Forum Posts Following Followers
1084 42 36

Sukharevskaya Blog

A Very Merry Thanksgiving To All of You!

Thanksgiving is here folks, and Christmas is just right around the corner! So get out there and enjoy the time you've be given with family and friends. Remember your blessings, look forward to your future, and appreciate this day! In other words, stop reading this, get off your computer, and get started! :)

Hello BIRTHDAY!!!

Another great year has been all used up, and I hope to make this one even better! Yeah, this is a serious deviation from my usual analytical blog posts, but heck--it's my birthday!Just thought I'd let the community know the spectacular news! :DAnd as for presents--considering Assassin's Creed Brotherhood and Call of Duty Black Ops won't be released until November--I've received the money to spend on them when they finally hit the shelves...I can hold out until then.

Skaya

Chill dude, it's only a month...

The Dangers of 3D and Motion Control Gaming

Games have been constantly evolving since the emergence of Tennis for Two back in '58, and as evidenced by today's booming industry, the trend isn't about to slow down. Developers are throwing wads of cash into their games and marketing like never before. Infinity Ward's most recent release, Modern Warfare 2, cost a whopping $40-$50 million to make, and that's not even including the $200 million they spent on TV commercials, online ads, fliers, and every form of advertising imaginable. If that's not enough to convince you of the level of attention games are receiving, take a look at the statistics. According to various sources, we can expect the videogame industry to surpass the music business in a few short years, an unprecedented event and a huge jump from the wavering influence of games a decade ago. But without the innovation that developers and corporations are pouring into their systems and software year after year, this growth pattern would most certainly take a massive plunge, and that is exactly why we, as gamers, are being swamped with two of the biggest new technologies on the market: 3D and Motion Control Gaming.

Slapping a $150 price tag on a pair of goggles kinda makes sense when you consider how much they spent to get there...

Most of us probably remember when the Project Natal tech demo was first shown off the summer of last year. There was that kid named Milo who interacted with the player in real-time, and it was at that moment that we began to fantasize of all the applications this technology could have. We could actually go through the movements of a quarterback in Madden or the firing of our Halo assault rifles....Motion Control was finally a reality. Well, a year has gone by, Project Natal has been redubbed Kinect, Sony has adopted a similar system, and the truth be told, very little has progressed with this wonder tech. So what went wrong? It's not necessarily the systems themselves that have failed. Looking closely, a trend becomes very apparent--one that threatens long-time and hardcore gamers alike. Microsoft and Sony, two of the largest factors ingaming, are now catering to a new audience...and at the expense of their loyal followers.

No, no! Not the kitty!

E3 left most of us scratching our heads in this respect. Where were the games to back theKinect and the Move? Demonstration after demonstration showed off little children petting virtual cats, using their cartoonish Avatars to race down a cartoonish river in a cartoonish canyon, and running around aimlessly playing laser tag and catcalling to each other....what has this world come to? There can be only one answer: casual gamers have become the target audience. Now, providing a solid option for newcomers and those who just want a lighthearted experience is no problem, hence the Wii and a selection of titles on both the Xbox 360 and PS3. It becomes a whole different matter, however, when this new audience that pays very little into these corporations' profits overshadows the real gamer's importance.

A prime example is the dramatic shift in therenowned Madden franchise and its new philosophy of Simpler. Quicker. Deeper. How you can make something simpler and quicker while providing a deeper experience and not forgetting the repeat customers that have been dishing out sixty bucks a year for two decades? You can't, hence the worst user-rated Madden in many years. And that is exactly how EA betrayed long-time fans with its "new" system where the AI runs more of the game for you than ever before, so all you have to do is hike the ball and hit a button. Unfortunately, the tactics don't stop there, with control of the gaming experience across a variety of genres being snatched away and handed to the computer instead. Even the representations of games have changed, where we have to settle with bouncy little versions of ourselves grinning on our Xbox Dashboard. The majority call out for progression and depth in the gaming industry, and yet the developers continue to ignore their requests.

"You can buy some new pants for me if you like, and we can play virtual dress-up!"

