Showing posts with label game review. Show all posts
Showing posts with label game review. Show all posts

Thursday, June 24, 2010

Deadly Premonition, and why you should buy it.

Simply put, this game is genius. It is so utterly unconventional that a jaded old gamer like me just can't help but love it. It is quirky and Japanese, involves copious amounts of absurdest humor, is self aware on a level that is almost baffling, and unlike anything you have played before.

Shitty critics were quick to dismiss the thing as a cash in on PS3's very popular detective drama Deadly Rain (note that I never called it a game), and a poorly executed and woefully budget feeling Resident Evil 4 clone.

And actually, both of those things are true. The game's opening hand presents both of those types of gameplay, which happen to be the weakest cards in its deck. I can see how, based on the first hour of play, you could believe that that is what the game is all about. But after that first hour the game opens up into what it does best: Open world crime solving (and the occasional meaningless public service quest).

The majority of the game has you moving around in an open world (ala GTA), and observing the inhabitants of the town (IE: suspects of the murder case) while trying to solve the case. The game town is on a real schedule, so in the morning some suspects go to work, they have something to eat in the evening, and then they go home to sleep, etc... This means that you have to observe and interact with suspects based around their real schedule, sort of like the old Ultima games.

Getting information from the town folks usually involves doing some side quests for them. The side quests, which are of your usual RPG side quest variety (fetch this, find that, talk to them, fight this thing, solve this puzzle, etc...) net you some fancy additional gear, as well as further your knowledge of the crime and the suspects. And since the game plays out on a schedule, this means that if you fail to talk to a certain town person early enough in the game they may wind up dead later and you will be missing a key piece of the puzzle. It really makes you feel detectivey in a way I haven't experienced in a game before.

The game plays out in chapters, where you start in the open world gathering info on people (doing sidequests and the like), and then typically is book ended with the not-so-great RE:4 style gameplay. While the RE:4 gameplay isn't the greatest, it at least serves as a nice breakup to the open world game and occasionally even has some interesting and tense moments, such as when you have to hide from the super powered serial killer.

But as decent as all of that is, what really makes the game special is its presentation. No, not the graphics - this game is PS2 ugly. But the writing, the audio, and the speech.

Deadly Premonition has all your typical Japanese wackiness to the story, but somehow they do it in such a self aware way that you won't hate it. You play as FBI agent Francis York Morgan... Kind of. Really, you play as Detective Francis York Morgan's best friend, who happens to be the schizophrenic voice in his head, Zack. Throughout the game Francis will start talking to you, or Zack. He often does it right in front of other characters, who just sort of go with it because they chalk it up to a genius crime solver's eccentricity.

Now, Detective Morgan is a HUGE film fan, especially of 80's B-horror, and when he is alone in his car he will start waxing poetic about his favorite B-films and actors and directors... And it is great! I swear that there was an occasion where Morgan started describing a movie to Zack about killer moles starring Billy Zane, and he paused for a moment and I instinctively shouted out "Critters!", and then he goes "That's right Zack, Critters from 1986!" as if he had just heard me answer him. It happened a few weeks ago so that I can't remember it all word from word, it might not have been Critters but some other 80's movie, but the point is that it was a great moment of fourth wall breaking where it felt like I was really there just shooting the shit with an FBI Detective. And this happens all the time.

Other great moments include the wonderfully obsurd music, which, during conversations where Morgan's mind is wandering, will start to BLARE through the speakers to the point that you can't really hear what is being said. A lot of reviewers chalked this up to being a cheap game flaw, but personally I feel that this was done intentionally for humor. Then again, I can't really say I know myself for sure.

I think that is the real genius to the game. It walks a razor thin tightrope between being a shabby budget game with actual inadequacies and being so incredibly self aware that it can actually pretend to be shabby for comedic effect.

I have actually come up with a test to see if someone will or even can appreciate this game. It follows:


This is the driving controls screen. If this looks confusing and frustrating to you then you won't like this game. If this looks confusing and hilarious to you then you will like this game.

That one screen full of Madden-like red lines sums up the game. Either the game is clunky and awfully put together, or things like this are part of the big joke between the developers and the player.

Simple as that. I really could go on and on about how the game surprises me at every turn, but I'm getting bored of writing this and everything really important to be said about the game already has been.

So yeah, pick this game up.

Tuesday, June 1, 2010

Red Dead Review

I hate this game.

