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Grand Theft Auto: Vice City (PC)
by greaper Grand Theft Auto Vice City. ------------------- Good Features ------------------- I remember playing vice city for ages when i first played it on both playstation 2 and the pc, although compared to modern games the physics and cars are not as realistic that was never the point for me. I liked the ability to ... drive through the windows of the second floor of sunshine autos i believe the name was. what i have always liked about vice city is also the ability to be able to mod the game and one of the most fun mods that i have ever played on vice city was the BTTF Hill Valley mod, which added into the game the ability to time travel and try to recreate the back to the future movies. The missions in Vice city where always entertaining and i believe one of my favorite mission was being able to blow up a construction site with a remote control vehicle which is something which you would never dream of doing in real life. I also liked how if you so pleased you could drive around and free roam instead of doing any missions and though you would eventually do some of the missions to be able unlock more islands, i still remember trying to get up to speed along the beach in a car and being able to see the people panicking. This is something that alot of modern games seem to be missing the ability to go around doing what you want and not being forced to complete missions. this is especially useful for when you are struggling with a mission because you can let off some stress by going on a killing spree or deciding to drive along the pavement. I always liked a good police chase in games and i like the fact that in this game it is the police chasing you instead of in the usual sense that you would be the cop trying to catch a criminal. i also like the wanted rating system which means that the more crimes you commit the tougher it is to escape which is what would happen in real life which helps to add more realism to the game. whenever i see a vhs player i can't help but think of vice city and if it doesn't work make sure it is plugged in before hitting it. I also like how they added the ability to be able to purchase properties which was absent in gta iii which meant that you could have safe houses closer to you. i also like the ability to be able to collect money from in front of you safe houses which meant that if you were low on money you could leave the game active while you go do something else to let the money build up. although for some properties to be able earn the money there are missions that you need to complete, such as with the "ice cream" company which is eliminating the competition. the gta games have always picked up on real issues, such as in gtaiii with the mafia and gang crime. ---------------- Bad Features ---------------- The game does have some glitches that have never really been fixed such as when you can end up falling through the map which in my opinion is properly why there is a suicide cheat. it seems to me this is a case where the developers could not really solve the problem so they created a escape for you. I think in some ways this is a redeeming factor for this glitch because you do get a way out, although you would wish that it wouldn't mean that you would lose some money which you might have been planning to use to buy a better weapon. i especially hate the bug which can cause the sound to disappear which seems to make the game seem more boring because when there is no sound you don't find it as fun. the graphics are not as good as i would like them to be but for me that is acceptable for a game that was released in 2002. i believe that all of the good features about this game in my opinion help to outweigh the bad features of it which makes me much more willing to buy it. Read the complete review |
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Star Wars: Knights of the Old Republic II - Sith Lords (PC)
by Danscomp Background -------------- I had the pleasure of playing Knight of the old Republic on PC. It was everything a Star Wars based CRPG should be. It had a great storyline, interesting and varied companions, a Millenium falcon style ship of your very own and a hugely satifying main character arc. The sounds were great, the ... graphics were cool, all was well. When I heard that we would see KOTOR2, named The Sith Lords, I was rather excited. Unfortunately what I and others ended up playing was not a completed vision, but a box full of pieces of an unassembled puzzle. No, that's not quite fair. Parts of it were constructed. The easy bits. Other pieces were clearly forced in where they were never originally intended to go. And the rest of it was simply absent. What we have, is a game that was clearly sent to market before it was ready. And that is a decision that is less the fault of developer Obsidian, and more the fault of Lucasarts, the Publisher. This game could have been great. But it was butchered, packaged and sent anyway. Is it still worth playing? Sort of. Gameplay ------------ Sith Lords uses an updated version of the Odyessy engine that Bioware created for the original. As a