super.jpg" alt="" width="480" height="270" /></a></p>
<p>But despite the single player’s flaws the shooting mechanics are tight, intuitive and enjoyable enough to keep the campaign engaging as you begin collecting more and more weaponry for your arsenal. <em>Bad Company 2</em> loves its guns so much that finding them all will unlock rewards and Achievements, skipping past something like hidden Intel in favour of encouraging you to seek out and find the good stuff. There are tons of distinct assault rifles, shotguns, submachine guns, light machine guns and so on, with different variations of certain guns and multiple attachments for each. The majority of the weapons are fantastic fun to use and you can start each mission with a different loadout to customise the game to the way you want to play. Each gun and weapon type has a significant feel, and when fighting across long distances you even have to consider gravity in the equation. There’s nothing more rewarding than sniping someone from one hundred metres away with a perfect headshot, the bullet dipping downwards as it reaches the target. The single player may be fairly lacklustre at times but the shooting mechanics are second to none so you won’t mind too much.</p>
<p>Plus, most of those added weapon attachments, like grenade launchers, offer a multitude of additional explosive action. Like its predecessor, <em>Bad Company 2</em>’s main pull will always be its destruction, and this time around it’s been improved upon. Destruction 2.0 is the name, and while it doesn’t really change too much you can certainly marvel at its technical wizardry. Before, a grenade launcher would blow a hole in any sort of scenery, usually to expose a group of enemies holed up in a house, create a new path through a level or make you highly cautious of your surroundings and cover. In <em>Bad Company 2</em> that same effect still takes place, but blow up enough walls and the foundations will begin to crumble as the whole structure comes crashing down. It’s never really utilised since it takes time and ends up being easier to just shoot the enemy, but once you’re in the driving seat of a tank or flying one of the explosive UAVs, it can become a useful and enjoyable tactic, both in your hands and the enemy’s as your cover is literally blown away.</p>
<p>And this carries over to the extensive multiplayer package. Conquest is on the agenda, as usual, with two teams vying for control of three bases spread across the map. Rush makes a return from the first <em>Bad Company</em> (then called gold rush) that has two teams taking it in turns to attack and defend targets, while squad rush sees a smaller version of it and squad deathmatch rounds things out. Maps vary in location not too dissimilar from those seen in the single player campaign, meaning you’ll need to deal with the same kind of weather and particle effects. Add to this dynamic geometry and terrain, dense foliage, multiple destructible structures and expertly positioned objectives and you have some of the most finely balanced and varied maps available. Not to mention their spectacular scale, often stretching far and wide to provide some of the most open and tactical battles rarely seen in multiplayer shooters.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1289703-bfbc2game_2010_03_02_20_27_31_33_super.jpg"><img class="aligncenter size-full wp-image-1289" title="1289703-bfbc2game_2010_03_02_20_27_31_33_super" src="http://entertainium.org/wp-content/uploads/2010/07/1289703-bfbc2game_2010_03_02_20_27_31_33_super.jpg" alt="" width="480" height="360" /></a></p>
<p>Some are suited to the plethora of vehicles on offer with tanks, jeeps, armoured trucks, the powerful but extremely-hard-to-control helicopters and even zippy quad bikes, but most of the time you’ll be on foot utilizing various classes and squad tactics. Each class, be it assault, engineer, medic or recon, comes with its own set of weapons, gadgets and specialisations. Performing well and earning points in <em>Bad Company 2</em>’s progressive ranking system will unlock certain gadgets, ranging from gun attachments like smoke grenades, more powerful RPGs and C4, to the more squad friendly medi-packs, defibrillators and ammo boxes. Meanwhile, specialisations focus on scopes for your weapons, extra body armour, grenade vests or extra ammunition and vehicular improvements among others. The ranking system is as terrific as ever, constantly rewarding the player with new weapons and items, and the customisation available for each class is significant, allowing you to build up each class with particular strengths far reaching the most apparent.</p>
<p>However, <em>Bad Company 2</em>’s most defining feature is its tactical awareness and focus on teamwork. If you want to win you’ll need to be a team player, working together to earn kills and attack and defend objectives. Even if you’re just a recon, sitting back and sniping, you can help the team – besides the obvious killing – by “spotting” enemies so that they appear on the radar and screen for your whole squad to see. This can be done with any class at any time, so if you don’t think you can get the kill you can hit a button and you’ve successfully pinpointed an enemy, making him a far easier target for the rest of your team. Then, of course, you have the medics who can drop health for people; the assault class can drop ammo and the engineer who fixes vehicles on the move. There’s nothing more exciting than defending a structure with your whole team working in tandem, “spotting” enemies for each other, resupplying and healing, and even bringing them back to life. These moments may depend on who you’re playing with, but so far the community seems especially adept at dealing with all of the nuances of <em>Bad Company 2</em>’s multiplayer.</p>