No really, I do. I don't even want to write about it, much less play it. I'm about half way through, and while I am determined to see this pig through to the end, it is going to take every ounce of will power to do so.

Where to start? Well, I guess I should bring it all back to GTA4 and how much I hated that game.
  • The story was so pretentious and annoying, filled to the brim with angst and Tarantino wannabe dialogue.
  • The driving was terrible, with each car handling like there was no such thing as power steering in Libery City, even at the lowest speeds.
  • The shooting was wonky as crap, with a wacky lock-on system that snapped right to the worst possible target in the room. Basically, if there was any baddy within ten feet of you it was game over, as you were never going to be able to target them as they pumped round after round into your stupid Russian face.
  • Even the on foot controls were wonky somehow! A lot of the animations in game seemed to be procedural, which meant that walking up and down stairs, over objects, and leaping over fences and the like all looked pretty darn good. Unfortunately, it wasn't perfect: Your guy controls a bit like a car himself. Niko Bellic was no acrobat, as sometimes it was a struggle just to get him to accurately get through a door. It reminded me a lot of Pagan: Ultima 8, where you had to really take your time and line up with a doorway or staircase in order to progress.
  • The multiplayer was full of potential and promise, but ended up being terribly pointless. You are plopped down in a city full of nothing to do, with 16 other people, and you just mess around. Sure, this is sort of the very definition of sandbox. Yet a sandbox is only as fun as the toys inside the sandbox, and GTA4 gave you none.
Okay, so that is why I hate GTA4. So why do I hate Red Dead Redemption? Copy that list and make a few slight changes.
  • The story this time around is pretty worthless, but not near as annoying. Sure, the game doesn't even bother to tell you who you are, why you are in the West, and what exactly you are doing until several hours in (and I'm still a little hazy on exactly what is going on), but at least I haven't had to hear "beeg American teeetiez". Yet.
  • Obviously, there are no cars in Red Dead Redemption. Well, technically I have seen a model-t looking thing during the intro, but I don't think you ever actually get to drive. Instead you have wild west horsey antics. Let me give you a rundown of the horsey controls: Tap A repeatedly to get your horse to go any faster than molasses. Left Bumper to slow down or stop. Hold-A if you want to maintain a speed, although it always feels slower than I want. X to jump over obstacles. Hold the Left Shoulder button to aim, and Right Shoulder to fire. Simple as that. If you want to do something as simple as ride and shoot at the same time - which, incidentally, in a cowboy game is something you should be doing just about all the time - you have to be holding the left shoulder, steering with the left analog stick, aiming with the right analog stick, pressing the right shoulder to fire, and all the while tapping the A button. Piece of cake, right?
  • The shooting is slightly better this time around. In the singleplayer I can't say that I've ever gotten killed by the aiming system like I did in GTA4. This is probably because the auto-aim default is off, and on my machine that is where it stays. Unfortunately, in the multiplayer the option to go auto-aim always remains, and boy do people ever use it. There is no penalty for using it, and no reward for actually lining up your shots like in every other game out there. So why wouldn't you use it? Oh right, because that might actually be fun! But this is competitive multiplayer, and in the land of competitive multiplayer it isn't about fun but about kill count. So be prepared to either die a lot while standing for your no-auto-aim principles, or just not ever play the multiplayer like me.
  • The on foot controls are still wonky. Getting through doorways and up narrow staircases is still a frustrating exercise. On the bright side, walking into NPCs until they procedurally topple over like drunkards is as hilarious as ever.
  • The multiplayer, as I have already mentioned, is crap. More great potential, more great disappointment. The free roam could have been something special: Posses of players marauding the lands and doing evil bandit stuff like robbing trains and banks, and another group of bounty hunting players coming to put an end to it! This is pretty much what every article and Youtube clip promised, and I was stoked. Unfortunately, in action the free roam is the exact same as GTA4's free roam: A big sandbox with little to do. There are no banks to rob, or trains to capture. Which means there are no posses of bandit players. Which means there are no posses of bounty hunting players to bring them to justice. Which means everybody just runs around an incredibly sparsely populated game world and just mucks about, occasionally shooting each other. The action very much reminds me of early Ultima Online in that it is everybody versus everybody. And in everybody versus everybody, the noob is the big loser. Like early Ultima Online you have no disincentive to smoke the brand new player. In fact, you are incentivized to do it, as Red Dead Redemption has a leveling system that rewards you with bigger, better guns and equipment. That noobie literally doesn't have a chance with his shitty level 1 revolver as you pick him off a mile away with your high powered rifle (using auto-aim, naturally). However, this time around there are a few toys in the sandbox. There are (a couple) bandit camps filled with baddy NPCs that you can raid for extra XP, as well as hunting and foraging challenges. And yes, hunting and foraging is just as boring as it sounds. Still, it is nice that they are there if you are into that sort of thing.
So yeah, I hate this game. And I'm a little pissed that I paid for it. I don't even want to talk about this anymore. I'm done. When I think that reviewers love this turd I just want to... No, I'm done.

