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Messages - cannedcream

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1
PBP Discussion / Re: OOC -- NO SIGNAL
« on: November 14, 2014, 03:13:39 AM »
So, have we settled on a TIME when we're going to start?

2
Off Topic / Re: Talk about your day
« on: June 01, 2012, 09:23:00 AM »
Actually, you are mistaken there. Kat did not give surprise nutshot. One of her friends did, and she greatly underestimated the consequences.

I believe that is Second Base.  Good for you.

3
1) Marvel vs Capcom 3
2) Street Fighter II
3) Battle Arena Toshiden
4) Mortal Kombat vs Marvel Superheros
5) Primal Fury

4
Off Topic / Re: Toonami Returns 5/26/12
« on: May 18, 2012, 06:23:46 AM »
Is that a choir of angels I hear?

5
User Reviews / Power Up: The Walking Dead: Episode 1
« on: May 09, 2012, 07:51:58 AM »
There’s something to be said about the current fascination with zombie pop-culture, and despite whatever views you may have on the matter, it’s been a boon for the gaming industry. Perhaps, even, too much of one. While promising to avoid stale puns comparing zombies to their genre, even I have to admit to growing tired of seeing the undead in just about every game that’s come out in the past few years. So, just what then does Telltale’s newest episodic adventure, The Walking Dead, do that sets it apart from its predecessors?

Well, first of all it’s based off of the insanely successful TV series which is, in turn, based off of the also insanely successful comic series. Now, I know that a licensed game is enough to make any gamer squirm, but Telltale has really captured the magic that made The Walking Dead so special; the zombies are really not the worst of your problems. Your real adversaries are survival, other people, and yourself.

Starting off just as the apocalypse begins, you take on the role of a new character; Lee. Trialed as guilty for murdering a state senator that had been sleeping with your wife; you begin the game cuffed in the back of a squad car heading out of Atlanta, Georgia. In the driver’s seat is a particularly chatty officer, happily sharing his stories and opinions as he escorts you to your new incarcerated home. This sets up the conversation system that you’ll be using for the rest of your game. Presented with four dialog choices, you have a limited amount of time to make your choice before the chance is lost. Not only does this let you shape the kind of man YOUR Lee is (honest, polite, crude, aggressive, passive, shifty, calm), but the characters will remember and react to what you say, meaning that every conversation is a chance to build or break bridges with certain characters, and rarely will you be able to please everyone.

As I mentioned above, you have only a limited time to pick a response, the length of which changes with the situation; peaceful conversations have longer react times than heated arguments, for example. Fail to answer and Lee stays quiet. I absolutely love this system. Unlike other games like Mass Effect where you can sit and mull over a difficult choice for as long as you wish, Walking Dead forces you to keep in pace with the scenario. Instead of being able to carefully weigh the pros and cons of your next choice, you have to go by instinct. And sometimes this means having only a few short seconds to pick one life over another. Without getting too spoiler-y, a great example comes from when two characters I had come to know and like where both jumped by horde and I had to choose right then and there what to do or risk losing both. The consequences of my actions were then mine to live with.

The truly brilliant thing about the game thus far, is that there is never an obviously right and wrong choice. No matter what you do, if you truly let yourself get into this game, every victory comes with a bittersweet taste of loss. Not only did this draw me in, but it also made me want to jump right back into the game and see what other choices would have done.

Now, this game isn’t just about dialog and drama, like any proper zombie game there is a fair share of violence and zombie killing, and despite the game’s comic art style, Walking Dead pulls no punches when it comes to the gore. Essentially fighting comes down to quick time events, bu- WAIT DON’T GO!- buuuuut the way Telltale has decided to enact the tired old system breathes new life into it (technically not a zombie pun).

When you’re not in conversation you are presented with a crosshair which represents your four action buttons. When in battle you need to get that crosshair over the right spot and THEN hit the right button to avoid being eaten. Early in the game Lee meets a little girl named Clementine. Inside her house is the zombie of her babysitter. Slipping over some blood when trying to escape, Lee hits his head hard on the countertop. Eyes blurry and the world wavering, you see the faint shape of something crawling and moaning towards you. With only a moment to act, you need to get that crosshair over the walker’s face and mash the right button for Lee to put his boot into the woman’s face. It really makes you feel like you’re taking part in the action.