Now everything isn't falling apart because we still have our God of War's and Call of Duty's to keep us satisfied, but it's not so much a matter of the current state of things as it is where they are heading. Where will we be a decade from now? Will Motion Control finally have taken off and realized that focusing on a very limited group of newcomers isn't the best business tactic? Most likely not. While they may suck in more potential customers, namely the young and elderly, it is only a matter of time before they completely isolate the prominent and serious gaming community. So how does this tie in with 3D gaming? Well, only time will truly tell, but if the change from hope-to-flop that Motion Control seems to have become is any indicator, then expect the same business motives for 3D. Sure, we've already seen games like Killzone 3 and Black Ops guaranteed compatibility, but evenif the technology doesn't apply as much to casual gaming, then at the very least, it will likely be used as a distraction by Sony and Microsoft to temporarily please serious gamers while they ramp up their devotion of Motion Control and games as a whole to the minority.

Can you tell the difference? Yeah, didn't think so. Welcome to 3D Gaming.

So where do we go from here? True gamers obviously still receive the most attention in the gaming world, but it is undoubtedly slipping at an alarming rate. 3D and Motion Control are fantastic ideas, but again, do they really support the cornerstones of the industry? As of now, the answer is most certainly not, but it can only be hoped that the new technology and the games themselves can make a turnaround when the developers understand the significance of the dangers at hand. The way I see it, if you want cute entertainment, watch a Disney movie. If you want more beginner-friendly gameplay, switch the difficulty to easy. But never touch the core experience of gaming itself. It is when this occurs that the line is crossed.

Where do you stand on the issue? Feel free to express your views below!

Gaming's Greatest: Best Weapons

Face it. Weaponry is the reason we play videogames. Stories are great, but you can read a book. Graphics are important, but you can always just step outside. Sound is engaging, but you can pick up the soundtrack. Gameplay--that is what makes a game so appealing, and its foundation relies on the weaponry you're provided with in order to reak utter mahem, whether it be in Covenant gunships or downtown Liberty City. Thus, I present to you the Top Five Best Weapons from Gaming. Enjoy!

TOP FIVE BEST WEAPONS

5) ENERGY SWORD (HALO SERIES)

Halo's weapons are hands down some of the best we've seen. They're exhilarating and brutal to use, and they expertly balance today's familiarity with the technology of five centures into the future. Assault Rifles, DMRs, Snipers--they're all fun to shoot, but one tops them all, and that's the Energy Sword. Lunging through the air toward howling Brutes and Elites and plunging the Covenant "lightsaber" into their chests provides some serious thrills. Perhaps what made it so exciting was the fact that we saw it in Halo: Combat Evolved but could never use it, making our imaginations run wild with how awesome it would be to finally test it ourselves. Halo 2 delivered on that point, and thus you have the number five greatest weapon of all-time.

4) CHAINSAW BAYONET (GEARS OF WAR SERIES)

When 2006 rolled about, we were still toying aroundand wasting each other with our basic shotguns and machine guns on Xbox Live. Then came Gears of Wars, and as soon as the gaming community saw seven foot men in armor that would fit a tank holding chainsaws, it became a phenomenon. Not onlydid it look cool, it actually worked exactly as we'd hoped. You could fire off rounds in rapid fire at the overwhelming Locust horde off in the distance, but if one of them was stupid enough to get to close, you were a quick button press away from chainsawing theugly son of a ***** straight down the middle, with blood splashing across the screen. The concept itself deserves recognition, but delivering it as a fully-functional and satisfying weapon brings it in at number four.

3) ROCKET LAUNCHER (TUROK EVOLUTION)

The Turok series is known for anover-the-top gruesome arsenal, and Evolution was no different. A rocket launcher sounds like nothing new, but stick Turok in front of it, and you have something entirely different. Upon shooting the behemoth of a weapon, your target exploded into meat chunks, but switching it to secondary fire took it one step further. Multiple pellets would fly out from the barrel and bury themselves in your enemies flesh, and then, one by one, they would begin to detonate,popping off different body parts one at a time. It's gross, it's messed up, but it's one hell of a tool.

2) BLADES OF CHAOS (GOD OF WAR SERIES)

Kratos is buff, but his weapons are buffer. Zeus and all of Olympus can rightfully owe its defeat thanks to the God of War's duel jagged-edged swords. Throughout the trilogy, they evolve into higher stages, but their core purpose remains the same: twirl them, latch on to objects (and enemies) bring them crashing down on your foes' heads. To call the animations violent would be an understandment, so let's just say that they deliver the most powerful blows yet to be seen in gaming. Whether it's killing a routine skeleton or slaying the Titan Cronos, Kratos pulls out the sickest moves imaginable using this infamous weapon that has made him legend.