<p>Although if you’re new to the series it may be a tough introduction. The single player campaign has a fairly generous aim assist that is absent from the multiplayer, and the game doesn’t do a particularly good job of teaching you the ropes. Attempting to pilot the helicopters without training is suicide and basic skills that you might not know even existed are never revealed. It’s only a slight flaw, but if this is your first <em>Battlefield</em> and you’re looking to go online you may want to scour the internet for any tips before entering the battle.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1290694-bfbc2game_2010_03_03_19_51_10_86_super.jpg"><img class="aligncenter size-full wp-image-1290" title="1290694-bfbc2game_2010_03_03_19_51_10_86_super" src="http://entertainium.org/wp-content/uploads/2010/07/1290694-bfbc2game_2010_03_03_19_51_10_86_super.jpg" alt="" width="480" height="270" /></a></p>
<p>If you do decide to jump in prepare to be amazed by the spectacular sound. Each and every weapon sounds sublime with the noise changing depending on your position. Fire across a large distance in an open space and it will reflect that; fire in a tight corridor at close range and the acoustics will adapt perfectly. Explosions sound different depending how far or close your proximity is, muffling from close range and deafening as your ears start ringing. Battle chatter is exceptional in single player and multiplayer as your squad communicate, signalling out enemies and adding their own unique chatter to give everything a natural feel. War is Hell and <em>Bad Company 2</em> does as good a job as any reflecting that in its sound design. You know when it’s time to cover as bullets whizz past your ear and a tank blows apart a house, the broken brinks crumbling all around as injured teammates go down in agony.</p>
<p><em>Battlefield: Bad Company 2</em> thrives on these moments of war-torn chaos. Its brand of epic, large scale, squad based multiplayer is rarely seen on consoles, taking what was great about the original <em>Bad Company</em> and <em>Battlefield 1943</em> and refining it with a substantial amount of engaging game types and phenomenal map design to create one of the best multiplayer experience available. The single player is a bit of a letdown as it’s obvious DICE spent the majority of their time working on the online, but the core gameplay is enjoyable enough and the characters memorable enough that it’s worth one playthrough, at least. The overall package might not topple <em>Modern Warfare 2</em>’s throne, but the multiplayer might have just surpassed it. Competition is always healthy.</p>
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		<title>&#8216;Borderlands: The Zombie Island of Dr. Ned&#8217; DLC Review</title>
		<link>http://entertainium.org/gaming/borderlands-the-zombie-island-of-dr-ned-dlc-review/</link>
		<comments>http://entertainium.org/gaming/borderlands-the-zombie-island-of-dr-ned-dlc-review/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 22:36:30 +0000</pubDate>
		<dc:creator>Richard Wakeling</dc:creator>
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		<guid isPermaLink="false">http://entertainium.org/?p=1279</guid>
		<description><![CDATA[Zombies, zombies, zombies; they’re everywhere. In our games, our movies, our books; whether they’re the classic slow moving kind, the crazy sprinting kind or even those that aren’t technically zombies, though we all know they really are (you’re not fooling anyone Resi 5). It seems we can’t get enough of the brain-hungry undead, even when they’re [...]]]></description>
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<p>Zombies, zombies, zombies; they’re everywhere. In our games, our movies, our books; whether they’re the classic slow moving kind, the crazy sprinting kind or even those that aren’t technically zombies, though we all know they really are (you’re not fooling anyone <em>Resi 5</em>). It seems we can’t get enough of the brain-hungry undead, even when they’re becoming about as stale as their own decomposing bodies. As a result, it’s a surprise to see <em>Borderlands</em> take the zombie route and come out of the other side with a completely unique and refreshing experience with its first piece of downloadable content, <em>The Zombie Island of Dr. Ned</em>.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1198260-houseonhill_super.jpeg"><img class="aligncenter size-full wp-image-1280" title="1198260-houseonhill_super" src="http://entertainium.org/wp-content/uploads/2010/07/1198260-houseonhill_super.jpeg" alt="" width="480" height="270" /></a></p>