Tuesday, March 23, 2010

March Round up

Review Round Up for March:
  • Mass Effect 2: The core gameplay doesn't suck quite as much as in the first one, but that still isn't the reason why you come to play this game. The story is fun and full of good Trek style space drama. And you get to sex up Tali (in the worlds most disappointingly tame sex scene ever). Unskippable, long intro cut scenes, along with not particularly inspired gameplay (uninspired, but not at all painful like in the first Mass Effect - worth noting) keep me from replaying the game now or ever. Buyer's remorse? I borrowed this one from a friend, so no. Even so, I'd say it was fun enough to be worth $40.
  • Blade of Darkness: I have to come back to this classic 3d hack and slash platformer every couple of years. This game is everything Price of Persia 3 was supposed to be, and on top of it it has a very innovative and brutal combat system that rewards strategic dodging and precise timing. On top of on top of that it has graphics that were drop dead gorgeous at the time the game was released and a realtime shadow system that holds up pretty well even today. This game, from Euro developer Rebel Act Studios (now defunct), should be in every PC gamer's library (but isn't in many).
  • Die by the Sword: I picked this one up on a whim from Good Old Games last week. You can't help but love the wacky, wonky, and novel as hell control scheme that basically lets your mouse directly function as your sword arm in-game. Who would of thought that a studio that has for the last several years (and CoD sequels) been so creatively dead, Treyarch, could have come up with such a novel and fun approach to hacking and slashing. The downside to wacky, wonky combat is that it makes the single player extremely tough and random. Now, I'm sure there are some Die by the Sword masters out there who can fight two Ogres at a time and dissect them like insects with their precise mouse movements... But that isn't me, or likely most other players who can't do anything more strategic than flailing their sword arm around like a spastic tard and hope to get a random decap on our Ogre boss foes. Also, the game at times has some really awful level design that is so bad that it makes you wonder if it is some kind of sick joke. But in the end, getting your leg cut off and then hopping-and-flailing your way to a victory decap is still one of the most satisfying hack and slash experiences that can be found. Buyer's remorse? For 6 bucks? None at all.
  • Lead and Gold (beta): This offering from newly formed small timey Euro developer FatShark which, if word on the street is correct, is comprised of a lot of ex-Grin employees, has just hit Steam this past weekend. The game will premier at $15, but you can preorder now for 10% off and an entrance into the beta. Basically, this is a 5 on 5 team class-based shooter set in the wild west. Now, for the scary part: It is an Xbox Live Arcade port. Now for the even scarier part: It is really damn good. Yes, I said it. This is an Xbox Live Arcade port that doesn't allow (at the moment) for dedicated servers, doesn't let you change any graphical options, and doesn't even have chat implemented yet because it is such a bare bones port... And yet the game is just so damn good at what it does that I can't help but love it. It is the next best team shooting game to Team Fortress 2, and it is only $15. It gets the shooting almost completely right, with just a few small balance issues that are acceptable for a beta. It nails the presentation with great graphics combined with a unique look. It gets the team part of team shooter right by adding the class "synergy" feature (basically, it is an aura unique to each class that buffs nearby teammates, thus promoting sticking together in groups). Plus, how many other wild west themed games are there? Buyer's remorse? Not on your life.