result, everything has a familiar, if slightly different look to it. There are some enhancements, particularly with crafting of items, but inventory screens can become cluttered and ugly. Speaking of ugly, the graphics are generally poorly chosen and populated. Drab seems to be the order of the day. While the original took care in how it spent its pixels, the successor seems to not care very much. Draw distances suffer also. Bare and functional are two other words which apply here. It looks in many cases like an early Beta, though there are a few exceptions. Sounds are generally just as good, though musically it suffers by comparison. Voice acting is also strong. You have the same facility to align yourself to the light or dark side of the force. Companions return, and your ability to recruit them depends partly on what sex you are and which side of the force you lean on. In summary, there is a strong visual clue throughout that the game is unfinished. Plot ---- If the graphics were ho-hum, the plot follows the same vein. At least there is consistancy. In Sith Lords, you are an ex-disciple of the Dark Lord Revan - who you played as in the original. As punishment, you have been cut off from the force and spend much of the game recovering your original powers. In order to do this, you must find the Jedi who psycically crippled you and either beg their forgiveness or kill them. You will visit a number of locations, which suffer from the graphical blandness described above. The really frustrating thing about Sith Lords is that it contains the most interesting companion seen yet, the sarcastic, enigmatic mentor to your character. Kreia. A robed woman of advanced age and sour disposition. The Dragon age character Flemeth owes a huge debt to the characterisation of Kreia. There is also a far darker theme running through Sith Lords, and one that hints at just how butchered the storyline became. There are some nice touches in visiting the same Sith World of Korriban (and Dantooine) as the original game, now fallen into ruin. Many of your companions are similar or variations of what you've seen before. You get to train some of them as Jedi. This should be interesting, but feels rather contrived. The interesting companions are: Kreia - as above. Brianna - a "Handmaiden" (Fnarr, fnarr) Hanharr - Evil Wookie and general badass. Visas Marr - Blind Sith apprentice HK-47 - The assassin droid returns, but in bits. You will need to destroy a number of working versions to rebuild this one. The boring companions are: Atton Rand - A young Han solo type pilot. Bao-Dur -A blander than bland bald-with-bumps technician Mira - A human bounty hunter with requisite hot bod. G0-T0G0-T0 - Basic droid type Summary ----------- The further you progress in the game, the more the cracks become apparent. The ending feels particularly awkward, and will leave many players as unsatisfied as I. As I've said, the most frustrating aspect of Sith Lords is not how broken it is, it is the glimpses you occasionally receive of what it could have been. There were groups of fans who found large sections of abandoned content in the game files and tried to restore them. I don't think they were ever fully successful, but did generate a beta before3 disbanding. Sith Lords was never going to be an improvement on the original, but if finished, it stood a chance of being just as good. Ultimately it is forgettable, thanks to Lucasarts. And I can't award it more than two stars. Read the complete review |
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Bioshock Infinite (PC)
by alf_fly There are moments in Bioshock Infinite that take your breath away. Moments when the exceptional beauty of the games' architecture leave you awestruck; moments when the combat elements click and you chain your powers into a devastating volley of absolute destruction; moments when your companion, Elizabeth, seems like the most human ... non-player character ever created; moments when the sheer depth of artistry and wealth of storytelling make everything else you've ever played seem trite and childish by comparison. But there are other moments: moments when the architecture stops being a believable world and its true nature, as a series of corridors connecting combat arenas, leaps to the fore; moments when the combat devolves into a frenzied mess as you run away from crowds of enemies, desperately searching through bins for more ammunition; moments when you notice how Elizabeth's presence has negatively impacted the game design; moments when the storyline makes face-palming leaps of logic and leaves you wondering how a game that gets some things so right can get others so wrong. Bioshock Infinite is a first-person shooter in which you play Booker DeWitt, a former Pinkerton agent with a dark and violent past. In order to pay off your gambling debts you've come to Columbia to rescue a girl about whom you know almost nothing. That girl is Elizabeth, and she's far from a normal young lady - she somehow comes with the handy ability to open "tears" into other dimensions. And Columbia is far from normal too; it's a flying city, built sometime in the late 1800's and held aloft by a combination of quantum