<div><span style="line-height: 21px; color: #ffffff; font-size: 12px;"><span style="color: #000000;">Moving events away from the wasteland, Dr. Ned goes for a much spookier atmosphere on this derelict island gone wrong. It carries a Halloween vibe with many classic horror clichés, including scary giant pumpkins, enormous looming trees, an ominous full moon and a creepy uphill graveyard complete with an eerie abandoned mansion at the peak. It’s completely different to anything else in</span><em><span style="color: #000000;">Borderlands</span></em><span style="color: #000000;">, and the six vast new environments are fantastic fun to explore with some great level design and plenty of looting opportunities. The only disappointment is that Dead Haven is essentially Old Haven re-skinned with some added zombies. When there are only a few new environments to explore it’s a shame that one of them has already been used in the main game.t one of t</span></span><span style="line-height: 21px; font-size: 12px;"><span style="color: #000000;">hem has already been used in the main game.</span></span></div>
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<div><span style="line-height: 21px; font-size: 12px;"><span style="color: #000000;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1198264-screenshot00023_super.jpeg"><img class="aligncenter size-full wp-image-1281" title="1198264-screenshot00023_super" src="http://entertainium.org/wp-content/uploads/2010/07/1198264-screenshot00023_super.jpeg" alt="" width="480" height="296" /></a></span></span></div>
<div></div>
<div><span style="line-height: 21px; font-size: 12px;"><span style="color: #000000;">Nonetheless, shooting the hordes of zombies never fails to get tiresome. For the most part you’ll be facing off against some regular slow moving zombies. They’re fairly easy to mow down but if you let them get close enough they can cause some serious damage, especially if their numbers begin to surround you. They’ll often spawn behind you creating problems, and the special Defiler’s will spew toxic liquid that will damage and slow you down. The zombies are different to any other enemy in <em>Borderlands</em> so taking them down is fairly unique, and there’s no doubting the joy to be had popping their heads off and collecting the brains afterwards. Though, of course, they’re not the only enemies you’ll come up against, with giant Wereskags, Tankenstein’s and many more adding an extra degree of challenge and brilliant enemy design to the <em>Borderlands</em>package.</p>
<p>And your reasons for eradicating them tie into the plethora of new story quests and side quests available. Much like the beginning of the main game, Marcus Kincaid opens things up with an introductory cinematic, explaining that a zombie outbreak has broken out and a Dr. Ned (not Dr. Zed) is trying to find a cure. Dr. Ned is the only human character you’ll interact with and his writing stands up with the top quality of the rest of the game. Once again there’s a very prominent sense of humour throughout with various references to pop culture. As you can imagine, it’s a lot of fun contained within this horror setting, and while I won’t give too much of it away you can probably expect a Skaggy Doo to pop up at one time or another.</span></span></div>
<div></div>
<div><span style="line-height: 21px; font-size: 12px;"><span style="color: #000000;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1198266-screenshot00049_super1.jpeg"><img class="aligncenter size-full wp-image-1284" title="1198266-screenshot00049_super" src="http://entertainium.org/wp-content/uploads/2010/07/1198266-screenshot00049_super1.jpeg" alt="" width="480" height="290" /></a></span></span></div>
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<div><span style="line-height: 21px; font-size: 12px;"><span style="color: #000000;">The main quest is enjoyable, moving between all six locations and culminating in an explosive and hilarious end boss fight. The majority of side quests are equally fun, especially when dealing with audio logs and the predicaments some of the islands residents found themselves in when the outbreak first started. All in all, <em>The Zombie Island of Dr. Ned</em> should take around four or five hours to complete if you do everything, and there a few new boss specific weapons to collect as well. You can begin it once you reach level 10 and the enemies will continue to scale to your level, though those coming in at level 50 may find it a little redundant since none of the new experience will be going towards anything (unless, of course, you pick up the recently released <em>Secret Armory of General Knoxx</em> and its level cap raise).</p>
<p><em>The Zombie Island of Dr. Ned</em> is a fantastic way to kick start the <em>Boderlands</em>’ DLC. The new setting and enemies offer a refreshing change of pace, and the comedic writing, characters and pop culture references are as good as ever. It might not look appealing to those already on level 50, but if your trigger finger is itchy then there aren’t many better ways to spend five hours.</span></span></div>
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		<title>&#8216;Assassin&#8217;s Creed II: The Bonfire of the Vanities&#8217; DLC Review</title>
		<link>http://entertainium.org/gaming/assassins-creed-ii-the-bonfire-of-the-vanities-dlc-review/</link>
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		<pubDate>Thu, 22 Jul 2010 22:27:00 +0000</pubDate>
