Thursday 28 November 2013

The Amazing Spider-Man

In The Amazing Spider-Man, the webslinger dispenses quick wit almost as fast as he dispenses justice. More importantly, he gets room to show off his high-flying acrobatics with a freedom his last two outings were lacking. This time, Spidey has the whole of Manhattan as his playground. As you fling yourself above the city, swinging past skyscrapers and vaulting from towers, you get a dizzying sense of what it would be like to slip into the famous red and blue costume.
It's a joy when The Amazing Spider-Man thrusts you into this wide-open world. By holding down a single trigger, you propel webbing from your wrists, swinging in whichever direction you choose. Expectedly, you don't necessarily see the webbing attach to anything nearby, which is fine: the joyous locomotion is all in the name of fun. Yet the game does a great job of providing the illusion that the laws of physics still vaguely apply. When you swish through a park that isn't near tall buildings, you stay near the ground, practically brushing the grass underneath you. When surrounded by stately superstructures, you rise toward the heavens, from where you can look upon the entire city and admire its vibrancy.
Out here in the concrete wilds, The Amazing Spider-Man is at its best, simply because moving around is so much fun. Hundreds of collectible comic pages twinkle on rooftops and flutter in the air. They are simple but nice rewards for the act of locomotion. Come near a page, and you hear and see its telltale glimmer, and note the button prompt inviting you to fling toward it. These signs are enough to have you scanning the screen, searching for the elusive paper. But there's more to the game than webswinging, of course: most of the story-based missions take you off the streets and send you into the sewers and other such interiors. Out in Manhattan, most tasks are optional and involve picking up asylum escapees and returning them to their institution, beating up muggers, and so forth.
Spidey reaches out to touch someone.
With a couple of exceptions, most of these tasks don't evolve in any way, and they become stale if you focus on them for too long. One minigame has you hovering a circle over Spidey as he flies through the air automatically; you're meant to keep him in view of the video camera that follows him. It isn't very challenging or fun, and in fact, on medium (Hero) difficulty, The Amazing Spider-Man is rarely challenging. Other tasks--rescuing sickly citizens and rushing them to a nearby makeshift hospital--are more enjoyable, in part because of the banter between Spider-Man and his poor passengers. ("No drooling on the suit, please!") But eventually, the voice samples repeat, and playing paramedic loses some of its appeal. Nevertheless, there are enough things to do that you'll be thrilled to have the chance to zoom through the air at top speed.
The missions that lead you through the story aren't as delightful as the open-world hijinks, though the story itself is as wonderfully absurd as any Spidey tale to come before it. The game begins (apparently) after the events of the upcoming The Amazing Spider-Man film, with a tour of the Oscorp facility, where the corporation is winding down some unusual experiments. Well, not everything is on the up-and-up, and soon a viral outbreak has the city in turmoil. Peter/Spider-Man's response? Break out an asylum inmate who holds the key to a cure. With so many variables, it's no wonder that Spidey's plans don't follow their intended script, though he stays pretty upbeat throughout. Spider-Man is as funny here as he's ever been, cracking wise in even the most stressful situations. The dialogue is a good mix of seriousness and ridiculousness, making it easy to stick with the plot even when it goes so far over the top it spills into bizarre territory.
This big boy is apparently unfamiliar with Asimov's Laws of Robotics.
Story-driven chapters are notably more confining than the free-form gameplay that surrounds them. You investigate dull-looking sewers, where you notice technical drawbacks like heavy aliasing that go overlooked in Manhattan, which is saturated with color and personality. In the indoor spaces, you confront hazards like steam valves (clog them up with your web shots!) and pools of acid (navigate around them!). You must take a more cautious approach, holding down a button to slow down time, choosing a proper perch, and then releasing the button to leap to that spot. You can tap the button should you prefer a more fluid pace, but you risk zipping into the wrong position if you aren't careful.
That same button, when used on a guard, a robot, or some other meanie, has you rushing in to initiate combat. The influence of Batman: Arkham City is keenly felt when you bash on baddies, though Spidey's game isn't as fluid as Batman's. Nevertheless, the basics are similar: you tap attack buttons to pound on your foes, and when the right visual prompt appears, you press the dodge button to somersault out of the way. And like Bats, Spidey is particularly vulnerable to bullets, though you have a one-button escape move that allows you to quickly flee danger. You can even web-grab objects like vending machines and dumpsters and smash them on the ground, stunning nearby foes and allowing you to easily blanket them with webbing.
The similarities to that other superhero game are obvious in sections that encourage stealth. You can hover above an enemy or slink from behind and perform a sneak attack. Dropping from a beam, tapping a guard's shoulder, and then wrapping him up and sticking him to the ceiling is a hoot. The AI is mechanical, and not too keen--it's usually simple to zip out of danger and resume your predation.
The guards aren't imbeciles, though, and shine their flashlights about when they are aware of your presence, potentially giving you away if a beam lands on you. Another great touch: you aren't limited to roosting in predetermined areas. Though you can't necessarily stick to every surface, you can usually flit to the wall right over your target's head and wrap him up from there. It's a nice, flexible system.
That contact lens has to be here somewhere!
These gameplay basics are fine, but the interior missions are much less compelling than events that occur in the open city. A lengthy section toward the end of the game is even more limiting than many of the missions that come before, losing most of the fun in favor of providing narrative tension. But even before this, avoiding alarm lasers and acid puddles isn't as enjoyable as most aboveground missions, and there are few opportunities to swing with abandon. While the combat is entertaining enough to watch, it is entirely too easy most of the time. There's a simple upgrade system in place in which you spend experience points on new moves and other improvements. But there's no real sense that you are getting more powerful. Battles are easy from beginning to end, and never feel radically different or require more finesse just because you level up your skills.