entanglement and big balloons. First things first: Columbia is beautiful. The architecture is wonderfully designed, lit by some of the most glorious lighting I've seen in a game, and even as the story progresses and you reach some parts of the city that aren't quite so beautiful, it never loses its sense of design and atmosphere. But, as I mentioned earlier, it's clearly split into combat arenas and connecting corridors where exposition takes place, robbing it of some of its realism. The combat is more problematic. One of the strengths of the original Bioshock was that it was surprisingly tactical. Its levels were filled with distinct varieties of NPC, and using your powers - or Plasmids - you could play in several ways, perhaps opting for all-out gung-ho combat, perhaps hacking security systems and pitting the AI factions against each other. This was backed by an inventory management system which put you in charge of monitoring your stock of health kits and the Eve needed to power your Plasmids, meaning that you were able to judge how well equipped you were for any given fight. In Infinite there are no AI factions, and no inventory management system, which means that while the combat isn't necessarily bad it is a lot less tactical than in the original game and gives the player less scope for invention. Worse is that the guns and powers - or Vigors - in Infinite simply aren't as good as in the first game. The Vigors show considerably less imagination and you don't get hold of the best ones until very late in the game, while the guns are weak and unsatisfying. Weapons can be upgraded, but since you can only carry two guns at once that means that once you've found a weapon you like and have spent some money on upgrades you're unlikely to experiment with others. Then there's Elizabeth, the supposed damsel-in-distress who turns out to have incredible powers and who becomes your AI companion. She is, in many ways, a huge success, but her influence on combat is less welcome. During fights she'll throw you health kits and "salts" to power your Vigors, the obvious intention being to make you dependant on her thus forging a bond between the two of you. But making this system meaningful is why the developers removed the inventory management from the first game, meaning that during combat you are essentially reliant on a random number generator to decide whether or not to give you a health kit. Her main ability, of course, is opening tears between dimensions, and the story uses that ability very well. In play, however, it's a let down. She can summon gun turrets and boxes of health and ammo from other dimensions, but these summoned items appear in set locations and therefore offer no real tactical choice - the choice between "no automatic gun turret" and "an automatic gun turret" is no choice at all. With the immense potential of this ability, it seems a shame that it's used in so lacklustre a way. The story that ties everything together is incredibly important to the game, so much so that if you're the sort of person who sees a game's storyline as an annoying inconvenience then this definitely isn't for you. Infinite is, on one level, a rip-roaring pulp adventure about an anti-hero rescuing a girl from an impossible city, but that's only part of it. Before long that city has revealed that beneath its shining facade there's the darkest of underbellies, and Bioshock Infinite touches upon racism, fundamentalism, isolationism and some of the darkest moments in American history - and that's before the twists and turns that are thrown into the mix as the truth about Elizabeth's powers is revealed. The problem is how the story is told. The ending is a real head-scratcher, leaving many people confused and necessitating numerous explanations. Lots of information is imparted to you via Voxophones, recordings dotted around the city, many of which are hidden and all of which are entirely optional - so if you choose not to listen to them you'll miss out on huge chunks of plot. The middle of the game features a section of story that doesn't make sense even within the game's internal logic, and some of the conclusions it draws about the weighty topics mentioned above are suspect to say the least. And then there are the dustbins. Upgrading your powers is absolutely essential to make them useful (or in some cases, even interesting.) Upgrades can be purchased from vending machines, but they're not cheap which means you're going to need money. Thankfully in Columbia money can be found everywhere - on corpses, in boxes, just lying around in the street. And, yes, in dustbins. Thousands of dollars, in dustbins. So if you want your powers to be even vaguely useful, you'd better be sure to check every dustbin you come across. Every single one. And there are a lot of dustbins in Columbia. It's annoying, it's tedious, and it impacts the story. Elizabeth urges you on, pulling you towards your next goal, but all the time you're thinking "yes Elizabeth, I know we've got to escape from the overwhelming forces that are relentlessly pursuing us, but first just let me check through all these dustbins for cash and ammunition." And then there's the problem that