Dragon Quest, as a whole, gracefully achieves what any other given long-running JRPG franchise strives for. It simultaneously adheres to a canon of familiarity and tradition while managing to find fun ways for each entry to feel not only like a member of the family, but also wholly unique. The latest release, Dragon Quest VI: Realms of Revelation, is the third in a “trilogy” of remakes on the DS, and like Dragon Quest V: Hand of the Heavenly Bride, this is the first time the game has been officially available in North America. However, unlike Dragon Quest V, the original Super Famicom version of part VI never had a complete fan translation. So not only are gamers getting a new, delicious helping of Dragon Quest goodness, but for most it will probably be a very new experience.
Mario’s athletic prowess has never been questioned. He has had a role on just about every type of sports team imaginable, either in the form of a mini-game challenge or an entire game dedicated to a particular sport. Now, with Mario Sports Mix, players take control of the stout plumber and his posse as they progress through matches of volleyball, dodge ball, hockey, and basketball. If you are anything like me; a prissy, anti-sports fan, then there is a lot here for you to love simply because these sports are about as unrealistic as they could get, and you don’t have to worry about getting your shoes dirty.
Gameplay for all four of the main sports in Mario Sports Mix is relatively similar: waggle to jump, and waggle to fire your projectile at its respective target. Mostly the Nunchuck is used for guiding your character, blocking/dodging, or switching your control to a different NPC teammate. On most of the courts you will be able to grab coins and power-ups. Each coin you grab will add an extra point onto your score when you make a goal, and the power-ups will be familiar to anyone who has played any version of Mario Kart. There are Bob-Ombs to blow your opponents to smithereens and knock loose some of their coins, red shells to hone in on your enemy and temporarily stun them, and other fun goodies that will lay waste to the other team in a similarly zany fashion. There is also a special attack meter that fills up as you play, and once it’s full you can unleash an attack that is different depending on what character you are controlling at the time. Unfortunately, when playing the game in the offline mode, player versus CPU mode, there is little to no need for power-ups, coins, or special attacks. The AI governing the actions of your opposition is so crippled, it’s a bit like playing against a quadriplegic orangutan who has suffered from repeated blunt force trauma to the head. Once the first two levels of difficulty you will start to get a little challenge from the AI, but it’s still not anything that even a novice player couldn’t surpass.
Playing online is, quite literally, a whole new ball game. You can opt to have a friend play on your team with you in either a 2 vs. 2 or a 3 vs. 3 match in any of the four sports offered. The living, breathing people you can combat via the Nintendo WiFi Connection will pull out all the stops when it comes to decimating your team. It is unfortunate that the offline game in no way prepares you for the brutality that awaits you on the internet, because getting consistently maimed in dodge ball by strangers, or a friend if you register their Friend Code, is pretty disheartening. One thing that was impressive is that there always seemed to be someone online waiting to play, which was surprising considering the considerably low amount of hype Mario Sports Mix received prior to its launch. Players that are looking for a slightly different challenge can try their hand at the included mini-games. Mostly these mini-games are just slight variations on the main games, but will offer a quick and possibly welcomed diversion from the main game.
Square Enix really kept up with Nintendo’s standards of presentation for any game with “Mario” in the title. The music was majestic and brought to mind feelings of watching a televised sports tournament. Locales in the game were all familiar and brought even more consistency to the universe of Mario. Each area you play in will offer a new and slight twist. For example, there is a Luigi’s Mansion court in which the lights turn out and a ghost will aid one of the two teams, or there is a court on Koopa Troopa Beach where shells and coins wash ashore when the tide comes in. During actual gameplay, graphics were crisp, sharp, and vividly colored. The special attack animations look great and integrate seamlessly with the action as it unfolds on your screen. These visual elements are in stark contrast to the muddy looking, aliased, low-framerate design of the game’s flimsy tutorial mode. The tutorials look as if they were either pulled from a GameCube launch title, or rendered by the aforementioned orangutan using a stick in his mouth to operate the computer. Thankfully, due to the simple waggle centric controls, most players will not rely on the tutorials too heavily — Mario Sports Mix is a game about reflexes and good timing, not complicated button combinations.
If romping around in a filthy, grassy field or risking severe injury on a pair of ice skates doesn’t appeal to you, then you may find the perfect way to get your sports fix with Mario Sports Mix. You can have a blast and get some easy gratification by playing offline against the CPU, take on a genuine challenger via the Nintendo WiFi connection, or try your hand at a few simple mini-games. The bright and dazzling visual presentation paired with familiar playing fields and gameplay principles means this game fits right in next to any other Mario spin-off titles you may have in your game library. I only hope that if more Mario sports games are developed by Square Enix in the future, the offline mode has a little more substance to it. Perhaps they should seriously reconsider hiring a replacement for that poor, decrepit primate on their development team.