That's even true of most of the boss fights, which rarely require more than a single attempt. Fighting half-man, half-beast abominations isn't that compelling due to the ease of combat. Robot battles in the streets of Manhattan, on the other hand, make up for their lack of challenge with an incredible sense of speed and the illusion of public danger. Imagine any given scene in a superhero movie in which the superstar faces a menacing rival in the midst of a bustling metropolis. The Amazing Spider-Man deftly re-creates that brand of visual rush when you race after marauding machines and glide about gigantic automatons. The skill required often comes down to hitting the right button when prompted, but when the excellent movement mechanics collide with the urgency of a boss battle, the game is explosive.
Spiders don't like water, but they love valve puzzles.
Such moments are the exception rather than the rule in The Amazing Spider-Man. The game spends too much time in drab drains and boring science facilities, where its best assets are sidelined in favor of easy combat scenarios. But when developer Beenox gives Spidey room to soar, you get caught up in the pure elation of swinging through a spirited city, where helicopters hover overhead and well-wishers call out to you in the streets. And that elation is the best reason to don the suit once more and remind yourself that with great power comes good fun.

Grid 2

The first few moments of Grid 2 should be a disaster. You're strapped into a bruising muscle car and immediately asked to negotiate the corners of downtown Chicago amid a cavalcade of roaring V8s. But rather than serving as a messy reminder of why so many driving games ease you in with something a bit more sensible, this opening race is a perfect example of what makes Grid 2 such a blast. This is a game that takes every opportunity to remove the barriers between you and the thrill of all-out street racing. With an exciting career mode and handling that strikes a great balance between arcade and simulation, it succeeds brilliantly at that task.
Whether you're drifting through the hills of rural Japan or careening along California's Pacific Coast Highway, Grid 2 gives you the tools to perform some truly spectacular automotive feats. This is all thanks to a driving model that borrows equally from the forgiving handling of an arcade racer and the demanding physics of a driving simulator. Cars are nimble and highly responsive, but there's a very real relationship between your tires and the surface beneath them. You can give up only so much traction before a drift sends you spinning into a barricade, while accelerating too quickly out of a corner can spell disaster if you've forgotten that you're in a rear-wheel drive. There's this delicate balance between the flashy and the grounded, but it's a balance that Grid 2 pulls off extremely well.
It's only fitting that with such an empowering driving model, Grid 2 treats you as an ambassador to the sport rather than a no-name up-and-comer. You're the poster child of the newly formed World Series of Racing, an organization designed to bring together drivers from all corners of the globe. Your job is to win over these international stars and convince them to join the cause. You do this by traveling the world and competing against everything from muscle cars in Miami to hot hatches in Barcelona to luxury sedans in Dubai. You'll even find yourself driving in supercars on real-world circuits, whether it's the historic Indianapolis Motor Speedway or the relatively new Algarve Circuit in Portugal. All the while you're earning new fans to bolster the WSR, a sort of currency that propels you from one event to the next.
Grid 2 features no shortage of spectacular locations, and every one of them looks gorgeous. From the golden sunset above the construction cranes of Dubai to the glittering lights of nighttime Paris, these environments feature an exceptional attention to detail. The varied selection of cars looks just as great, no matter if they're in pristine condition at the start of the race or shedding metalwork left and right via the game's frighteningly convincing damage system. The whole presentation is simply top-notch, right on down to the immersive soundscape of roaring engines and squealing tires. The frame rate occasionally drops during vicious collisions, but for the most part, Grid 2 is a smooth and technically impressive racing experience.
Even with the unfortunate lack of cockpit views, Grid 2 is still a looker.
There's a lot more to Grid 2 than its impressive presentation. This is a robust package with a lengthy and exciting career mode. You're constantly being introduced to new driving disciplines and event types. There are standard offerings such as elimination and time attack, as well as more specialized events such as drifting contests and touge, an automotive ballet where two cars race through narrow mountain roads and any collisions lead to an immediate disqualification.
But the most fun can be found in an event type called live routes. Normally urban locales like Miami and Dubai are divided into six or so predefined tracks, each taking you on a tour through different areas of the city. What live routes do is generate a dynamic layout that stitches together sections from every single one of those six tracks. It's an event where you never know what's around the next bend, which keeps you on your toes as you maintain an exacting focus on each randomly selected turn.
The focus of Grid 2's career mode is very much about getting you on the road and having you experience one crazy race after the other. This is not a game that wants you to spend too much time in the garage. Instead of buying cars and upgrading engine parts, you're simply awarded a choice of vehicles after milestone events. As your garage expands, you develop a collection of grippy all-wheel drives like the Audi RS5, demanding track cars like the KTM X-Bow R, and all manner of other makes and models. With such a varied selection of cars and event types, there's a deeply satisfying sense of challenge in learning the nuances of each vehicle and deciding which one is best suited for a particular event. Rarely does the most powerful car win by default; Grid 2 demands a familiarity with your garage and is all the more rewarding for it.
Even with its forgiving handling, Grid 2 can get quite challenging--especially toward the latter stages of the career mode. There's no driving line to guide you through each corner, and full vehicle damage is enabled by default, meaning your car starts to pull and sputter if it has taken too many hits. As the game ramps up in difficulty, you may find yourself wishing for optional driving assists, which are sadly lacking here--your only option is to raise or lower the difficulty level. Fortunately, Grid 2's fleet of vehicles are such a blast to maneuver that you'll be more than up to the task. Add in the ability to rewind time after a nasty accident, and what you get is a game that challenges you but rarely leaves you frustrated.