1) HIDDEN BLADE (ASSASSIN'S CREED SERIES)

Altair and Ezio Auditori are immediately recognizable by their white-hooded figure pushing their way through unsuspecting crowds. When Assassin's Creed was first announced years ago, the devs showed off some cool gameplay mechanics, from blending with scholars to sprinting across rooftops. But no one will doubt the most intriguing aspect of all--the Hidden Blade. In place of a finger, a razor-sharp blade protrudes from beneath the sleve and upon a quick thrust of the hand, shoots forth into the neck of your target. It in itself is easily one of the most original and best weapon concepts, but the way in which it is integrated into the game world solidifies it as the greatest ever seen. It perfectly coincides with the aforementioned mechanics, and when put together, makes you truly feel like the ruthless and cunning assassin that Ubisoft tried so hard to create. Assassin's Creed 2's expansion of its uses is stunning, with duel bladed thrusts killing multiple enemies at once and leaping down onto guards from rooftops with your blade gleaming in the sun. No doubt influenced by the well-received Splinter Cell Combat Knife, the Hidden Blade is the most defining and iconic weapon in gaming history.

Come on, give me a hug...

Post your list below and tell us what fits your Top Five Best Weapons! More rankings coming soon from Gaming's Greatest!

Gaming's Greatest: Best Original Scores

Ever since the emergence of videogames, each has had its own unique themes and musical scores. Once gaming reached the public's eye, however, developers began giving heightened attention to sound design, and as evidenced by today's standards, many have gone toe-to-toe with Hollywood's best. We all remember those moving orchestral scores that we grew up with and are in awe of those that continue to blow us away, but which stand above the rest? The following list displays the Top Five Original Scores from Gaming. Enjoy!

TOP FIVE ORIGINAL SCORES

5) MAFIA II

Most likely, very few saw this one coming. The original Mafia had a solid soundtrack by 2002 standards, but considering Mafia II is truly a separate installment with minimal ties to its predecessor, its soundtrack is ranked separately. Composed by Matus Siroky and Adam Kuruc, Slovak composers, and performed by the Prague FILMharmonic Orchestra, one of the most renowned in Europe, all forty-eight tracks flow seamlessly and deliver some of the most riveting sounds in gaming. Its implementation into the game world and its standalone completeness make it an album that rivals even famous mafia scores, including Nino Rota's The Godfather Trilogy. Combining moving piano melodies, exquisite violin segments, and a variety of other sounds that reflect the era, Mafia II is almost worth the experience for the soundtrack alone.

4) THE FABLE SERIES

What's not to love about Peter Molyneux's Fable series...other than false promises and a rapidly outdating formula? Fine, that was a low-blow, but we're not here to discuss its gameplay's triumphs and tribulations. What truly made Fable its own was not only a fun world to plunder or save, but an orchestral score that brought it all to life and made the player feel as if he truly were on a heroic quest to save (or destroy) Albion. Russell Shaw's work in both the original and the sequel is immediately identifiable, and for good reason. No matter where you went in the game, the soft tunes followed you. The many regions of the mystical kingdom also gained personalities of their own through music unique to their location and, in turn, gave you identity. Fable is not only at the top of its genre, but among the best of gaming period.

3)THE BIOSHOCK SERIES

Bioshock crept onto the scene in 2007 and in no time at all, was hailed one of the most memorable series debuts in the industry. The gameplay was intricate and unique, the graphics pretty, and the story masterful. But, had it not been for the intense and horrifying sounds that met you when you first stepped into that bathysphere, the world would have felt incomplete. Imagine for a moment what it was like when you first heard Andrew Ryan's speech... "I built something different. I built the impossible. I built....Rapture." The music is building momentum, and then the screen descends, revealing a fully constructed art deco city standing atop of the ocean floor. You do not know why you're here or what you're capable of, and the mystery is overwhelming--all direct results of a stunning score that seems to further trap you beneath the ocean's surface. This is Bioshock, and Garry Schyman's uncanny talent transports you into another world beneath our own.


2) THE ELDER SCROLLS SERIES

Be it Tamriel or Morrowind, Bethesda's fully-rendered worlds are a fantasy gamer's dream come true. As with Bioshock, its many components are rightfully praised, but in the same fashion, its music brings it to life. Arena battles are intensified by the fusion of the crowd's chanting and the music that rages all around you, the vast catacombs of ancient Elves bear down on you as an eery tune echoes off its crumbling walls, and the glory of the Imperial City shines when the trumpets reach their climax and the view pans up to its iconic tower that seems to all but touch the sky. The music never stops in the Elder Scrolls, and all the while, you feel an integral part of the world. Morrowind and Oblivion deserve the greatest credit here, as they brought the series from greatness to legendary with some of the most notable sound design in history.