[review title=”Mario Sports Mix” pros=”Playing against real people at home or via WiFi can offer a genuine challenge, the game looks great and it’s easy to learn the basics” cons=”One could almost literally play against the CPU with their eyes closed, there seems to have been a severe lack of attention to the development of the game’s tutorial system” verdict=”Mario Sports Mix would be a great purchase for extreme Mario enthusiasts, but maybe a better rental for other Wii owners.” score=69]
On February 15th, not a single post on my Facebook notification feed was anything other than a reference to Pringles, “curleh” mustaches, or disdain for the New York Knicks. If anyone reading this has no idea what any of that means, they clearly aren’t hyped enough for Capcom’s Marvel Vs. Capcom 3: Fate of Two Worlds. More than ten years have passed since the second game, and both the video game market and the fighting game scene have changed quite a bit since then. Does this long-awaited franchise revival stand tall amongst its predecessors and popular newcomers during the current fighting game genre comeback? Definitely.
When the original Dead Space game released back in October of 2008 a lot of fans were surprised to find just how terrifying games could be. Truth be told the last game I played that really made me jump was the first Doom game. Not knowing what’s lurking around every corner manifested into raw paranoia and really put my nerves on edge.
It brought me great delight to find that EA and Visceral had taken the time and care to craft a game that wasn’t afraid to dish out genuine scares and terror. So when they announced Dead Space 2 my interest was piqued at the mere mention and I’ve been waiting to get my hands on this title ever since.
This time around my experience was destined to be much improved with a new HDTV and surround sound headphones. The only thing that could make this any better would be the inclusion of a diaper in the game packaging – please take note EA.
According to internet rumors Visceral planned to step down the scare factors over some complaints that the first Dead Space was simply too frightening. The fundamental purpose of the game is to terrify players. What justice would Visceral be dishing out to their fans if they watered the game down to accommodate the players too afraid to finish the first Dead Space? Why would anyone who doesn’t like being scared play a game engineered to do just that?
Well I’m here to tell you straight up that Dead Space 2 doesn’t hold back one bit. Throughout all 15 chapters the game delivers genuine scares, thrills, and moments of sheer panic. Some of the scripted events in the game had me restarting from the last checkpoint just so I could experience these events time and again.
The story of Dead Space 2 picks up shortly after the end of the first Dead Space game.
Isaac Clarke narrowly escapes the planet cracking space hulk, the Ishimura, only to drift aimlessly in space for several years. Eventually his space vessel drifts into human occupied space again and he’s taken away to an established colony, The Sprawl, on Saturn’s moon Titan. It’s here that Isaac wakes to find the mental hospital he’s been committed to is being overrun by the very monstrosities that he escaped onboard the Ishimura. From there it’s a turbulent race to escape The Sprawl alive with monsters bursting from every nook and cranny in the hospital. This opening scene sets the initial pace for the game as the tension levels escalate all the way up to the very end. By the last couple chapters terror and caution will be thrown aside and replaced with sheer panic and flight.
**END SPOILER ALERT**
The gameplay for Dead Space 2 is something they’ve improved on since the first Dead Space. The controls feel much more refined and aiming is as natural as any top shelf shooter title. As with the previous Dead Space game there is no heads up display on screen during the action. Instead all the weapons have remaining ammo counters on them and Isaac’s health is indicated by a meter running along the spine of his RIG (Resource Integration Gear – basically his fancy suit). The RIG itself even projects a holographic representation of Isaac’s inventory, mission status, and intel collected along the way. The game never pulls you out of the action to rifle through the inventory. Fortunately there are quick use buttons to heal Isaac, recharge his stasis module, and the guns can be reloaded on the fly. Not once during the game did I find myself going through the inventory in the middle of all the action. A good inventory system is truly the hallmark of a well-designed game and whoever was in charge of this mechanic of Dead Space 2 deserves kudos.
New to the series is Isaac’s ability to fly in zero gravity settings. In the previous Dead Space game Isaac could only push off surfaces where gravity was null to traverse such areas. Now using thrusters on his RIG suit he can free fly in any direction when in zero gravity. The flight abilities are used to good effect throughout the game and there is at least one moment of zero G flight that is simply incredible.