As engrossing as Grid 2's career mode is, it's just as easy to get sucked into the multiplayer side of things. Besides giving you the opportunity to race all those same tracks and event types in a competitive online environment, Grid 2's multiplayer serves as a nice counterpart to the career mode by allowing you to get a little more hands-on with your collection of cars. Racing online earns you cash to buy new vehicles, which you can tune by upgrading the engine, drivetrain, and handling. And while you're keeping tabs on your garage, the game is keeping tabs on you by tracking your driving style and ensuring that you're matched up with drivers who race just as clean or dirty as you. The multiplayer is a terrific addition to an already excellent game, and the ability to play local split-screen is just icing on the cake.
Grid 2 doesn't look quite as good on PS3 as it does on Xbox 360, but it's a subtle disparity.
Whether you're competing online or off, Grid 2 offers a fantastic blend of arcade and simulation racing. This is a game that wants you to experience the thrill of breakneck street racing, and gives you all the tools necessary to do just that. With terrific handling, gorgeous environments, and a broad selection of event types, Grid 2 slams on the gas and rarely slows down.

Resistance 3

Things do not look good for humanity in alternate-history 1950s America. Despite your heroic efforts as Nathan Hale in Resistance: Fall of Man and Resistance 2, the vicious Chimeran hordes have overrun the nation, and Resistance 3's campaign once again paints a stirring picture of an all-but-complete invasion. Developer Insomniac Games has proven its ability to deliver invigorating and challenging action, and it does so again here in an exciting campaign that boasts one of the most diverse and deadly arsenals around. You can play the whole affair cooperatively with another player online or off, which is a welcome addition, though it's a shame that the fantastic class-based co-op from Resistance 2 does not make a return. Fortunately, the competitive multiplayer doles out intense firefights and intriguing rewards aplenty, and it's fun to combine your unique arsenal with potent abilities to wreak havoc on your fellow humans. Resistance 3's strengths far outweigh its shortcomings, making it another great entry in this sci-fi shooter franchise.
If you finished the Resistance 2 campaign, then you're bound to remember a guy named Joseph Capelli. After getting dishonorably discharged from the military, Joe gets married, has a kid, and settles down in a lengthy network of tunnels underneath a bombed-out suburban neighborhood. Our protagonist's home is one of a few hidden communities that you encounter throughout the campaign, and they are all thoughtful and evocative glimpses of how humans might cling together in the midst of a catastrophe. Joe isn't what you'd call a strong leading man, but throughout the campaign, you meet some interesting characters who add some welcome flavor to Joe's bland personality. Supporting characters also comment on your battlefield prowess in a way that enhances the context (Joe was an actual soldier, they are civilians) and makes you feel like a force to be reckoned with. The environments add a lot of character as well. From Joe's dusty Oklahoma outpost and the foggy Mississippi River to an infested mountain village, each location is richly detailed and artfully rendered, creating an engrossing sense of place and mood.
Though everywhere you go is visually interesting, there are some abrupt leaps and odd detours that can make the campaign feel disjointed at times. Still, it moves along at a good clip. Small skirmishes build up to large firefights, which lead to some big boss encounters that draw on the franchise's knack for using a large sense of scale to create dramatic encounters. Enemies often explode in bloody chunks or lose limbs when killed, and taking down towering foes is very satisfying, though Resistance 3 doesn't go as big as its predecessor. You can complete the campaign in as few as six hours, and unfortunately, the pace falters toward the end, leaving you with a conclusion that is less climactic than you might expect. Though the ending isn't very satisfying, playing the entire campaign is, thanks largely to Resistance 3's tightly tuned action.
Your enemies are aggressive, numerous, and varied, so you must read the battlefield and maneuver smartly. Popping out from cover and shooting might be effective in a small-scale battle, but enemies that leap behind you, rapidly swarm you, or shoot right through your cover force you to adapt your tactics or die. You face a lotof foes, and ammunition isn't exactly plentiful, so you need to leverage your entire arsenal to survive. Fortunately, the guns of Resistance 3 are some of the best in the business. Tried-and-true favorites like the bullseye, auger, and magnum return early on, but as you progress, you get some new treats that can freeze, electrocute, and even mutate your enemies. Each weapon has a secondary fire that can be as simple as a grenade launcher or as sinister as a swirling electric vortex of death. Furthermore, every gun levels up as you use it, making it deadlier and sometimes granting auxiliary bonuses, like incendiary ammunition or a better scope. There is no limit to how many weapons you can carry with you, and Resistance 3 forces you to put them all to work. It's not uncommon to exhaust your ammunition for multiple weapons during an intense firefight, so you either have to make do with a less-than-optimal firearm or scavenge the battlefield under enemy fire in hopes of finding an ammo cache.
Shoot faster! SHOOT FASTER!!
To deal with these diverse enemies, you must stretch your arsenal to the limits, and this creates an engaging sense of improvisation. This feeling is augmented by the fact that your health does not regenerate automatically. Health pickups are fairly plentiful, but there are still many times when the Chimera are bearing down on you and you are low on health, ammo, or both. The tension this creates makes blasting your way through the campaign all the more thrilling, though if you're taking a friend along for the ride, you should consider upping the difficulty level. Whether online or split-screen, having another gun by your side makes things a bit easier and creates some slack in the otherwise taut action. There is no cooperative matchmaking, however, so you have to find your own companion, and alas, the addictive eight-player cooperative mode from Resistance 2 is nowhere to be found. Campaign co-op is a welcome addition, however, especially when the campaign is as thrilling as it is here.
There is also excitement to be found online in competitive multiplayer matches. The manic 60-player matches from Resistance 2 have been capped at 16, making for a much tighter experience. The great environmental design from the campaign carries over to the various maps, though some are certainly prettier than others, and they all have diverse routes that allow you to move around the battlefield and hopefully catch your enemy unaware. In addition to Deathmatch and Team Deathmatch, there are a few familiar objective-based modes, including Capture the Flag, Chain Reaction (capture the territory), and Breach (destroy/defend). These are solid, though unexciting, incarnations of tried-and-true game types, though the latter two have an annoying hitch. In both of these types, at least one team has limited reinforcements. When the reinforcements are depleted, the match ends instantly rather than lets the players who are still alive fight to their last breath. It's an abrupt and unpleasant way to conclude a fierce battle, but for the rest of the time, these modes do a good job of setting the stage for the real draw: the unique arsenal and intriguing combat abilities.