Outside of combat you use this same system to pick up items, talk with survivors, and interact with the world. There is no actual inventory system, instead if you have an item that you need and put the curser over the right place, you’ll see an icon pop up in your crosshairs, prompting you to hit the corresponding button. It’s a simple little design that really streamlines the process.

Now, as much as I’m praising the game there are some problems with it, none of which are game-breaking, but they are damn annoying.

Along the way you’ll run into several characters from the TV show, while that is pretty cool, one of which looks and sounds absolutely nothing like his TV counterpart. The other is slightly better, but only just. Why more effort wasn’t put into this, I don’t know.

Also, there are moments in the game where the suspension of disbelief goes way beyond the realms any sane person would be willing to give, like a character who doesn’t know how to put batteries in a radio, or an axe that not only severs a metal lock in one swing, but does it totally silently without alerting the dozen of zombies just a few feet away.

The game is also short. Like, REALLY short. I understand that this is only part one of a five part series, but I found myself aching for just a little more. I like to imagine that the reason why so much time was spent on other things besides puzzles was to ease players into the game, I find myself a bit worried that Episode 2 will turn out to be just as unchallenging.

All in all, despite a few minor hiccups, I have to recommend this game to anyone who is even a passing fan of zombie or character-driven games. With fluid controls, great writing, and the chance to see how your choices effect the lives around you from one episode to the next, there is no reason not to fork out for this little gem. It’s really a…. NO BRAINER! HAHAHAHAAAAAAA!!! Brilliant.

1/2/3/4/5/6/7/8/9/10

6
Off Topic / Re: Talk about your day
« on: September 05, 2011, 12:10:30 AM »
You need to party more. :sorcerer:

PARTY HARD!!!!!!

7
Off Topic / Re: Talk about your day
« on: September 04, 2011, 09:22:44 AM »
I applied for a job at both GameFly and Netflix today.

Other than that I... played... DJ Hero?

8
Introductions / Re: Hello, Game-IV!
« on: September 04, 2011, 02:55:13 AM »
Hello Tommy.

9
User Reviews / Power Up: Dead Space
« on: September 01, 2011, 09:45:40 AM »
THE STORY

Engineer Isaac Clarke and the small crew aboard his ship head towards a mining vessel to discover why the ship has dropped all communication, even before they land things go horribly wrong. Their shuttle crashes into the ship’s docking port, nearly tearing it and the men inside to shreds. From here things only get worse. Upon entering the vessel Isaac discovers the entire crew of one thousand missing and in their wake is a slew of horrific monsters. Isaac must battle his way through the ship, making repairs as he goes along in a desperate attempt to find a way out of this floating hell, all while the truth about a powerful cult, his crewmates, and his wife unfold around him.


THE GAMEPLAY

If you ever played a shooter, then you’ve pretty much played Dead Space, but that’s a bit like saying “if you’ve played Go Fish, you’ve played Texes Hold’em.” Sure both are technically in the same category, but it’s the differences that make this game worth the play. As anyone who has every played a game where you pick up a gun and bad things run at you has come to be taught, most enemies can be fallen by pumping them full of ammo. Dead Space takes a unique little twist on this concept to put the player in a new and uncomfortable position in each firefight. As the player, you are unable to fall enemies by blasting them full of bullets, or even by taking off the head. Each enemy needs to have its limbs severed from its body before it will fall, meaning that accuracy is a far better skill to have than speed. It’s an interesting spin on the franchise that works rather well.

The number of weapon you pick up through the game is a bit on the small side, but each one unique enough that you have to wonder if more guns would have just become redundant. Every type of weapon you could want is represented here, be it a flamethrower, a machine gun, or even a gun that fires hovering saw blades. Most players are sure to find a weapon combo that works for them and will enjoy switching on the fly to hack monsters to bits, and being able to upgrade your arsenal as you go helps make each weapon feel a little more personal, make you able to turn even the starting plasma beam into an unstoppable wave of death.