1) THE HALO SERIES

What did you expect? Halo's long-running claim to gaming's greatest franchise is well-deserved as it nails every facet of entertainment. Martin O'Donnell has earned his fame by carrying out the most demanding task a composer can be handed: design an original score that builds off his prior work and do so for gaming's most popular series with the highest expectations. Year after year for a decade, this man and those that work along side him have successfully brought new sounds to the industry while maintaining the beloved scores of old throughout six installments. Perhaps what makes its songs so powerful is the ability to cater to a variety of audiences and emotions. The same Catholic-influenced chanting that is signature of the series can just as easily illicit grief and despair as it can invoke a desire to crush the hordes of aliens that stand in your way. To say that Halo has the best original score is only the peak of the iceberg, and to delve into its specifics could fill an entire blog itself. So suffice it to say that regardless of your feelings toward to the games themselves, Halo's numerous scores are not only the best in the gaming industry,they are arguably the crowning achievement in the entertainment industry as a whole.

I didn't slaughter half of the galaxy for nothing.

Post your list below and tell us what fits your Top Five Best Original Scores! More rankings coming soon from Gaming's Greatest!

The Mafia Awaits.... and so Does Rapture.

The Mafia union has been rivived, and it's time you get involved... As one of the higher ranking unions, and the highest in its genre, we encourage you to join and participate. Our member baseis growing daily, and it is expected to continue on this successful trend. With your help, we can make it even stronger. Trust me, it's an offer you can't refuse. ;)

The Cult of Rapture has also made a comeback this summer with the return of our leader, ShootumUP26, and me being introduced as our newest officer. Andrew Ryan needs you now more than ever, so join....or suffer the fate of the collectivist mob. :P

Halo Reach--Legendary Marathon--One Night

Halo Reach Legendary Edition Flaming Helmet 2

I'M ON FI'AH!

Playing games all the way through in one sitting is extremely rare for me. Me playing a Halo game all the way through in one sitting is unheard of. Me playing a Halo game all the way through in one sitting in 7 hours on Legendary.... I suppose it could be said that I chose the impossible. I'll be honest: after Halo 3, I lost interest in the franchise--felt Bungie and Microsoft were just pumping out game after game for the cash. Well, that might be the case, but Reach has restored my faith in the world of blue-blooded squealing aliens and behemoths in sage green armor. The epic runthrough on co-op last night left my friend and I stumbling around his living room trying to find something to collapse on, but my battle with Bungie isn't over. It's time to attempt something that one month ago I would have scoffed at. It's time to complete Reach solo on Legendary....I'll let you know how it goes. :x

Bioshock Infinite Impressions

By now, most everyone has seen the debut trailer for Irrational's upcoming IP, Bioshock Infinite. A month and a half later, an official ten minute gameplay has just been released to the public. The same video had been shown behind closed doors to the media, and Gameinformer's rants on how great it was won't even come close to making the same impression on you as will seeing the gameplay for yourself.

To begin with, let me say that I walked away completely satisfied in the direction Levine and his team seem to be taking their blockbuster franchise. Everything you see--from the technology to arguably the best graphics to date, from the improved (yet appreciatively familiar) use of weaponry, to impressive set-piece battles--will no doubt shock you with the level of detail the developers seem to be investing into the game this early into production. What stood out for me above all was the incorporation of Elizabeth, the reason for you scouring the floating city of Columbia in the first place, and the depth of emotion and attachment she immediately portrayed. Seeing the pain she suffers, and the extent she goes to actually assist the player (instead of the usual opposite "damsel in distress" opt-out) connected me to her more than most ten hourstorylines do. And with promises of her being a focal point of the game, it only makes sense that such gripping character development will improve.

If from what we've seen thus far in Infinite is accurate, you won't survive without this young lady.