You get to use all of the weapons from the campaign here, and though the ones available early on are basic, you gain access to more interesting ones by leveling up. You do this by gaining experience in the usual ways, with bonus ribbons granting extra experience for notable battlefield actions. As you unlock new weapons, it's fun to put them to work on your enemies, but even if you're still a ways from unlocking one you particularly like, you can always grab it from a fallen foe. You automatically pick up any weapon you walk over, and as in the campaign, there's no limit to how many you can hold. This makes staying alive longer an even more enticing goal because your arsenal can grow substantially and make you that much deadlier. If you manage to string a few kills together, you can earn a berserk power that might make you invisible, give you a big protective shield, or even mutate you into a hulking warrior with a nasty grenade launcher.
You can also utilize your suite of abilities to make you a more powerful competitor. Some of the bonuses are passive, like increased ammo and quicker aim speed; some must be activated, like a bubble shield or ammo beacon. Those examples probably sound familiar if you're acquainted with online multiplayer shooters, but what about a projected image of yourself that runs alongside you? Or the ability to see your enemy's recent footsteps? There are even some higher level abilities that actively hamstring you by decreasing your sprint speed or limiting your arsenal in exchange for richer XP rewards. The variety of active and passive abilities combined with the diverse weapons in play help distinguish Resistance 3's competitive multiplayer as an intriguing and rewarding way to spend hours of your online time.
What's more satisfying then blasting an enemy with a shotgun? Setting him on fire in the process!
The successful multiplayer paired with the atmospheric and challenging campaign make Resistance 3 a great shooter. Both may have their limitations, but the action here is undeniably exciting. Those with the necessary accessories can use the well-implemented PlayStation Move controls (single-player only) or take on their foes in stereoscopic 3D. No matter what your gaming setup, you're in for a treat. Whether you're storming a Chimeran squad with blood in your eyes and the hope of freezing them all solid before they take your last slivers of health or tracking an enemy, tagging him, and watching him vainly try to flee the bullets that follow him around corners, Resistance 3 offers a brand of excitement you won't find in any other shooter franchise.

Uncharted 3: Drake's Deception

Is it possible to have your expectations raised too high? Uncharted 2: Among Thieves delivered a monumental leap over the first game in the series, and it might be easy to fall into the trap of assuming the same advancements would take place in every subsequent release. If that's your state of mind going into Uncharted 3: Drake's Deception, you might walk away slightly disappointed. But that's not a fair response. Though the third entry in this treasure-hunting franchise offers a similar experience to its revered predecessor, it's no less magical. Just about every element showcases the care and craftsmanship you would expect from the series. Combat is even more versatile than in previous entries, combining incredible shooting encounters with advanced hand-to-hand takedowns set in lavishly designed areas. When you need a break from the taxing physical endeavors, thoughtful puzzles allow you to explore your more contemplative side. And these two elements are punctuated by exhilarating set-piece events that leave you gasping. Uncharted 3: Drake's Deception is another superb entry in Nathan Drake's ongoing quest to find the world's many lost treasures.
Once again, Nathan Drake is in search of lost treasure in a mysterious land. The story encompasses many of the same tropes from previous games--deception, twists, camaraderie--though the nuts and bolts of the plot have never been one of Uncharted's strong points. Rather, it's the realistic portrayal of characters--their lively back-and-forth discussions and snide jokes--that give you a reason to care about the tale. Drake, Sully, and the supporting cast sport detailed animation that makes them almost look real, and their playful dialogue further cements this image. Tempers flare, threats are made, and you can feel the tension during heated moments. But these lifelong friends always make up, and it's their believable relationships that make it so easy to become invested in their struggles.
When you picture Uncharted, you may think of plundering ancient tombs or throwing as many grenades as you can manage in bombastic sequences. But the opening of Drake's Deception eschews the larger-than-life action the series is known for in favor of an old-fashioned bar brawl. This is where the new animations that have been incorporated into fisticuffs are apparent as you wrestle with a platoon of aggressive men in a confined place. Shoving a burly dude into the bar while you pummel his face or grabbing a stray bottle to crash over someone's head conjures images of Patrick Swayze handling business in Road House, and the controls are precise enough to make it possible to manage an approaching group without getting your face beaten. Ultimately, these instances where you're forced to take matters into your own hands are the weakest aspect of the game because your freedom is so limited, but that's not to say they're boring. There's a satisfying rhythm to throwing fists while avoiding counters, and you have enough flexibility to move around that you don't feel like you're just performing mindless quick-time events.
That bald man is about to eat a knuckle sandwich.
As much fun as it may be to bash in a man's head with a wooden chair, it can't match the thrill of beating a man with your fists when he's sporting an assault rifle. There are segments where you have to fistfight in Drake's Deception, but there are other times when you're in a battle for your life and you can use any weapon you want to stay alive. Thanks to the incredibly impactful animations of a hand-to-hand assault, it's fun to put aside the bullets and explosives to focus on getting your hands dirty instead. Being sneaky certainly helps. Snapping a man's neck before he can turn around or just shoving someone clear off a building is immensely rewarding. But there are other times when stealth doesn't work, and you find yourself grappling, feinting, and punching below the belt, while bullets fly and enemies scream death threats at you. Particular animations make these encounters a special treat. You may grasp the barrel of your gun and swing at someone's head with a metal uppercut or elbow a foe in the neck like a wrestler suffering from roid rage, and it's hard to contain your joyous laugh. There are times when you run out of bullets and fighting with your fists is the only way to go. Once you finish off your foe, a slow motion moment in which Drake snatches your enemy's discarded gun in midair adds a fitting end to the fight.