		<dc:creator>Richard Wakeling</dc:creator>
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		<description><![CDATA[Assassin’s Creed II’s first piece of downloadable content, The Battle of Forli, was a short, underwhelming effort, though it did have some redeemable features, filling in some blanks in ACII’s story and introducing a few interesting new characters. The second piece of DLC, The Bonfire of the Vanities, is short on story elements but it’s [...]]]></description>
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<p>Assassin’s Creed II’s first piece of downloadable content, The Battle of Forli, was a short, underwhelming effort, though it did have some redeemable features, filling in some blanks in ACII’s story and introducing a few interesting new characters. The second piece of DLC, The Bonfire of the Vanities, is short on story elements but it’s a much more substantial package overall, offering a new area to explore and a more traditional brand of Assassin’s Creed gameplay.</p>
<p><a href="http://entertainium.org/wp-content/uploads/2010/07/1272552-500x_66524204_super.jpeg"><img class="aligncenter size-full wp-image-1276" title="1272552-500x_66524204_super" src="http://entertainium.org/wp-content/uploads/2010/07/1272552-500x_66524204_super.jpeg" alt="" width="500" height="281" /></a></p>
<p>Following on from The Battle of Forli, Ezio is back in Florence to retrieve the Apple of Eden from evil priest, Girolamo Savanorala. History buffs will know the priest and the events of the Bonfire of the Vanities, in which he burned items that were deemed sinful, so there’s a degree of historical interest here. However, Savanorala is never really given much of a role; instead, the majority of The Bonfire of the Vanities will revolve around Ezio assassinating nine of his best lieutenants.</p>
<p>This set up is very similar to that of the first Assassin’s Creed, albeit contained within the city of Florence and without all of the repetitive investigative work. Instead you’re given nine targets on the map and have free reign to assassinate them in whichever order you choose. Each assassination will provide a certain challenge and a particular skill set, whether it’s fighting your way through guards, infiltrating an area undetected and so on. There’s a nice amount of variety to each target and each area is set up with multiple ways to get the job done. While The Battle of Forli focused on measly escort missions, The Bonfire of the Vanities gets back to what made ACII so good in the first place. Executing a perfect assassination is still undoubtedly satisfying.</p>
<p><a href="http://entertainium.org/wp-content/uploads/2010/07/1272551-500x_66523508_super.jpeg"><img class="aligncenter size-full wp-image-1275" title="1272551-500x_66523508_super" src="http://entertainium.org/wp-content/uploads/2010/07/1272551-500x_66523508_super.jpeg" alt="" width="500" height="281" /></a></p>
<p>The new area you can explore is fairly sizeable, offering new springboards that change Ezio’s freerunning to some degree, and new viewpoints and templar lairs to explore – although there are still no new Achievements. It’s not much but it’s an improvement that extends the playtime on a much more substantial piece of DLC. However, The Bonfire of the Vanities does carry some glaring presentational issues that dampen the experience somewhat. Audio regularly cuts out during cinematics both with speech and background noise, sometimes both. And some scenes seemed to be missing sound altogether.</p>
<p>The Bonfire of the Vanities is a definite improvement on the disappointing Battle of Forli, though it’s still difficult to call it a must-buy. The new assassination missions are a lot of fun if you’re itching to jump back into Assassin’s Creed II again, and for around two hours of gameplay you can’t argue with the price. But if you’ve had your ACII fill then there’s nothing here, or in the Battle of Forli, that will convince you otherwise.</p>
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		<title>&#8216;Bioshock 2&#8242; Review</title>
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		<pubDate>Thu, 22 Jul 2010 22:18:26 +0000</pubDate>
		<dc:creator>Richard Wakeling</dc:creator>
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		<description><![CDATA[Bioshock 2 has long been bemoaned as the sequel that was never needed. The original Bioshock captivated gamers with its thrilling narrative and cast of fantastically eccentric characters; dealing with philosophical ideals, moral choices, a society driven to insanity and the complexities of free will in an underwater utopia gone wrong. Rapture was the star [...]]]></description>
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<p>Bioshock 2 has long been bemoaned as the sequel that was never needed. The original Bioshock captivated gamers with its thrilling narrative and cast of fantastically eccentric characters; dealing with philosophical ideals, moral choices, a society driven to insanity and the complexities of free will in an underwater utopia gone wrong. Rapture was the star of the show; an atmospheric city built deep below the waves. Its 1930s art deco architecture housed by the criminally insane minds of the smartest people in the world, and the mysterious Big Daddies and Little Sisters that harvest the gene-altering substance that drove a perfect city to melting point. Bioshock’s story might have left little room for expansion but Rapture is a city worth revisiting for a second time.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1225554-bs10_super.jpeg"><img class="aligncenter size-full wp-image-1269" title="1225554-bs10_super" src="http://entertainium.org/wp-content/uploads/2010/07/1225554-bs10_super.jpeg" alt="" width="480" height="270" /></a></p>