Along with the guns, Isaac eventually gains two pieces of tech. The first allows him to telekinetically pick up objects and either hurl them at enemies or drag far away times to him. This power works rather well and is used occasionally throughout the game to solve puzzles. Though it’s best used for chucking explosive canisters at monsters and bosses.

The second power has Isaac slowing down enemies or objects to a crawl. On bad guys, it’s perfect for getting yourself some breathing room if cornered, or to line up the perfect shot. And like the telekinetic, it’s occasionally used to help advance through the levels, like by stopping a malfunctioning door, for example. Unlike the previous power, though, this one costs energy to use, and while the plus side of this is that it keeps players from spamming the power, the fact is that there are so many recharge stations scattered around the levels as well as power packs to find that it might as well be unlimited.

Speaking of the levels, one of the biggest faults with Dead Space is how linear it is. There is one path and one path only from Point A to Point B and very little room is left for exploration. At best, players may find an alcove or two with some ammo or credits lying about, but don’t expect to feel any sort of accomplishment for finding an area that anyone else not playing the game with the TV turned off and working the controller with their feet could find.


THE AUDIO/VISUALS

Like a good horror movie, Dead Space brings together both lighting and sound to really put the player on edge. Pitch black corridors or malfunctioning lights giving a strobe-light effect screw with the player’s vision, making them really work to comprehend if that shape in front of them is a shadow or some new horror ready to pounce. The music is a bit generic and forgettable, but it does its part in riling up the nerves. And the sounds of scraping against the walls or the far off screech of something very inhuman will cause almost anyone to slam down on the trigger button.

Playing through Dead Space, I was often reminded of my first job at a haunted house attraction. Set in a military complex overrun with a zombie toxin, Dead Space captured a lot of what my work place did: same type of dim or flashing lighting, same use of sound effects to put people on edge, same decoration of blood, gore, and forced abandonment. To me, this made the game a little extra special. Not only that, but I found myself appreciating the effort that went into putting an edge against a player’s senses. But even keeping this in mind, there was no escaping the fact that graphically, this game is rather bland in the visual department excusing the few times you get to venture outside of the ship. Otherwise, expecting hours and hours of looking at metal, metal, metal.


THE BOTTOM LINE

Not really being a fan of shooters, even I have to admit that Dead Space hooked me. Sure it was only for a brief bit because this game is very short, but the point was I still had fun. Still, outside of being able to carry over my weapons, armor, and items into a New Game Plus (as long as you’re okay staying on the same difficulty), there’s not too much reason to take this trip again anytime soon. For me, if I’m going to drop money on a game, I want more than two to three days of causal play out of it.

All in all I would say that this is the perfect type of game to rent for yourself during a slow patch where nothing good is being released and you find yourself bored with whatever your collection of titles may be, but for the interesting new things brought to the table as well as some very stable gameplay, I can’t get passed how scripted, linier, and short Dead Space is.

THE REPORT

SKIP/RENT/BUY

1/2/3/4/5/6/7/8/9/10


10
Have fun, be safe, and play nice!

11
Off Topic / Re: Talk about your day
« on: August 11, 2011, 03:03:00 AM »
My day can be summed up in two words: Beer Cupcakes.  ;D

12
User Reviews / Re: Power Up: Fable III
« on: August 10, 2011, 02:55:24 AM »
I don't think there's a single thing I disagreed with well... apart from the game getting any better over time, but that's probably just me, heh.

Rental is definitely a good shout, I made the mistake of buying the CE with the hope that it'd be a return to form, i.e. Fable: The Lost Chapters... damn you Molyneux.

...I'm not bitter...

Still, nice review, CC! ^-^

Thank you.

Yeah, I bought The Lost Chapters from Wal-Mart for $20 or so and had some fun, so I moved on to Fable II when that came out, and so on. The sad thing is that each game has at least SOME sort of potential in them, but it never comes out...

CC.  You're making me look bad posting all these reviews!

Keep it up. :D

Woop!

Shall do!

Crud.

Hell you really don't need it. I have so much freaking goal and nothing to spend it on.