Combating the necromorphs is similar to the first game. Cutting off the limbs of the necromorphs will slow their advance considerably. Using stasis to slow down encroaching necromorphs helps manage situations where the enemies outnumber Isaac greatly. Using the right weapons for the situation in conjunction with the stasis ability is the key to surviving on the harder modes and definitely towards the end of the game becomes a necessity.
As the game progresses Isaac will collect ammo, health packs, cash, and most importantly power nodes which can be used to upgrade equipment. The nodes are used at workbenches where they can be inserted into a grid for either the weapons, RIG suit, or stasis module. The grids have key node points where applying a power node will increase the stats for any given item. For example, one node might upgrade the damage that the plasma cutter deals while another might increase the ammo capacity. Upgrading the RIG means increasing the amount of health that Isaac has or the oxygen tank capacity for when out in space. The best part about the upgrade system in Dead Space 2 which differs from the first game is the ability to undo all the nodes you’ve placed on a particular item for a relatively low cost. This allows the player to dynamically reallocate nodes to a variety of equipment to suit the need.
Also scattered throughout the levels are schematics which can be traded in stores which unlock new weapons, items, and even more advanced RIG suits for purchase. Any excess inventory that Isaac may be carrying around can be sold for extra cash or stored in a safe for retrieval later at another store location. Buying new RIG suits will open up more inventory slots so it’s important to give premium to those purchases.
Graphically Dead Space 2 is a treat with lovingly crafted locations throughout. None of the environments felt recycled and each had a convincing look about them. Abandoned residential quarters have a softer appearance while more industrial or medical areas have grimy or sterile appearances accordingly.
The models for the main characters and the necromorphs are fantastic. Everything looks and moves as it should with obvious care given to the in-game physics. The way Isaac lumbers along encumbered by his RIG suit is very convincing and as he takes damage you can see that in the way he slows down and his breathing becomes labored. Necromorphs have a skulking, slithering, and creeping way of getting around which is reflected well in their posture and general appearance.
Audio is another bright spot for Dead Space 2 and with a good pair of surround sound headphones it becomes apparent that Visceral did not skimp in the sound department either. Every scrape, scratch, and screech coming through the speakers does plenty to keep the player on edge. Sometimes the direction of the sound will provide clues to where the next assault is going to come from and at other times the sound is only working to build up tension and fear. There are portions of the game where the audio alone without having any sort of encounter with a necromorph is enough to generate paranoia and panic.
For all Dead Space 2 does right I only have one small bone to pick which is really a very minor issue. Right towards the end there are a couple brief moments of comic relief which as a narrative device I can understand they’re just trying to debrief players in a way but I found it somewhat jolting out of a game that was otherwise so immersive through and through. I’m sure more players won’t take issue with it and I’m just looking for anything to keep from giving this game a perfect score. Again – minor but I think it’s worth mentioning.
I haven’t had the opportunity to play the online portion of Dead Space 2. While I’m sure it’s an engaging enough experience and probably one that I could write up a whole separate review about I’ll have to save that for another time. I purchased Dead Space 2 for the single player experience and I’m really glad to see that the game didn’t suffer from the inclusion of a seemingly mandated multiplayer tack on. Bravo Visceral!
Lastly – the Playstation 3 Limited Edition version includes a Playstation Move compatible version of the excellent rail shooter title Dead Space: Extraction which came out for the Wii back in 2009. If you haven’t played Dead Space: Extraction and have a the Playstation 3 with Playstation Move I couldn’t recommend you pick up this version enough. It can be played with two players and as a stand-alone product is certainly worth $50 on its own. That’s a good deal!
Dead Space 2 took me about 15 hours to complete on the Hard mode setting.
[review title=”” pros=”Solid gameplay, well designed interfaces, engaging and terrifying story.” cons=”Some questionable narrative issues but so minor they are almost not worth mentioning.” verdict=”Dead Space 2 only solidifies my faith in the series and with the PS3 Limited Edition you get a second game for free! With good incentive to replay after you beat the game the first time gamers should be plenty of mileage out of Dead Space 2 – and that is without counting the multiplayer mode which I simply have not tapped into yet.” score=95]
Sporting a 5000 DPI laser, the updated Fierce Laser Gaming Mouse v2 by Rude™ Gameware, dropped into North American retailers today. At $49.95, the mouse is a bargain for fast high-end gaming mice.