An equally important point and one which many will be eager to hear, is that Bioshock is putting the "shock" back in its name with some truly creepy scenes. I won't spoil anything for you here, but you should know that the citizens of this distopia will bring back fond memories of traversing the ruined, sinking corridors of Rapture for the first time and the horrors that felt ever-present. This is amplified by the uncanny setting, that instills both wonder in its beauty (Rapture, anyone?) and the almost peaceful destruction that its citizens who sweep the steps of their burning shops, seeminglychatty saloons that can turn blood-thirsty andhorde-like in a split-second, and reverberating church bells that topple from the sky, seem to give off.

I built...Columbia. A city where the foreign horde would not penetrate society....

So, this looks like theperfect return to the scene for Irrational, right? Well, hopefully... The only gripes that I had after watching the video--and they could turn out to be devastating--largely were a direct result of the production cycle. It's 2010, and games like Mass Effect 2 are completely shattering the standardsregarding videogames of any genre. This game won't be released 2012 (provided there are no delays), and while the tech and gameplay looks exhilarating now, two years, as we all know, is huge in this industry. Now I understand this is the first footage, and it looks absolutely amazing, but some minor wounds are already showing. Popping in and out of in-game cinematics, and perhaps doing so too frequently,looked a bit sketchy and some of the voicework sounded stretched. Levine will probably address such issues, but one has to worry: will this game look the same after two years? That could be the breaking point for what looks to be a spectacular new entry in the world of Bioshock.

If you haven't seen both the trailer and gameplay video, exit this blog now and watch them. But just keep these points in mind, and feel free to share your own opinions below.Our hopes are high. Our expectations are higher. Irrational better blow us away (and by 2011 preferably).

For some reason, I get the feeling 2012 wouldn't be the best year for sales...

MAFIA II Post-Release Discussion Board

Mafia 2 was released nearly a month ago, and, while it didn't live up to many people's expectations, it was still generally hailed as a worthwile investment. This is the first of many Post-Release Discussions that will be featured on this blog spanning major titles throughout the year, and it is open to you so that you can ask questions, complain, praise, and rant your feelings on 2k's most recent release. To get the discussion rolling, what did you as a gamer feel upon completing the story? Pleasantly surprised? Dissapointed? And how highly would recommend (or not recommend) this most recent open-world title? Get posting. 8)

MAFIA 2 E.N.H.A.N.C.E.D. Review

Does one of the most highly anticipated games of the year bring honor to the family name, or will it be sleepin' with the fishies?

The original Mafia debuted in 2002 and immediately stunned the gaming community with its intense crime drama and thrilling gameplay. Five years later, a sequel was announced, and it would be an understatement to say that this news was well received. Unfortunately, a bumpy start with numerous delays and the reins being turned over to 2k Czech, a foreign company working on an American mobster tale, left us frustrated that we couldn't get our hands on the title soon enough and mildly worried that it wouldn't receive the same attention as 2k's other smash hits. And now 2010 has arrived with several unforgettable releases already and the holiday craze isn't even close. Mafia 2 pretty much stands alone in August, but it'll have to do more than beat out its few competitors to earn respect. So, is this tale worthy of the big screen or has it suffered the same fate as our good friend Luca? Read on to find out…

From the opening cutscene of Mafia 2, you are thrust into the 1940s world of underground crime. You take the role of Vito Scaletta, decorated war hero and Purple Heart Recipient whose prayers have come true when he returns to his home city of Empire Bay on temporary leave. It's back in the States that you reunite with Joe Barbaro, lifelong pal and the reason you were deployed to Europe in the first place. As becomes evident over the course of the ten or so hour campaign, Joe is truly the star of the show in Mafia 2. From his wisecracking jokes during long drives to his way with the ladies (despite the gut), he really adds a much-needed layer of depth to the story and is key in the development of the much more somber and levelheaded Vito.

From your train's arrival in Empire Bay, a city more stunning than even Rockstar's Liberty City unfolds before you in a photorealistic December winter. Men hunched over against the blowing sleet in their trenchcoats and bowler hats, steam pouring out of grates, and holiday traffic sliding down the ice-covered roads immediately bring the city to life, and set high expectations for an evolving game world throughout the game. You reunite with your mother and sister, and despite their warnings, Joe Barbaro's invitation to join in his success from less-than-legitimate business activities sends you spinning in a sinister plot where blood and the money it pays is the only way to stay afloat. The opening missions will have you exploring the city, understanding the layout, and completing a few odd jobs in the same fantastic setting. It's from this point, however, that things begin to turn for the worse, and a straight-forward almost-mechanical world becomes routine.