13
User Reviews / Re: Power Up: Fable III
« on: August 09, 2011, 09:37:50 AM »
Good review. I agree with pretty much every point in this. John Cleese can definitely make every single line in the world sound awesome/fun/enjoyable. ;D

And definitely. This game should be rented, as against my expectations, this game didn't last past the first playthrough with me. I simply didn't have the reason or the will to return to it.

I will admit that his line when you put on the chicken costume is pure gold.  ;D

14
User Reviews / Power Up: Fable III
« on: August 09, 2011, 09:22:04 AM »
THE STORY

Time has marched on in the kingdom of Albion, taking its people out of the Middle Ages and into the Industrial Age, but the land is suffering under the rule of a tyrant king and revolution is in the air. It is up to you to place yourself upon the throne, but the head that wears the crown is heavy. What kind of ruler will you be?

Taking place years after the events of Fable II, you take the place of the son or daughter of Albion’s last Hero and king. After their death, your older bother has taken over the throne, and ruled the land with an iron fist. After seeing the brutality and madness of your older sibling firsthand, you escape the castle and vow to return with an army to win the throne for yourself. However upon becoming king you learn that a great evil is about to fall upon the land, giving you one year to prepare. Sacrifices will have to be made for the kingdom, and you’ll have to be the one to make them.

The story, all things considered, is rather good, albeit none too original. Fable III doesn’t do anything that hasn’t been done before, but there’s something to be said about a good, familiar story. Rather than feeling re-hashed or dull, it comes across more like slipping on an old, worn-in shoe. Everything is familiar.

THE GAMEPLAY

The funny thing about the core gameplay is that it works, and it doesn’t work. There are tons of battles as you might expect, but sometimes you will be firing your gun at nothing, to swinging at thin air while some enemy rips you apart. While not a constant issue, sometimes you will grow frustrated with the temperamental targeting system. An interesting counter-point to this, however, is the revamped magic system. Several spells have been removed from the game entirely (like Confusion) and others have been turned into drinkable potions (like Time Control). What you are left with are six spells that can be, though an interesting new system, be mix and matched into combos spells. There some sick fun in mixing Flame with Whirlwind and sending burning tornados at your foes; or Lighting and Ice and stunning your victims before raining down frozen daggers of sleet upon them. Add in melee and guns, and combat will be kept pretty fresh throughout the game.

And speaking of temperamental systems, the fast travel feature and area map in this game may be among the worst I’ve ever seen. To start off, you have no mini-map of any kind. If you want a lay of the land you need to pause, go to the map, and click the area you want. Like before, the land of Albion is broken up into sections between loading screens; and while this makes the various “Collect So-And-So Many Whatevers” quests easier, the world never feels like a living, breathing thing. It’s always just stages. The problem here really lies in the fact that your maps are in no way accurate. Instead of an actual view of the land, you get a cartoonish general layout that passes over all but the most major details, lies about distances and terrain, and in no way tells you what exits go where or even where you’re standing. By extension trying to fast travel anywhere is a joke. More often then not, you’ll be warped to the very beginning of a level, even if you specifically picked out a destination on the map. However, sometimes you WILL end up exactly where you meant to warp to, and there seems to be to reason as to why sometimes this happens, and sometimes it doesn’t.

It’s a frustrating mechanic to say the least, made only more so by the fact that three games later, Lionhead still has not yet implemented a better waypoint system. To get to quests, you’ll still be following glowing yellow sparkles down paths, but it’s a glitched system. I can’t even count the number of times the lines I was supposed to follow would vanish entirely after a battle, forcing me to re-accept a quest two or three times before it would show. Often, instead of telling me where to go, it would instead lead me back to where I had already been several steps ago, like the game was taunting me with its broken design.

Still, despite these huge problems, more often then not I found myself up into the wee hours of the morning telling myself I’d do just one more quest or make one more royal judgment before going to bed.