Tiny Previews:

  • Just Cause 2 demo: B-b-b-b-b-b-b-b-boring. There was a time when "sandbox" meant something special, but now it seems that sandbox games are almost a majority, and Just Cause 2 does nothing to stand out from the crop. Basically, this is Mercenaries with a grappling hook. Now, I admit that I did get a big smile on my face the first time I grappled a civilian to a moving car and watched as she got dragged down the street and swung into the side of a house. But everything about the core gameplay - the shooting, the missions, the weapons, the bad guys - everything is just so bland that I can't imagine anyone enjoying this thing. The demo is limited by clock, and I found myself bored and completely done with the game long before the short timer ran out.
  • Splinter Cell Conviction demo: This blew me away. First off, just so everyone knows, I hate stealth games. I just hate stealth. I even hate games that aren't stealth games but make me do it for just one level for a diversion from the main gameplay. That is how much I hate stealth. I hate having to crawl instead of run, and having to plan out my movements precisely, and having to reload just because I was spotted and that screws everything up. And the Splinter Cell series was like the king of hardcore stealth. Sure, there is Metal Gear, but that has always been Stealth Lite in comparison. If crap goes down in a Splinter Cell game, you are almost always toast. If ! goes down in a Metal Gear game, you just hide in your box and wait for the bad guys to forget about you. So yeah, I've never liked Splinter Cell. But Conviction seems to have been made for me. Don't get me wrong, there is plenty of stealth. You are still totally rewarded for careful planning, and thoughtful movements. But the rewards are for gamers like me. See, for every carefully planned Splinter Cell Conviction stealth execution, you are rewarded with a Sam Fisher Super Move(R). The Same Fisher Super Move allows you to pick any three targets in a room and just destroy them with your pistol, in a method so cinematic and satisfying that I will never get tired of seeing it. Finally I have a real incentive to be a stealthy shadow of death: If I am, I am allowed to briefly be an action movie hero and get a "get out of any sticky situation free" card. Truly, this is a stealth game made for me. I, for one, can't wait.

Tuesday, February 9, 2010

Game Review: NOLF Part 1

So I watched the newest James Bond installment this weekend. I think it was called "Quantum of Solace" or some such, but it doesn't really matter. What matters is that it sucked. And that it got me into a frisky spy mood.

So I immediately ran upstairs to my stash of old games and dug out a popular gem from the year 2000. "No One Lives Forever", developed by Monolith on their Lithtech engine (which powered other great games like Aliens VS Predator and other bad games such as Shogo: Mobile Armored Division) and was published in Y2K by Fox Interactive.


For the uninitiated, NOLF is a first person shooter set in a 60's spy environment. The story and all of its characters are equal parts spoof and homage to all things good and bond. You play as sexy spyette Cate Archer, a low tier agent in the British Secret Service who is struggling to gain attention and credibility in a very sexist environment. You should probably be aware that the game was released to solid praise, and is often cited as one of the better games of all time, including recently in a 10-best-games-in-the-decade list compiled by one of my favorite (NSFW) video reviewers "HotLezbianAssassin".

You should probably also be aware that my first playthrough ended after about two hours of boredom, whereupon I uninstalled the game and never looked back until last Sunday. Yes, I first bought the game while everyone else was singing its praises, and immediately hated the experience and quietly shelved the thing.

But now I am coming back. There has to be something to all the praise, hasn't there? Maybe now that I am ten years more mature the game will appeal to me in ways that it couldn't before. Of course, game design has also advanced ten years since the release, and with it my standards. But supposedly the game has withstood the test of time, and I will endeavor not to be too anachronistic in my criticism of the thing.

After having completed the first mission my thoughts are thus: Yup, I still hate this. Part of the reason for my blogging this review is that I don't think I can muster the will power to keep playing if it isn't for the blog.

But before I get to that, my initial thoughts were "holy crap there is a lot of exposition in this game". This is, in all fairness, some of gaming's (at least FPS gaming's) first stabs at trying to make a movie-like experience and tell a real story. But instead of bringing the player into the experience and telling the story around him with scripted sequences (like in Half-Life), this game opts to go with ten minute long cut scenes, wherein two or three characters stand in a room and talk to each other. The dialogue isn't particularly bad, and sometimes is even quite witty, but after the five minute mark I find myself struggling not to hit the skip button.

As for the meat and potatoes of the gameplay, NOLF likes to be something of a stealthy shooter. You are encouraged at all times to sneak around and cap enemies from the shadows. I hate this mechanic every time it is tried. And while it is integrated here better than in most games, I still would rather run around and blast things. Unfortunately, you really can't do that here because baddies are ridiculously good shots, often hitting you through the damn walls, and your health never recharges throughout a mission (though you can get new body armor) so conserving it is imperative.