Of course, you don't have to go toe-to-toe if you'd rather not. The beauty of Uncharted's combat is that you can dispatch foes in a variety of ways, and all of them feel incredibly empowering. The key is the expertly designed levels. Drake's Deception is a cover-based, third-person shooter; thus, chest-high walls populate many of your encounters. But those familiar structures aren't used as a crutch here. Verticality gives you the option to climb around like a gun-toting monkey if you prefer, getting the drop on lackadaisical foes. If a man with a rocket launcher is forcing you to hunker behind a piece of debris, fear not; you can smoothly leap from cover, shimmy up a nearby wall, and sprint pell-mell across a rooftop. Grab a sniper rifle on the way if you want to handle him from afar or a shotgun if you'd like to pop him right in the head. Toss grenades at the group of enemies hiding by that well, man the turret once you finish off its previous operator, or sprint past everyone until you make it to the door that marks your safety. Versatile level design lets you choose how to go about killing your pesky foes in Drake's Deception, and rock-solid controls ensure every action you want to perform can be pulled off without any hesitation.
Nathan found the perfect hiding place: right in a spotlight.
If you're feeling sluggish and just want to use your gun for a while, doing so is a perfectly valid alternative to the high-flying adventuring. The mechanics in Drake's Deception have been refined even further from the previous game. No matter which gun you grab, you can target weak points with ease, and enemies recoil when you prick their flesh with searing-hot bullets. Drake's Deception offers so many different ways to take down foes that you might think it falls into the camp of jack-of-all-trades, master of none. But that's not true at all. If you take things slowly--crouch behind cover only risking your neck when the opportunity presents itself--you have just as much of a chance to succeed as someone who makes use of Drake's agility. And you can have just as much fun, too. The weapons are a blast to use. Landing a headshot from across the map with a sniper rifle is eminently satisfying, as is taking out a gunner with a sure blast from a shotgun. You can easily keep an enemy off balance with a fast-shooting assault rifle or knock a grenade right out of someone's hand with a steady pistol. Ample ammunition lets you focus on the fun of firing rather than scrounging for extra bullets, so you can stick with your favorite weapon if you want or mix things up after every fight.
Uncharted is at its best when the difficulty rises. During many of the game's fights, you can relax and dispose of foes with easy grace. Though this is certainly fun, being forced to play smartly makes things even more exciting. Enemies aren't scared to charge at you when you're hiding behind cover. When you see someone sprinting in your direction, you have to decide quickly if you're going to run or fight, and that decision is frequently the difference between life and death. Dealing with flanking enemies while a sniper is keeping you pinned down forces you to act with determination, and though you may die repeatedly in certain sections, it rarely feels like the game is at fault. However, not every aspect of the combat is flawless. There are times when the AI forgets you're trying to kill them and they just stand around, taking in the impressive view. On the other end of the spectrum, your location may be uncovered when you're trying to be sneaky, even if you stay out of sight. There's also a small quirk with the hand-to-hand killing animations. One of these involves pulling the pin from an enemy's grenade. This looks painfully delightful, but if this randomly triggered event happens at the wrong time, you could be stuck with nowhere to flee.
The occasional flaw doesn't prevent the combat from being immensely thrilling, and the excitement continues in the platforming sections. As in previous games, there are times when you must climb up walls, swing from pillars, and shimmy up trees, and these sections are linear. You can't jump unless there's a handhold to grab onto, and there's only one way out of your predicament. Thus, it's not as empowering as in games where you move with unrestricted freedom. Aside from the combat, every other element is structured to limit creativity, with the focus placed on the beautiful sights and unexpected pitfalls. You might think you're safe climbing a strong wooden ladder, only to see it deteriorate in your hands. And it's these moments that inject some excitement into your leaping. You never know what is going to hold your weight, so you move quickly and purposefully, hoping you can reach solid ground alive.
Puzzles also return from previous games with few changes. While Drake is wandering around ancient cities, he stumbles upon seemingly impassable barriers, but the solutions are hinted at in his handy journal. You may need to complete a mural by casting a shadow or light up certain sections of an enormous globe, and these aren't particularly difficult, but they are still a great diversion from the thrilling action sequences. And that's one of the most impressive aspects of Drake's Deception. The pace smoothly moves between action and puzzles, with entertaining cutscenes thrown in the mix. You never spend so long on one activity that you grow tired of performing the same tricks repeatedly. The chapters bleed into one another, so it's easy to lose a dozen or more hours before you realize just how long you've been playing. And once you wrap up the campaign, you'll want to go through one more time. Ramp up the difficulty, suss out the hidden treasures you missed the first time, and soak in the sights once more. This is a fantastic game that grabs your attention and never lets go.
Never turn your back to an empty well.
But if you do become lonely, there's a chaotic cooperative mode. There are three different options, but the best of these is Adventure. Here, you team up with one or two friends and take part in five reconstructed levels from the campaigns of Drake's Deception and Among Thieves. Puzzle and platforming sections have been removed, so the focus is placed entirely on combat. And it's incredible. Enemies are more susceptible to your fists than in the single-player campaign (two punches should finish them off), and it's a hoot to sprint around the battlefield cracking necks and punching groins until you fall to a barrage of gunfire. Just hope your friends resurrect you because you have a limited number of shared lives and the difficulty can get steep. There are sections where you can't rely on your fists to come out ahead, and these require you to carefully coordinate to stay alive. One friend may unleash suppressive fire with an assault rifle while you move in with a shotgun or just snap someone's neck when he's distracted, and there are so many ways to play that going through these levels multiple times is still fun.