The second half of the game where you take the place of king is where the game really shines; giving you control over the entire land you get to choose the fate of your kingdom and you watch it change based on your every action. Make moral choices and your people will love you, but your treasury will suffer. Make immoral ones, and you’ll be branded another tyrant, but you’ll have gold. And money, just like in real life, is the true power. By the end of the year you need a set amount of gold to save your land, any less and a large chunk of the population dies. The less you have, the more citizens you lose. Now, you would think that this would make all the choices you have to make all the harder, and you’d be right… IF you weren’t allowed to dip into your personal funds for the treasury. Which you are.

If you’ve played a Fable game before, you know that your real money doesn’t come from fighting monsters (they give you none), or even doing quests (the people are cheap). No, the REAL cash is in real estate. You get paid every five minutes real time for every shop, stall, and house you own. By the end of the game, I had well over twelve million gold pieces on my person. To put that in prospective; I could have saved TWO Albions with that much money and still have enough left to go buy lunch. By the time the end of the game rolled around, I put all the needed funds into the treasury from my personal account, thus freeing me to make all the good decisions. I saved the world and everybody loved me. Thank you, money!


THE AUDIO/VISUALS

The graphics are pretty, sure, but they’re not going to be the most amazing thing you’ve ever seen. And in a time where graphics just keep getting better and more life-like, it’s hard to get too excited about a game that’s just okay. Every now and then you made stop to look over some vast ravine or sprawling desert, but a second later you’ll be moving on.

Like the graphics, the sound is passable, but not special. The music is atmospheric, but forgetful, the sound effects fit, but lack and real oomph, and the voice acting is great, but fails to come to life because of the script.

There are two unique items of note, however: the first being that the roll of your faithful butler is voiced by Monty Python star John Cleese, and while he brings a wonderful performance to the table, the game fails to capitalize on the fact that it’s FREAKING JOHN CLEESE! Give him a few more funny lines, for the love of god.

The second interesting thing is that, for the first time, your character isn’t mute. However, after the opening s/he has so few lines that they might as well should be. You spend so long playing him or her in silence that when they do speak, it’s almost jarring. It’s a waste, really. Either give the character a voice and make use of it, or don’t.


THE BOTTOM LINE

Fable III might very well be the best of the Fable series, but poor navigation, wonky fighting, annoying bugs, limited freedom, and several poor choices drain the life out of what could have been a better game. There’s a lot of potential here, but in the end Fable boasts a big show that it can not entirely commit to. While still enjoyable for what it is, it’s hard not to imagine what could have been.

PS: Lionhead, having to repair houses one-by-one to keep the occupants paying rent is a pain in the ass. Don’t do it again.


THE REPORT

SKIP/RENT/BUY

1/2/3/4/5/6/7/8/9/10

15
Introductions / Re: Never posted one of these things before...
« on: August 08, 2011, 12:45:40 AM »
Much closer to the old days in BSN. :P

I'm bringing back the old ways.

We don't know.  But now that you are here, all is once again well.

^____________________________^

16
User Reviews / Re: Power Up: Portal 2
« on: August 08, 2011, 12:39:40 AM »
True, true, but being a console gamer means I need to cater to what I know. Wish I had a high-end PC to play more games on, though.  :(

17
Introductions / Re: Never posted one of these things before...
« on: August 07, 2011, 08:42:01 AM »
This thread is top shelf.

How did you people survive without me?

Seriously. How?

18
Introductions / Re: Never posted one of these things before...
« on: August 06, 2011, 11:09:30 PM »
He can't be all that evil. After all, he wrote Tempest. :P
And coming from someone who wrote something as touching as Deception... :P

Yeah, I'm not evil at all. It's perfectly safe to let your guard down...  >:D

19
User Reviews / Power Up: Silent Hill: Shattered Memories
« on: August 06, 2011, 11:07:25 PM »
THE STORY

A unique retelling of the series's first game; Harry Mason is driving through the town of Silent Hill when his car skids off the road and crashes. When Harry comes to, he finds his little girl is gone. Running out into the snow, the frantic father goes searching for his lost little girl, and runs into the warped hell that has become the sleepy little town of Silent Hill.