However, don’t think you’re only paying $10 for every 1000 DPI, the crew over at Rude™ has loaded the Fierce Laser Gaming Mouse with all the other features which have become standard within these professional gaming mice over the last few years, including:
- 1000 Hz polling with 1 millisecond response time
- Onboard memory to save your modifications
- 7 independently programmable buttons and macro support
- Adjustable weights
- Zero-acoustic ultra smooth Teflon® feet
- Always-On mode
- On the fly sensitivity DPI adjustment (no driver needed)
- LED DPI Indicator
- Gold plated USB connector for maximum conductivity
- 7 foot, lightweight, non-tangle cord
- Customization software
Though new to the scene, Rude™ Gameware, developer of the Fierce Laser Gaming Mouse, has a solid staff with over a decade of experience in the peripherals industry. That experience and expertise has aided Rude™ in developing beneficial high-quality products at affordable prices for gamers.
For previous RoboCoverage of the Fierce Gaming Mouse v2, click here.
For more information on Rude™ Gameware, click here.
I wanted to end the first impressions right there, but figured I’d get yelled at. First things first, the manual is in color! That is a big plus in my book. Ok ok I’m rambling on about silly things that don’t actually affect the game itself. Let me start this by saying that Final Fantasy Tactics is easily in my top 5 games. I expect a certain quality to my tactics games that has yet to be satisfied. Sure, there are a lot of great titles out there, but none ultimately keep my interest and they often push me back in the arms of my one true love. I mean, Orlandu has some freaking sweet ass sword abilities! It’s also so neat when your black mage decides to say something neat before he casts a spell. Sorry, I’m rambling again.
Tactics Ogre at this point feels like FFT. It plays like FFT. It holds me in such a way that FFT does. I know I know, its made by nearly the same people, but heck the Tactics Advanced games were just special children in the Final Fantasy family. Sure, they were cute and meant well, but they couldn’t exactly speak without drooling on themselves.
This game so far is what I’ve been looking for in a Tactics game. The battles are challenging. The sprites are neatly designed. The spell animations are crisp. The story is filled with politics and intrigue. The classes and skills seem pretty deep. PSP games listen up, this game also has the ability to take in game screen shots that you can upload to your computer. Oh and another cool thing, SOMETIMES BEFORE THEY CAST SPELLS THEY SAY COOL LITTLE SAYINGS LIKE IN FFT!
So yeah, at this point my heart is beginning to make room for another love. Only time will tell if this game is made for long term or maybe just a one night stand.
Though the Xbox 360® crowd received this first downloadable content update to Bethesda’s latest incantation of the Fallout® series back in December, Dead Money is now available for PC and Playstation® 3 via Steam® or Direct 2 Drive and the Playstation® Network. The downloadable content costs $9.99.
The victim of a raw deal turned sour, Dead Money casts the player into a wicked game as a pawn in chess along with other betrayed wastelanders. The player must work with the AI wastelanders to gain access to the fabled Sierra Madra Casino in hopes of obtaining the treasures hidden within the casino.
Facing ghastly new enemies with a few new weapons, the DLC will bring more additions to Fallout®: New Vegas™ than just more plot and storyline.
For more information on this downloadable content, click here.
Two Worlds II is one of those games that people might not take seriously. Some might not even give it the time of day just because of the horrid memories of the first Two Worlds. At least that’s what they tell me. I guess I lucked out and was never tempted to play the first one, so I did not have any preconceived notions. It’s always good to dive into a game with a clean slate. Everything seems fresh and new.
My Xbox was eager for a fun RPG, so I gently placed the game inside its quivering disc holder. It slid into its chamber with a satisfied buzz. I had a good feeling about this game. Unfortunately, that’s when the game started. To be completely honest, the first two hours of Two Worlds II were the most terrifying experience I’ve ever experienced in a video game. The Resident Evil guys could learn a thing or two. Now you are probably asking “Two Worlds II is a horror title?” No sir, it’s just that NO ONE’S ARMS DO THAT- EVER! The characters do things with their arms that are just plain awful and disgusting. Everyone looks awkward and they hold their weapons like they are trying to be a T-rex in armor. Seriously, the cut scenes were just DREADFUL to watch. Talking to people almost made me sick as well too. Hey, remember that time you were chatting with your friend and they were flailing their arms around as if they were on fire? No? Well, most of the people in Two Worlds II do that very thing, so get used to it. They also have very bad voice acting to go along with the wavy arms.