The other two cooperative modes aren't quite as good, but they have their charms. Arena is a series of co-op challenges against an onslaught of enemies. You may have to reach a certain kill count or steal a treasure, and it's fun teaming up with some friends to take on the unrelenting horde. The other mode mixes competitive play with cooperative strategizing. Hunters is a two-versus-two assault where one team tries to steal treasures while the other tries to stop them. The defenders also have AI teammates, which makes it pretty tricky when you're trying to nab their goods. Although both of these modes are good fun, they get tiresome more quickly than Adventure. Things enter a predictable rhythm after a few rounds, and though the core mechanics are satisfying enough to overcome this, they have limited appeal.
Nothing says Adventure like shooting dudes with guns.
The real draw of the online offerings is the competitive mode. Uncharted 2 introduced multiplayer competition, and Drake's Deception builds on that strong blueprint. The versatility of the single-player combat is well realized here, so a wide variety of tactics can be employed to kill those who challenge you. Hand-to-hand fighting, long-range sniping, grenade tosses, shotgun blasts, and all of the other great maneuvers from the campaign are here, and the well-designed levels give you plenty of different options. One big difference is the speed. Playing online is much faster than offline, so hunkering behind cover isn't nearly as effective. The sprint button is far more useful, and you better use it frequently or you'll be run down by someone who knows what he's doing. Sprinting to a safe place, firing a few choice shots, and then moving on delivers a satisfying rhythm, and the fear that someone may be sneaking up behind you keeps you from becoming lax. Experience points give you money to buy new weapons and perks, which changes things as you sink more time into it. And if you want to start on the same page, a hardcore mode strips out those bonuses so skill, and skill alone, is what determines a winner.
All of these different modes and gameplay types look phenomenal, thanks to impressive technology and strong artistic design. A stirring soundtrack beautifully complements your journey, drifting between hard-edged riffs and delicate acoustics, depending on the situation. Everything that Drake's Deception attempts, it pulls off with flying colors. This is a beautiful, cohesive, and, most importantly, fun adventure that cements the Uncharted franchise as one of the best around. More of a good thing is welcome here. You'll laugh with joy, yelp with excitement, and, above all else, be thankful that you're playing something as expertly crafted as Drake's Deception.

Resident Evil: Revelations

Resident Evil: Revelations splices the survival horror DNA of classic Resident Evil with the new, brisker strain of Resident Evils 4 and 5. The result isn't an Umbrella-style crime against nature, but a healthy, happy hybrid: an optimum mix of tense, creepy exploration and stop-and-shoot action, telling a tale of bioterrorism and unwise genetic meddling aboard an abandoned ocean liner. It's also lovely to look at and, with a 10-hour story campaign, it's a meaty slab of a single-player adventure.
Veteran monster mashers Jill Valentine and Chris Redfield return, both in the service of the Bioterrorism Security Assessment Alliance (BSAA), but not as partners. The game is set after Resident Evil 4 and before 5, in the wake of a bioterrorist attack in which the high-tech island city of Terragrigia gets obliterated. Chris is paired with the flirty Jessica Sherawat, and Jill with Parker Luciani, a husky BSAA agent with a dubious Italian accent. The story plays out in TV-style, bite-sized episodes, each sandwiched between a "previously on Resident Evil: Revelations" recap and a cliff-hanger ending. It's a fun format for the compellingly hammy melodrama of Resident Evil tradition.
Much of the early game is spent playing as Jill or Chris in search of Chris or Jill, scouring the giant ship of horrors with your respective AI partner in tow. The new partners aren't hugely engaging--when you first meet Jessica, she's in shorts and ankle warmers, moaning about the cold on an arctic mission--but you're at least not responsible for their safety, since they can't be killed. Still, you wonder how much lonelier and scarier the game might be without the sidekicks. One of the most atmospheric portions is one that also most resembles old-school, haunted-house Resident Evil: Jill wakes up in a ship's cabin and has to venture alone and unarmed through the decaying luxury of the once-grand cruise liner.
The pace alternates between slower segments of cautious exploration and fraught sequences where you fend off waves of mutants while waiting for an elevator, for instance. In the slower sections, sinister ambiance and the odd well-placed jump scare come to the fore while you navigate ship corridors and dim rooms on the hunt, generally, for a key. The infrequent puzzles are on the slight side (one has you win coins from a casino slot machine and use them to unlock a high-roller suite), but they're agreeable palate cleansers all the same.
Gloomy corridors aplenty.
Not so agreeable: the comic relief double act of nerdy BSAA computer expert Quint Cetcham (really?) and his playable straight man Keith Lumley, whose comedy banter completely misses the mark. Their appearances, at least, are mercifully brief; Jill and Chris get the bulk of the screen time, the episodes flitting between BSAA teams, and there are plenty of stretches with these long-serving characters for fans of the series to enjoy.
As in Resident Evil: The Mercenaries 3D, the franchise's first foray onto the 3DS, you use the circle pad for moving or aiming, the right shoulder button for snapping into a laser-sighted aim mode, and the Y button for firing. It's a comfortable, reliable control scheme that makes for tactical and deliberate combat in characteristic Resident Evil style, and it holds up well even in more hectic fights with fleshy boss monsters. Battles are taut, measured standoffs, where you weigh the option of standing your ground to shoot an inbound enemy against the option of lowering your weapon to retreat to a safer spot.
Revelations also supports the 3DS Circle Pad Pro, bundled with some copies of the game. This add-on enables a more traditional set of shooter controls: the left pad for moving, the right pad for looking, the left trigger for popping into aim mode, and the right trigger for firing. The extra pad is far from essential for enjoying the game, but those players who can't bring themselves to love Resident Evil's idiosyncratic stop-and-pop action will be more comfortable with these conventional move-and-shoot controls, and the freedom to move the camera is a welcome benefit.