While familiar to the opening of the first Silent Hill, this is where Shattered Memories diverts off from the original plot. The first thing players will notice is that the game is set in the dead of winter during a terrible snowstorm, coating the entire city with ice and snow. While mostly used as decoration and as means of directing the player down specific paths, the cold weather soon intertwines into the story almost becoming its own character.

Harry looking for his lost daughter is not the only tale being woven. At the same time players are treated to a first-person view of a therapy session in process; an interesting but seemingly unrelated event up until the very end.



THE GAMEPLAY

As anyone who has taken a passing glace at SH:SM might know, the game promotes a psychological mechanic that “plays you as much as you play it”. The claim being that throughout your experience the game is watching the moves you make and warping the game to your unique psychological profile. Sometimes the events that are being used for grading are obvious like in the theory session, other times they are quite well hidden; like what items you look at, for how long, and in what order for example. While a very interesting mechanic, and a clever one at that, the promise as a whole falls rather flat. Generally all that really happens is changing what style of monster you’ll face, what character models you’ll see, and what ending you’ll get. At its best the system is a novelty that does little to goad you into a second playthough.

As a Wii title, you can bet that there is plenty of time you’ll be wiggling the joystick around. Most of your time is used controlling your flashlight, which is very responsive and really helps to add a level of dread, or at least it would if it weren’t painfully obvious when and were monsters will appear. Throughout certain sections of the game the world around you will freeze completely over and the monsters will appear, so as long as everything is thawed, you know you’re completely safe.

And speaking of the monster sections, this is where Shattered Memories falls completely flat. You will never be provided with a weapon of any kind, at best you’ll pick up a flare or two to ward off the monsters, but your only real option is to run, knocking over objects in your path to slow down your procures. Now, this in itself would be fine if you knew just where the hell you were supposed to go. And the only way to find that out is to go to your phone, move to the map menu, open it, and search around. While annoying, this wouldn’t be too big of a problem if the game paused during this section. It doesn’t. Trying to check where you are and where you’re supposed to go is only going to get you caught, meaning you’re going to spend a lot of time running around aimlessly hoping that the next door you take is the right one.

Funnily enough, this is also where the motion controls are at their worst. Not only does Harry turn like a tank, but whenever you are grabbed, you have to throw both controllers in the direction you’re being grabbed on; which is not always responsive, meaning that getting grabbed by one monster only lets a second grab you, then a third. And the then you’re dead. Not that dying has any real consequences, you’re just thrown back to the starting point and forced to run again. But maybe this is a blessing considering how often you’re going to die, otherwise you’d never get through the game.

Now, maybe you’re wondering if this game makes up for its lack of combat with challenging puzzles. The answer is no. ‘Simplistic’ is the only word that can be used here, and even that is being generous. The answer to most puzzles is often right in the same room as you, and those that aren’t are so painfully spelled out that it almost feels like the game is insulting you. Considering the low ‘difficulty’ perhaps it’s fitting that your only reward is moving on to the next area or a memento that does nothing. (No, literally they do nothing. Even the game itself goes out of its way to make you aware of their uselessness, almost like an apology.)



THE AUDIO/VISUALS

The Wii has never been known to be a graphical powerhouse, and SH:SM is not doing anything to push that envelope. The character models are rather good and the environments passable. This is about all that can be said. Similarly, the audio works well with the game, the music is quite eerie and sets the tone nicely. One neat trick is that there are several phone numbers scattered throughout the game that Harry can call and all of the audio comes out of the controller, making you hold it up to your ear like a real phone. Again; another neat novelty without any real substance, and the cheap, tinny quality from the speaker doesn’t really help much.



THE BOTTOM LINE

All in all Shattered Memories should be commended for doing what a revisit is supposed to do: it takes the core of a much beloved game and offers a new, fresh direction for it to go in to. However, problems with the controls and a real lack of an interesting hook will leave all but the most die-hard Silent Hill fans annoyed, and even those few may be left wanting.

If you’re a true fan of Silent Hill, then Shattered Memories might be worth your time, if only for the novelty of it all and getting your own personalized psychological evaluation at the end (mine was actually quite on-target), but after a single play, you’ll be hard-pressed to want to take this trip again.