I bet you think i just threw the game out the window eh? No sir, I put my head down and stuck through it, and from there on, it was actually a fun game. The world is relatively lively. Walking around in towns, you see other NPCs walking around. Sometimes they approach you and ask for your help, thereby giving you quests and such. Vendors shout out about all the deals they have. Many homes in the towns can be broken into and ransacked, which is nice. Well, nice for the game player, not the homeowner. There are also fun dice games you can play in many of the towns. Great way to gamble up some money. Once you have quests, the world begins to open up to you. There is a lot to explore. You do have to be very careful, as you can run into angry enemies that will destroy you. At first in this open world the enemies for the most part seem imported from Africa. There are baboons, rhinoceros, cheetahs, warthogs, and ostriches. I never thought I would feel so good about clubbing an Ostrich in the face. Eventually you get to do battle with more exciting creatures like dragons, demons, giant ants, cyclops, and the standard fantasy fare. There are plenty of travel options too, from horses to teleporting.
One thing that shines in this game is the customization. You have a decent amount of customization of your character from the start. The only thing lacking is a normal arm feature. From there you have two forms of crafting. The blacksmithing profession allows you to upgrade your equipment and put various stones in them to increase certain stats. Alchemy is where the customization starts to flourish. Picking flowers gives you various herbs, while killing things give you various body parts and organs. Nothing like carrying around seven baboon hearts in your backpack. With these organs and plants you can make your own potions. Each ingredient will say what it can do. From there you can mix match and form more powerful potions. Then you have the option of keeping a scroll with the recipe for future reference, or just remembering. One of the coolest customization features is the spell cards. You obtain these spell card containers as well as different cards. The cards themselves can be an element like Fire for instance, or they can be effects that have to do with what the spell does. There are a lot of combinations too. You could have a fire spell with homing abilities. An Ice spell that spreads to more than one enemy. Lightning spell with homing that slows enemies down. There are a lot of options.
As you level up, you gain ability points and skill points. Ability points are used to increase hit points, strength, ranged attacks, and your proficiency with magic. Skill points are used in the classes you have access to. You can either focus on one or spread them out. I spread them a little with Warrior and Ranger. Switching between ranged and melee is pretty seamless as you can map equipment sets to the Dpad. Combat can be a lil sketchy though. Sometimes you go into a fight and can easily defeat a monster. Other times you go in and the monster eats your HP so quickly you had no idea what happened. Sometimes it can seem unfair and more of a buzzkill than feeling challenging.
The inventory system is a little off putting to me as well. Everything just looks so big and weird for some reason. Seems like they could have scaled it down a little to fit more things on the screen. This however is just me being nit picky. The are also occasional glitches where you fall from maybe one foot high, and the game thinks you fell from one hundred feet, and of course you instantly die. My advice to you is to save often. There are several multiplayer modes, but I found them to be less fun than the single player game. In fact, I would end up quitting most multiplayer games due to boredom or frustration. Perhaps the Multiplayer was an afterthought, because it feels out of place.
[review title=”Two Worlds II” pros=”Great customization. Great Open World. Lots to see and do! Good Graphics.” cons=”WHY DOES EVERYONE HAVE ARMS LIKE THAT! Minor glitches that can make the game frustrating. Terrible Voice Acting. Bad Multiplayer ” verdict=”Two Worlds II has a lot to offer some one looking for a fun action RPG. If you can overlook silly things like retarded arms, then this game has a lot of potential to keep you busy. The voice acting can take away from the mediocre story, but overall while exploring and questing I personally never felt like this game was a chore. It’s not the greatest, but its still pretty good.” score=78]
Mario has had quite an illustrious career. Aside from his prowess as a Goomba stomper extrordinaire, he has been a doctor, a cookie factory operator, a racer, and yes — despite his stalky build, even an athlete. Already versed in the ways of tennis, golf, soccer, and a myriad of Olympic games, Mario has added some new sports games to his repertoire in the newly released Mario Sports Mix for Wii. This game, developed by SquareEnix, brings you madcap athletic action with a familiar Mario twist.
As of the time of writing this, I have only personally experienced the dodge ball and hockey games in Mario Sports Mix. Both of these games involve the mechanic of picking up a power-up and either throwing it directly onto the field to foil your opponents’ game, or attaching it to your ball/puck in order to create a special effect or give it some more power. Anyone who has played a Mario Kart game will know what each power-up does as soon as they see it. Playing these games offline was okay – the dodge ball AI and hockey AI seemed to have vastly different skill levels however. Where this game’s real appeal will lie is in the online multiplayer. You have the ability to play against a registered friend, or a random player. Since the game has been out for a while in Japan, you are bound to find someone who will give you a run for your money!