<p>Even if it is a little worse for wear these days. Set roughly ten years after the events of the first game, Bioshock 2 sees you back in Rapture in the hefty shoes of a Big Daddy prototype, referred to as Subject Delta. After a prolonged opening you awaken to discover you have the new-found ability of free will, only your Little Sister has now gone missing. This is a bond greater than most because being away from her for too long will gradually shut down your body, sending Delta into a coma. If you want to make your escape from Rapture you need your Little Sister safely in tow. Unfortunately, getting to her is going to prove rather difficult considering she’s the daughter of Sofia Lamb, the new leader of Rapture now Andrew Ryan is out of the picture. She houses the same kind of warped philosophical intent as Ryan, and you being alive complicates any of her attempts to kick-start the Little Sister project to use the ADAM for her own needs.<br />
This basic premise sets up your journey through the deepest bowels of Rapture, and the story is intriguing enough to hold your interest throughout. You’ll meet a wide variety of characters, each with their own motives and views on the current state of affairs, whether it’s in person or via the audio logs spread across the city. Each one reveals a little bit more about the mysterious goings on from myriad points of view. They’re not as interesting as those in the first game, but the fierce debates between Ryan and Lamb are definitely a high point. The only gripe is that Lamb feels shoehorned in as this protagonist towards Ryan’s power, almost ignoring Fontaine despite his large relevance to the first Bioshock. Lamb is never mentioned in the first game so the story here feels rather disconnected, like a side-story rather than an expansion on the main fiction. There’s still a degree of fan-service but the story doesn’t hold the same weight and sense of purpose in the overarching narrative.<br />
The gameplay, on the other hand, is an improvement. Being a Big Daddy doesn’t substantially change much. You’re still a prototype of the very first so you don’t have a heavily-armoured suit or anything like that, so you’re still susceptible to the same kind of punishment as in the first game. However, you will get your hands on some new weapons and plasmids, including the deadly power drill. This works as a melee weapon, allowing you to get up close and personal with any Splicers foolish enough to venture your way. It’s satisfying to use and the rest of the weapons are a huge step-up from the first game as well. Bioshock 2 offers a completely different arsenal with new weaponry like the rivet and spear guns, and retooled shotguns, machine guns and grenade launchers, among others. There are various ammo types for each gun and augments for specific weapons, often providing a chance for extra damage, whether it’s setting enemies on fire or electrocuting them. And you can also find weapon upgrade stations to improve damage, clip size, accuracy and so on. The basic shooting mechanics haven’t really changed from the first game, but each weapon is a lot more fun to use, especially when combined with the different plasmids.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1211576-pcz215.upbio2_.scs17__screenshot_viewer_medium_super.jpeg"><img class="aligncenter size-full wp-image-1270" title="1211576-pcz215.upbio2.scs17__screenshot_viewer_medium_super" src="http://entertainium.org/wp-content/uploads/2010/07/1211576-pcz215.upbio2_.scs17__screenshot_viewer_medium_super.jpeg" alt="" width="470" height="264" /></a></p>
<p style="text-align: left;">Combining the two together is now much more fluid and enjoyable as a result. In Bioshock you had to switch between plasmids and weapons, only being able to use one at a time. In Bioshock 2 you’re essentially duel-wielding, allowing you to better combine plasmids and weapons together. It’s difficult to imagine it any other way since it works so well; shooting bolts of electricity from one hand whilst the other uses the speargun to pin an enemy to a wall. It’s extremely satisfying and unlike combat in any other shooter. There’s a lot of fun to be had experimenting with what plasmids and weapons work well together, especially when you begin to combine multiple plasmids like incinerate and insect swarm or decoy and cyclone trap with a peppering of bullets from any number of weapons.</p>