THE REPORT

SKIP/RENT/BUY

1/2/3/4/5/6/7/8/9/10

20
User Reviews / Power Up: Portal 2
« on: August 06, 2011, 05:34:15 AM »
THE STORY

Chell, our mute protagonist from the previous game, wakes up to find herself in a holding cell decorated just like any second-rate hotel room. Still trapped within the walls of the Enrichment Center at Aperture Science Laboratories, the young woman must once again navigate her way towards freedom through a collection of sick, dangerous, and mind-bending tests; all in the name of science. This time, however, her adventures will take her further into the underbelly of the Enrichment Center, as the clues of Aperture's rise and fall from grace begins to unravel around her within the decaying facility.



THE GAMEPLAY

Portal 2 is still very much the same game that you'll remember from before and the rules have not changed: get from Point A to Point B without dying; a task which becomes increasingly difficult as you go along. You'll still be pushing buttons, knocking over turrets, and moving weighted cubes, but luckily for returning fans there are a few new tools just waiting to be explored.

The addition of new puzzle pieces such as beam tunnels (tubes that allow you to be pushed or pulled through the air weightlessly), Gels (which can allow you to run faster, jump higher, or place a portal on any covered surface), and light bridges (which are... bridges... of light) really help spice up the gameplay, keeping the levels from growing stale. From start to finish you'll never feel like you're repeating yourself. And every time you think you've seen it all, Valve manages to fine some new twist to throw into your lap.

The downside, however, is that very few of the puzzles are particularly challenging and most players will be able to blow through test after test without so much as two or three attempts. There is still that satisfaction of an 'ah-ha' moment where you figure out what you need to do next, or where you should place that new portal, but it's strange to see a puzzle game be so... un-puzzling.



THE AUDIO/VISUALS

Surprisingly enough there is quite a bit of story in Portal 2, all of which is complemented nicely by fantastic cast which brings the script to life. I found myself laughing out loud throughout the game from lines delivered from all of the three key players you'll be hearing from throughout the campaign. The sound effects are spot on, whether you're listening to the creaking of some long-abandoned walkway, or the blast of a turret gun, everything just sounds right.

The graphics are also very beautiful, with PC gamers getting the best of it with the addition of finer details like fog rising off of water. Still console players will be more than satisfied with their own game. After spending so long in cramped and crowded rooms, the first time you look out into the vastness of the Enrichment Center and see how far it all really goes, it's hard not to stand in awe, or to feel true dread in the pit of your stomach as you're being slowly beamed across some bottomless gap.



THE BOTTOM LINE

Portal 2 for everything it does right, is still just a rental for all but the most dedicated fans. While fun, the linear story railroads you into taking one path and one path only from the start to the end, and this will start to get a little dull after a few plays. While I still HIGHLY suggest you give this game a try, for those of you thinking about a purchase, wait until the price drops. And then YOU can donate your time to this wonderful game. For science. You monster.



THE REPORT

SKIP/RENT/BUY

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21
Introductions / Re: Never posted one of these things before...
« on: August 06, 2011, 04:05:54 AM »
hm. tried to get him on steam to let him know. missed him by a few minutes. sorry.

It's fine. Thanks, Rune.

Got it, Doc. Thank you.

22
Introductions / Re: Never posted one of these things before...
« on: August 05, 2011, 05:35:35 AM »


And you. I sent you a PM two days ago.  :(

23
Introductions / Re: Never posted one of these things before...
« on: August 05, 2011, 05:34:50 AM »
.............
Seriously CC.

And that's just an example of the high-brow comedy you get with me around.

Lucky, lucky you.

24
Introductions / Re: Never posted one of these things before...
« on: August 04, 2011, 05:52:43 AM »
I think he means salty enough...

>:D

Tears is the white, sticky stuff, right?  :huh:

25
Introductions / Re: Never posted one of these things before...
« on: August 03, 2011, 06:05:43 AM »
HAVE YOU NOT CLAIMED ENOUGH SOULS WITH YOUR CRAFTY WORDS!?? WITCH!

THE SEAS DO NOT YET RUN SALTY WITH THE TEARS OF THE INNOCENT!!!

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