Mario Sports Mix may not be the most exciting game on the market right now, but it definitely has a lot of potential, especially considering the added bonus of online multiplayer. So far, offline mode seems great with a friend but don’t expect too much of a challenge against the computer. Zany, Mario-ified sports action has already proven itself to be a worthy addition to any game library, but how will this title as a whole measure up? Stay tuned for a full review of Mario Sports Mix later this week, and feel free to post your input in the comment section below!
It’s a beautifully developed concept, the idea of creating multiplayer games in parallel to the campaign. Allowing seamless access to Xbox Live players to jump in and out of your campaign and either play alongside or fight against you. This is the concept developed and introduced by the creators of MindJack. Unfortunately, the concept was implemented into a poor quality game with dismal results.
The storyline for MindJack is confusing to say the least. You are given almost no information of who you are fighting, why you are fighting, and what your ultimate goal is. (SPOILER ALERT) From what I understand, the player is the mind hacking essence of Andrew Gardner who, having attempted to bring his daughter back to life, has discovered how to take over people’s minds using what is called a mind hack. Unfortunately, none of this crucial information is revealed until the final scene of the game. Gardner is controlling anyone and anything to reach his goal, specifically Jim Corbjin who is our main character playing through this game. As players we are killing random agents who seem to be awaiting us everywhere simply to reach the final destination and destroy the mind hacking machine. This plot might make sense if it wasn’t for the way in which it was presented to the player. It’s depressing because it has the foundations of an incredible story.
MindJack is full of gems that await the patient player. The gems are covered in a filth of low quality gaming that are almost a replica of the Gears of War gameplay style with less impressive melee, grenade tossing, and graphics. The mechanics of player control are abominable, the level design and enemy AI is poor, but beyond the negative aspects are some fairly impressive little additions. MindJack introduced many intriguing characters including half ape cyborgs and even one full humanoid cyborg at the very end, none of which were ever explained or fully integrated into the story but all in their own right had value.
Another hidden gem is the music. The sounds generated in the game including the voice acting are less than sensational, but the music used in the game is convincing of something spectacular. It inspires interest, concern, and excitement. Unfortunately the beautiful music is dismissed when surrounded by repetitive noises and crappy gaming that is bound to make the player throw his controller at the wall.
Then of course there was the filth clogging the gaming filter. Levels consisted of run to a location, watch a cut scene, kill lots of people, watch another cut scene, and then repeat. Enemies which have no right to be super strong could take numerous bullets directly to the brain. Every NPC, including the cowering working girl in a skirt, has some kind of gun. With a mind hack they go from cowering insect to Rambo in moments, which in itself is not the problem. However the enemy AI’s instant recognition that you have become a target is a problem to anyone trying to integrate stealth into this game. Although success in this game can only be achieved in one way – shoot and kill – there was still replay value. The replay value of this game was developed in two ways, the multiplayer hacking and the plug-ins.
The multiplayer ability would make gameplay incredibly fun, that is, if playing the campaign mode were fun. If mind hacking were an available gameplay for Halo: Reach it would be the talk of the industry and every developer would be scrambling to implement the same gameplay style. However it wasn’t placed in a fun campaign, it was placed in MindJack, and so its value is severely diminished. Luckily, there is also a second replay value addition of “plug-ins”. This little gem of adding plug-ins is very smart as it allows you to power up or slightly adjust your game using plug-in rules to change your characters abilities in the game. Unfortunately once again, the game is not fun to play so replay is definitely not what I want. Also, I was seriously unhappy with the plug-in choices. There were some good ones allowing stronger armor, better aiming, faster hacking, but half the plug-ins had to do with gaming difficulty and other basic choices that should be available in the regular options menu. I think this is a quality idea that was once again poorly implemented. This game is full of fantastic opportunities gone awry.
After 20 hours of playing MindJack I can honestly say I’ve had my hacking fill. Even though I complained and wept, as I was brutally murdered by ridiculous robots that only die from specifically four bazooka blasts, I still found this game to be exciting and extremely fulfilling to complete. It was more than painful to play this game, but more than satisfactory to beat the living shit out of it.
[review title=”” pros=”Exceptional gameplay concepts for those that like to expand their gaming horizons” cons=”Gears of War copy gameplay with lackadaisical controls, minimal graphics, bad AI, weak story, and very little fun to be had” verdict=”This sensational concept for a new generation of gaming has flaccid results when placed in the poorly designed vessel of an old third person shooter” score=40]