a large part of the story is based around the fact that Columbia has a starving underclass living in its depths. A starving underclass that does all the menial work. Menial work that includes emptying the bins. The bins that contain thousands of dollars. Ahem. And yet... And yet Infinite is, in many ways, brilliant. The combat has problems, but it's not bad - it's just not as interesting as the combat in the original. And it does have one out-and-out triumph in the shape of skylines, cargo tracks that loop throughout the levels and which you can ride, turning fights into thrilling high-speed roller-coasters and adding much-needed excitement and tactical depth. And yes, Columbia is, as I said earlier, a beautiful place. The game's first few scenes, as you travel from a lighthouse on a dark and stormy sea to a magical city in the sky, are one of gamings' few completely perfect moments. There are moments of exquisite beauty and of perfectly orchestrated dread. Columbia doesn't just feel built or designed, it feels curated, like an art exhibition. Elizabeth, meanwhile, might cause some issues, but what she adds to the game overwhelmingly outweighs them. She gives Bioshock Infinite its emotional core, and she can only do that because of the skill with which she's animated and voiced. She barely ever keeps still; while you're rooting through the bins she's poring over the contents of someone's desk or peering out of a smoggy window. Sometimes she'll fidget with her missing finger; sometimes she'll find a desk to sit on or a wall to lean against. Her behaviour isn't perfect, but it's damn good. And while her combat presence might be a disappointment, it's important to note that she never gets in your way. When the shooting starts she ducks down and finds cover, and for those of us who grew up with the terrible escort missions in, say, Goldeneye, just having an AI companion who doesn't constantly wander into your crosshairs is a massive improvement. The storyline that's woven around her might have its problems too, but there's no doubting the cleverness with which it's told. Infinite benefits perhaps more than any other game from a second playthrough; do so and you start to realise just how clever the developers were in dropping hints about the resolution. And more importantly, it hits all the right emotional notes, creating a tale that has a few holes here and there but which stays with you like few others in gaming. A word too, for the sound design, which is amazing throughout. The original score is lovely and the use of licensed music is spot on, while the richness of the background effects and the universally high quality of voice-work make this Infinite pleasure to listen to. And pleasure is the optimum word really. It might seem like I've complained a lot, but that's because Bioshock Infinite is the best game I've ever had lots of problems with. It might not be perfect, but it is perfectly extraordinary. Read the complete review |
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Genre: Puzzle / PC Game / CD-ROM for Windows XP / Windows Vista / Windows 7 / ESRB Rating: Rating Pending / Release Date: 2011-06-24 / Published by Focus Multimedia Ltd |
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Genre: Puzzle / PC Game / CD-ROM for Windows 7 / Windows Vista / Windows XP / Release Date: 2012-03-09 / Published by Avanquest Software |
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Genre: Puzzle / PC Game / DVD-ROM for Windows 7 / Windows XP / Windows Vista / Release Date: 2012-11-20 / Published by Avanquest Software |
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Genre: Board, Card & Casino / PC Game / Video Game for Windows XP / Windows Me / Windows 2000 / Windows 98 / Release Date: 2007-11-09 / Published by Greenstreet Online Ltd |
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Genre: Action & Shooter / PC Game / DVD-ROM for Windows Vista / Windows XP / Windows 7 / Release Date: 2013-01-25 / Published by Capcom |
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Genre: Driving & Racing / PC Game / Video Game for Windows XP / Windows Vista / Windows 7 / Mac OS X / Release Date: 2007-04-30 / Published by Focus Multimedia Ltd |
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Genre: Action & Adventure / PC Game / DVD-ROM for Windows 7 / Suitable for 12 years and over / Release Date: 2013-01-11 / Published by Focus Multimedia Ltd |
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Genre: Action & Adventure / PC Game / DVD-ROM for Windows 7 / Windows XP / Windows Vista / Release Date: 2012-11-22 / Published by Focus Multimedia Ltd |
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Genre: Action & Adventure / PC Game / Video Game for Windows 7 / Windows XP / Suitable for 12 years and over / ESRB Rating: Rating Pending / Release Date: 2012-11-09 / Published by Lace Mamba Global |
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Genre: Simulation / PC Game / CD-ROM for Windows XP / Windows Vista / Suitable for 12 years and over / ESRB Rating: Rating Pending / Release Date: 2010-05-14 / Published by Excalibur Video games publishing |
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