Also, because of the stealth element the level design is more open than your average corridor shooter. Usually this is a good thing, but not ten years ago. Ten years ago there was no Halo, and so nobody had yet thought that if you have an open level design you should put indicators around the level that tell the player which way to go. In Halo, this was something as simple as green lights on openable doors and some arrows on the floor. But NOLF is before all that, so you are forced to try every door to see if it opens, and I often find myself running around the level looking for that one place I haven't gone yet. Again, to be fair a lot of games from this time have suffered from that, Half-Life included.

The palette cleansers, ah the palette cleansers. I could be wrong, but I think NOLF may have even invented these little devices. To explain: A palette cleanser in gaming is when you do something completely different for a small level of the game, and it is used to break up the monotony of the game's bread and butter gameplay. For example, in Gears of War this was the vehicle segment. So far NOLF has thrown a sort of gallery shooter at me and it was just sort of interesting to note that I can't really think of other FPS games at the time that did this sort of thing.

There will be more to come as I play through. I will probably only update the review on weeks when there isn't anything particularly fun to write about that relates both gaming and politics. Weeks like this one. Also, screen grabs.

Until then, have fun you sexy secret agent readers.

Tuesday, January 19, 2010

Back with vengeance so fiery!

Expect updates once a week on both this blog and my Stingy Hat game dev blog(http://stingyhat.blogspot.com/). Speaking of which, check out my up and coming game over at Stingy Hat. It should release within a week, as soon as I add a HUD and figure out how to get SDL to build in release mode.

Anywho.... Game Politics!

This week's topic of discussion: Venezuela? More like VenezGAYla! Am I right?

Basically what happened is that Hugo Chavez took to his popular weekly radio show this week to uncover games for the evil, capitalist brainwashing tools that they are. During his show, which I believe is called "Listen or Die with Hugo in the Morning!", Chavez made the sinister connection between games, violence, and drug use.

As it turns out, "Some games teach you to kill." Furthermore, these games are all made by (evil) capitalists for (evil) capitalist reasons. What else is made by capitalists? Drugs.

Ah, now you see. Clearly, video games are full of evil subtext that tries to lure our youth into violence and the fair market system. Drugs can lead to violence and are also bad, erego drugs = videogames.

Confused? Well I've drawn up this handy diagram for you using MSPaint technology. Enjoy.


Read more about this story here.

Also, check out my new review of Army of Two: The 40th Day at 360Fahrenheit.com, kindly posted by fearless leader and all around foxy lady Tara Jayne.

Sunday, August 23, 2009

Wolfenstein: Final Days 3-5

Will Power to Play: 9999292929292929

Wow did this game get sucktastical in the final moments. The game starts to lose steam in the finale levels, and it just starts throwing poorly planned bosses at you. Bosses were one of the highlights of the game up to this point, and it just seems odd that they suddenly start throwing uber baddies at you without any story or particularly special way of killing them. The final boss in particular was so frustrating that I almost gave up right then and there. Also, you are forced more and more to just stay in the ugly Veil forever. I had planned on replaying the game on a harder difficulty and using the cheats that beating the game once onlocks, but that whole end sequence has sapped my interest in the single player of the game. I'm done.

So, 5 days of lots of playing before I didn't want to play it anymore. I'd say that leaves the (singleplayer portion of the) game with a solid B- ranking from me.

To be fair, there are a lot of games where you can tell they didn't put much into the last length of play/had to rush it out. But more on that in another blog.

Wednesday, August 19, 2009

Wolfenstein Day 2

Will Power to Play Rating: 0

The game is still fun. I read in a review today that the reviewer was able to play through the entire game, all side missions included, in 6 hours. While I think that I am nearing the end game missions, I'm probably already past the 6 hour mark so I'm not sure how he accomplished it. Maybe a lower difficulty? I'm playing on hard, and it really isn't particularly challenging (fun nonetheless). It certainly helps that the checkpoint saving system is very generous (as it should be).

Speaking of reviews, the game is doing about as well as I had expected based on my time with it yesterday. It seems to be netting reviews solidly in the B to B+ range. A B+ is nothing to scoff at, and the game deserves it. The franchise Wolfenstein, however, does deserve better. Hopefully with Zenimax's help ID can pump out the next Wolfenstein in-house and really make a mark with it.