The biggest novelty is the Genesis device: a nifty handheld scanner that, in aim mode, lets you gathers data on enemy creatures in return for healing herbs and manually sweep rooms for hidden ammo caches. The scarcity of ammunition makes the scanner a valuable tool, not a gameplay gimmick to use once and forget, and nicely complements the resource scavenging that underpins your survival. The weapons, of which you can carry only three at a time, can be modified with powerful, collectable weapon upgrades, adding customisable oomph to the usual set of handguns, shotguns, machine guns, and the rest. Exotica such as rocket launchers and zombie-attracting decoy grenades turn up much less frequently but are special treats when they do.
Though most of the action takes place aboard the abandoned ocean liner, it's a diverse and expansive location. New paths and shortcuts are unlocked as you explore, taking in a grisly kitchen, a gloomy dining room, and a ritzy great hall. Later on there are submerged, swimmable sections to mix things up--first with the time pressure of getting from air pocket to air pocket without drowning, and then with a diving apparatus and underwater shock grenades for aquatic beasties. The environments look great, as do the richly detailed character models, especially those of Jill and the various barbed, bony, or bulging zombie creatures. The visuals are among the finest you'll see on a 3DS, and the 3D itself is also excellent; Revelations in 3D has a subtle, convincing solidity that's easy on the eye.
While the story-based campaign is single-player, the score-attacking Raid mode is optionally two-player co-operative (locally or over the Internet) or single-player. Here, you take on portions of levels from the campaign, sweeping areas clear of enemies as quickly as possible. In arcade fashion, enemies have health bars and shed damage numbers with each bullet hit. This fast, more aggressive companion to the main game is focused on loot drops (in the shape of weapon upgrades) and earning experience points to level up. It's a fun sideshow that's as substantial as the entirety of the similarly score-chasing Resident Evil: The Mercenaries. Where Mercenaries was a meagre thing when packaged as a full game, Raid mode is a great extra to round out the Revelations bundle.
Raid mode in the ship's casino.
With around 10 hours of action in your first playthrough, Revelations is a sizeable adventure. After you complete it, there's a much tougher difficulty mode and the option to replay with all the gear acquired in your first playthrough. That's a suitably chunky offering, for a portable game or otherwise, from a Resident Evil title that holds its own against any other of recent years, in any format. Resident Evil: Revelations is a thoroughly successful crossbreeding of old-school chills and new-school action.

Crysis 3

There are aliens out there in the chin-high foliage. You hear the rustling and glimpse a black carapace between blades of grass, but you can't tell if you're being stalked by a single grotesque beast, or a horde of them. You sprint through the derelict trainyard, surrounded by lush overgrowth and rusted railroad cars, then vault to the top of a car to get a better view of your surroundings. A disgusting alien leaps upon the car as well--and you gun him down with your electricity-infused submachine gun. The creature erupts in goo, and you scan the yard, looking for more telltale signs of crazed attackers.
It's a tense sequence in a great-looking first-person shooter. Crysis 2 left behind the original game's literal jungle for one of the urban type. Crysis 3 melds the two, returning you to a New York City where destruction and decay have been softened by overbearing greenery. The private military company known has CELL has erected a dome over the city, turning the crumbling metropolis into a gargantuan greenhouse in which trees take root in building foundations and rise through their stairwells towards the sky. Like its predecessors, this sequel aims for realism--or at least, as much realism as can be expected for a game featuring high-tech nanosuits and flame-spewing extraterrestrial walkers. This mix of nature and destruction makes Crysis 3 look striking; you couldn't accuse its makers of sacrificing artistic creativity in favor of technology.
The visuals may not sing as sweetly on the Xbox 360 as they do on the PC, but it looks marvelous, regardless. The attention to detail is laudable, even in the character models, which is just as well, considering how often you get up close and personal with your co-stars. Only in a few select cases does the camera pull back and let you see player-character Prophet from a third-person view. This means that you always see supporting characters express their anger, fear, and distrust from Prophet's perspective, which magnifies the tension of various personal exchanges.
MAXIMUM ARMOR.
Indeed, Crysis 3 tells a much more personal story than the previous games, focusing on three main characters: Prophet; former Raptor Team comrade Psycho; and Claire, Psycho's girlfriend and communications expert for a group of freedom fighters seeking to take down CELL once and for all. CELL has ripped Psycho's nanosuit from his body--a painful process that has only fueled his abhorrence of them, and leaves Prophet as the sole "post-human warrior" left to fight. Claire doesn't trust Prophet, who sees him more as hardware than human, and for good reason: his nanosuit makes him increasingly prone to visions apparently originating from the grandaddy of ceph aliens known as the Alpha Ceph.
Prophet's connection to this being fuels much of the story, as does Psycho's seething desire for revenge over those that forced him to be simply human. There are a number of touching moments that spawn from rising tensions--a newfound emotional heft that the series never before portrayed. The final level, unfortunately, is problematic, because it leaves behind the game's make-your-own-fun structure and requires only a little stick maneuvering and a button press. But you can at least come to Crysis 3 with the comfort of knowing that the game brings the series' continuing story to an apparent close.
Happily, several hours of entertaining action precede this moment, and it's the game's futuristic bow that sometimes drives that entertainment. With it, you zoom in, pull back, and unleash silent fury on the human or alien grunt of choice. Firing standard arrows has just the right feel: you sense the weight of the pull and release, and feel the impact when the arrow reaches its mark.
If you wait long enough, that dude with a triangle over his head is sure to come out of hiding.