<p>And all of this experimentation will come to fruition during the protection sequences. After defeating a Big Daddy you can now choose to harvest the Little Sister then and there, or, since you’re now a Big Daddy yourself, you can adopt it. Adopting a little one will allow them to lead you to any dead bodies flowing with ADAM – the valuable resource used to upgrade and purchase new plasmids and tonics – so you can earn more before deciding to harvest or safe them. Of course, putting her down to abstract ADAM with her oversized syringe will attract any nearby Splicers hungry for the stuff. You don’t want to disrupt the process and get yourself killed at the same time so it becomes imperative to lay down a few traps to slow down the horde. You can utilize trip wires, proximity mines, mini-turrets, plasmids and so on, and positioning traps becomes an important strategy that must be mastered to avoid being overwhelmed. Laying down mines in each nearby corridor before setting up a circular death-zone around the Little Sister and getting into a defensive position all become viable strategies, and every person will tackle each protection situation in a completely different way. A premise that sounded unappealing due to the lacklustre section in the original Bioshock becomes one of the standouts in Bioshock 2. It shakes up the fundamentals of the gameplay and allows for experimentation and strategy to shine.</p>
<p>Especially when you go up against some of the new enemies. The Splicers have largely remained the same with regular foot soldiers, Spider and Hoodini Splicers, only now there are also Brutes. These tough new guys work like tanks, throwing objects at you from afar before charging up close with exceptional force. You’ll need a different strategy to beat them and they offer a fun alternative to the Big Daddies. However, the Big Sister’s offer the most substantial challenge, even in their reduced role. They were touted as being a constant menace but they only really appear once you’ve dealt with every Little Sister in an area. There’s plenty of warning before they show up so you will need to prepare for their arrival. The Big Sister’s are definitely the toughest enemies in Bioshock 2, using phenomenal speed and a mixture of ranged and close quarters moves to disorientate and damage. The best way to deal with them and any other enemy type is to research. Bioshock used a still camera to capture pictures to reveal damage bonuses with certain weapons and plasmids, but Bioshock 2 opts for an easier approach, handing you a video camera. Now you can record a battle, using as many different attacks as you can to record and earn multiple damage bonuses. It works pretty much the same as in the original but it’s been simplified and works much better here.</p>
<p>Visually, Bioshock 2 is an improvement on the original. Rapture has taken a beating over the past ten years so there’s plenty of detail in the cracks. Everything looks great, although, as is usually the norm with Unreal Engine games, the textures sometimes take a while to load in which can zap you out of the immersion. The sound design is also terrific, from the voice acting and general creepiness of an underwater city. Your heavy Big Daddy footsteps are suitably loud and water pinging off your helmet is a nice touch, and the sweeping orchestral score is brilliant once again.</p>
<p style="text-align: center;"><a href="http://entertainium.org/wp-content/uploads/2010/07/1225550-bs6_super.jpeg"><img class="aligncenter size-full wp-image-1268" title="1225550-bs6_super" src="http://entertainium.org/wp-content/uploads/2010/07/1225550-bs6_super.jpeg" alt="" width="480" height="270" /></a></p>
<p style="text-align: left;">But with a game so focused on an immersive atmosphere and narrative, it’s odd to see multiplayer included in Bioshock 2. Featuring different variations on common multiplayer game types, like team deathmatch and capture the flag, there’s a nice degree of variation here with a unique Bioshock twist. You’ll be capturing Little Sisters and even hopping into the suit of a Big Daddy for an explosive bonus. And even the different turrets and research come into play. After killing an opponent you can hold down a button to fill up a research bar and earn extra damage against that person until they kill you. It’s a cool feature that maintains Bioshock’s personality in a multiplayer suite very similar to Modern Warfare 2 in its progressive levelling system. You can even choose different layouts for weapons, plasmids and tonics so there’s a certain amount of customisation. It might not disrupt the dominance of the biggest multiplayer games out there, but Bioshock 2’s effort is surprisingly enjoyable and well thought out.</p>
<p>Bioshock 2 has been faced with adversity since its conception and come out on top. The story feels disconnected and isn’t as strong as its predecessor but the gameplay has been improved upon for a much more enjoyable and fluid combat system. The art of protecting the Little Sister’s is a fantastic new element that encourages tactics and experimentation, and Rapture is just as fun to explore as before. There’s a sense of déjà vu despite the all new environments, and it doesn’t have the same variety the luscious greens of the Botanical Gardens or the dizzying lights of Fort Frolic had, but Rapture is still a beauty to behold despite its rigorous destruction over the past ten years. If you wanted more Bioshock then Bioshock 2 delivers with aplomb. You just might not realise how much you missed it until you go back.</p>
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