Tuesday, August 18, 2009

Killin' Nazis: Wolfenstein Day 1

Will Power to Play Rating: 0 (No extra will power required to get me to want to play this game)

I have to say that I was scared that this game might stink on ice based on the job Raven did on Quake 4. But good on ya Raven, you made a class act game here. The singleplayer portion of this game, which is the portion Raven created, is just great. So far I'd put it at just sub The Darkness in a lot of ways.

Like The Darkness, Wolfenstein focuses on a certain aspect of the FPS that most FPS games these days seem to think is a secondary issue; the shooting. The gunplay here is GREAT. The weapons feel tight, and the ability to upgrade each of them in a whole bunch of ways adds a great deal of personalization to the game. Bad guys have wonderful death animations. They writhe around in appropriate agony before ragdolling, and they shed body parts just enough to not make it ridiculous. Also, the gunshot wound decals are the best I've ever seen. The baddies appropriately take cover and strategically attack you, a first for a Raven game, and it all comes together to make the shooting just feel right. Sure enough, while the story is more than the usual ID type offerings, it still just feels like a mindless summer action flick that may not make sense some of the time. One thing that sticks out is how BJ is supposed to be this super spy, yet the moment you arrive in the town of Isenstadt literally EVERYONE knows you by name. But so what? So this isn't a Bioshock or Half-Life quality story, the shooting here is better than what you find in both of those games combined. This is fun stuff folks.

Now, the not so great stuff:
  • The voice acting. While BJ's voice actor is recognizeable and gives the character a great feeling of action movie baddassery, the rest of the cast is not quite so good. My biggest problem is that they are in Germany, yet none of the characters ever speak German (save for a peppering of "scheissen!" and the like, for ethnic flavor). Instead they all put on these awful nasally accents and say things like "Ve have vayz uv makinck you zpeak!" Awful.
  • The Veil... Sort of. On the one hand I really appreciate the Veil game dynamic and think it adds a lot to the game. The post processing Veil effects are nifty in their own right, however the levels in this game are gorgeous, very detailed, and full of color; none of which can you see when you are in the Veil and everything is turned green. The designers encourage you to be in the Veil so much that it is easy to miss how great things look like when you are out of the Veil. As it is, I sometimes have to remind myself to kick out of Veil for a second just so I can take in the scenery and enjoy seeing the red blood again that I would otherwise miss.

As for the multiplayer, well... This is why ID sold out to Zenimax. Activision clearly blew their entire budget on Raven and the singleplayer portion of the game. Endrant got some table scraps and threw together a messy mod full of placeholder animations and programmer art. To be fair, the gameplay (which I suppose matters the most) is pretty solid. Nothing extraordinary, but a good small step forward in the Enemy Territory style class based team-multiplayer games. But the art is so spectacularly bad. I'm not sure I've ever seen missing animations in a retail game, yet here they are. There are no death animations. Behold as I shoot my enemy and in an instant he teleports to the ground. The animations that did make it into the multiplayer are choppy and awkward. Hopefully this stuff will get patched... But I wouldn't count on it.

More to come.

*: I feel I should add that The Darkness managed to have great shooting AND possibly the best story I've seen in an action FPS game.

Monday, August 17, 2009

Blogging my way through Ultima and MORE Features!

So I stumbled upon this Ultima series blog the other day. Basically, this blogger played through an Ultima game and talked about it as he went. I want to adapt this idea for myself for a couple of reasons:
  1. You know my feelings on long games. The Ultima games are loooooong, and mayhaps by blogging them I will actually play them to finish. I've always wanted to.
  2. It could be a fun regular update.
  3. I'm running out of ideas for the blog already anyway.
  4. I just said friggin' "mayhaps", I'm clearly in a medieval mood.

Sound good? Well alright then. I've already dug out my old Ultima 7 and I'm ready to get started. I am going to keep a walkthrough on standby, if my progress gets too muddy and slow. Also, I'm setting the combat difficulty to Easy -1, because the combat in Ultima 7 is lame anyways so I don't mind eliminating any unneeded frustration.

Also, Wolfenstein is finally hitting the shelves. Because I am a sucker for big name games, even when they might suck, I long ago reserved my copy for PC and will be picking it up shortly. I plan on writing about it daily as I play, to illustrate how good/bad it is based on whether or not I can muster up the will to continue playing it after two weeks. This is the way games should be reviewed in my opinion, and would be if reviewers could take that long playing them.