As before, you can activate your nanosuit's cloak to hide in plain sight, which amplifies the feeling of being a bow-wielding predator in the urban wilds of New York. Special explosive arrows and those that electrify liquid can also be a blast to play with, just for the kick of finding new ways to make CELL soldiers die horrible deaths. The bow's downside is that combined with cloaking, it makes the game too easy; you can annihilate a huge number of foes this way without breaking a sweat or fearing the consequences of being caught. It doesn't help matters that Crysis 3's soldiers and aliens are not the intelligent type. While they're not the dunderheads they could be in Crysis 2, enemies take no notice of arrows that land right next to them, run into obstacles and just keep trying to run, and sometimes ignore you even when you're in plain sight.
You can boost the level of challenge by choosing higher difficulties, and if you find that the cloak-and-arrow method is too exploitative, you can go in guns blazing. Even so, Crysis 3's battles lack the grandness of its predecessors'. Crysis Warhead's raging exosuit battle and Crysis 2's Grand Central Station pinger encounter were outstanding, and superior to any of Crysis 3's central battles. Crysis 3's action is still fun, but not as thrilling, and its two primary boss battles are easily won, requiring little in the way of tactics. Certain stretches do a great job of drawing you into the world, flooding your vision with beautiful collages juxtaposing nature's bucolic touch, the remnants of humanity's metal-and-stone triumphs, and fearsome alien technology. But the tension such exploration creates is not always relieved by explosive battle.
Yet even if Crysis 3's action doesn't usually burn with the intensity of the ceph's home galaxy, it's still good, in part because the series continues to hew its own path with regard to level design and structural openness. Crysis 3 is neither a pure linear shooter in the way popularized by Call of Duty, nor an open-world romp like Far Cry 3. Instead, its levels are sometimes large but always manageable, giving you freedom to put as much room between you and your foes as you like. The nanosuit encourages further experimentation, once again allowing you to activate the aforementioned cloak mode (which renders you invisible) and armor mode (which lets you soak up more damage). And once again, you can leap a good distance should you wish to reach higher ground in a hurry.
They say they’re full of protein.
Stirring weapons into this mix makes for some rousing fun. The bow provides one way to approach battle, but it's not the only notable method of alien destruction. You can select various weapon attachments like scopes and silencers to suit your preferred approach. The basic guns feel just right: their power is properly communicated via plenty of muzzle flash and recoil animations that give the shooting a kick. A large battlefield patrolled by giant ceph allows you to pull out all the stops, firing rockets, manning rumbling battle tanks, and scanning the environment with your binoculars to mark enemies, ammo stashes, and available vehicles. But much of this action is optional: you can sprint right through Crysis 3's most intriguing battlefield, getting only a taste of what it has to offer.
Prophet isn't just limited to using human weaponry, though. The plasma-spewing pinch rifle is the most common alien weapon you stumble upon, but the incinerator is more gratifying to use, especially when you aim it at the meandering alien sentries that equip the same flame-spewing behemoth. Watching these ceph scorchers soak up all that fire before dramatically erupting is a mean-spirited delight. You equip alien cannons and mortars too, and they are enjoyable to shoot because they feel so powerful.
Stealth remains unchanged for the most part, though there are reasons to cloak yourself beyond the gruesome pleasure of a silent takedown. You can now hack into turrets, minefields, and other systems, which often means cloaking and sneaking close enough to your electronic target. Hacking requires you to perform a simple, easy minigame--and while it's enjoyable to watch a pinger walk into a hacked minefield, hacking isn't a game-changer. In fact, gaining the assistance of a ceph-murdering turret only makes the surreptitious route even easier.
Keep an electric weapon on you whenever possible: they come in mighty handy.
Crysis 3's multiplayer modes don't encourage such exploitation, however, and are an improvement over Crysis 2's. The returning Crash Site mode provides plenty of entertainment, and is essentially a king-of-the-hill mode with a moving hill. Teams must capture and retain pods that are airdropped in, which keeps players moving around the map. Pods typically drop in open spaces, reducing the possibility of players finding hidey-holes to camp from--and allowing pingers to get in on the action. Indeed, a team lucky enough to nab a mech is sure to put it to good use, gunning down and stomping on their unlucky victims.
The addition of nanosuit powers keeps the flow fast-paced and unpredictable. One scenario: you rip a riot shield from a dropped pod so that you can defend yourself while retaining control of the area. An enemy combatant approached and cloaks, hoping to fill your backside with bullets. He uncloaks and begins to fire, and you rapidly turn and fling the shield at him, sending him flying and successfully defending your life--and the pod. The other modes--Team Deathmatch, Assault, and Capture the Relay among them--benefit from the same mechanics.
Standing apart is the new Hunter mode, which also features two teams in conflict, but with much different results. This round-based mode initially pits CELL operatives against a couple of fully-cloaked competitors armed only with bows. Your goal as a stealthed hunter is to eliminate as many operatives as possible; each operative you kill then joins you as a cloaked hunter. One by one, hunters stalk their fully armed enemies, whose main purpose is to stay alive long enough for the timer to run out. Sometimes, the mode results in CELL members camping out in a small room and running down the clock, which can feel anticlimactic for both teams. But the mode can also capture a unique sense of fear as your teammates are felled one by one, and your beeping monitor betrays the presence of a nearby hunter.
Where there are choppers, there is always conflict.
Crysis 3 is fantastic to look at, successfully portraying an uneasy partnership of the natural and the artificial. As the story presses on, the conflict deepens and the visuals darken; it's as if you can feel the evil spreading throughout the city. It's unfortunate that the game doesn't reach the heights of its predecessors. The campaign is several hours shorter than Crysis 2's, and doesn't reproduce the thrills that lit up the previous games. Yet on its own terms, this is a full-featured sci-fi shooter that makes it a lot of fun to torture extraterrestrial abominations with the burning rage of their own weapons.