During a story that is too short and ends too abruptly in a genre that demands value, you will drive across the map to one location to pick up a crate of illegal smokes, drive to another place to sell said smokes, and drive home so you can go to sleep to end the mission. But, as you will come to find out, this is not some filler mission. Unfortunately, such monotonous and unfulfilling jobs make you wonder how short the game would have been if not for what feels like should have been "deleted scenes". This would be but a small gripe, however, if there were actually other things to do outside the story.

Or at least it feels that way. With other open world titles on the market like the Grand Theft Auto and Just Cause series, how could Mafia 2 hope to possibly be on par when there are absolutely zero side missions or even interesting locales in which to free roam? Thus, the developers claim that this is not an open-world title in the traditional sense. Instead they exquisitely designed a fully-realized city as a backdrop to a deeper tale. If that's the case, then why focus on loading crates and zooming across an empty world for entire missions? Their approach would be completely understandable and might actually carve out a genre of its own…if they had managed to at least give the plot-focused gameplay greater meaning or introduce more exhilarating action into the mix.

That's not to say that the action here is completely dull, nor does it entail repeatedly performing the same jobs. The developers do deserve some credit here, as they successfully make missions that would feel completely out of place in most games fit, and there are some areas with fantastic potential. Disguising oneself as a window washer to secretly plant a bomb on a mob boss's hotel floor is intense, and the chase scenes placing you behind the wheel with your buddy Joe hanging out the window blasting away are no different. Even still, these missions have some clunky components to them, but those complaints go under a different heading as the missions themselves are not to blame. And it is here that the core gameplay suffers from a lack of innovation.

Just as many of Mafia 2's missions feel awkward, so do some of the actual gameplay mechanics. Considering that you will spend a huge chunk of the game in a vehicle, this part of the game feels complete and delivers some of the best open-world driving in the industry. It's the on-foot action that could have used more polish. First off, there's nothing truly wrong with it; it simply feels like a bare-bones third-person shooter. Transitioning between weapons is easy enough and the borderline ridiculous number of Molotovs, Thompsons, and Pistolas you can carry makes one question how many pockets the standard mob coat had in the 40s. Guns pack a fair punch, and the aiming reticule works but isn't even close to the competency of other shooters. The auto-lock-on is hit-and-miss, there's no blind firing (even though your enemies can), and in general, the experience as a whole feels rough but still functional enough to mow down a warehouse full of enemies. The animations seem to be in the same position, with seemingly cardinal-direction- based movement and a sticky (but still functional) cover system. You can walk, jog, and (most-usefully) sprint as in any game, but the overall feeling of bodily control will leave you wanting. Something that should be duly noted is that an element that has become routine in the open-world games--dynamic weather--is absent and instead is controlled from chapter to chapter. This isn't necessarily a complaint, but it further drives home the point that this is not a traditional take on the genre.

But let's face it: the developers obviously didn't take a deep interest in design outside of the story, and it is precisely that story that will need to inspire you to play through from start to finish. Fortunately here, it delivers for the most part, forming a tale that actually manages to rival the masterpieces of mob fiction. As touched on earlier, the foundation for this great storytelling is a cast of truly believable characters with their own flaws and attributes that progress the story in their own, unique ways. This component separates what would otherwise be a rather cliché tale that derives heavily from popular novels and movies of the same genre. Cutscenes play a major role in delivering the story in its fifteen episodic chapters. You'll come across a few per chapter, and they're all worthwhile and engaging to watch, even if the lip-synching is subpar despite excellently voiced characters across the board. To set their formula apart from most other games today, however, the developers went to great lengths to incorporate character and plot development into the actual gameplay.

During combat, Joe and your buddies will throw out a witty comment here and there and communicate similar to that of Uncharted 2's system. More importantly, the frequent driving sequences provide fantastic dialogue, making them feel like an interactive cutscene, which, in turn, rids the player of what would otherwise be sheer boredom. In the end, it's really owed to the top-notch characters that yield a wonderful plot that will have you going for just one more chapter. Scenes ranging from the trials of prison life to a night out at the local cathouse incorporate and add to the story nicely, and it all feels pretty fluid for the most part despite some missed opportunities including a less-than-satisfying conclusion. Sure, the pacing gets sketchy at times, but that's mainly due to some dull missions. Regardless, this is a story that you'll want to see through to the end, whether or not you have a deep interest in the genre.

Other than story, Mafia 2 has one superb thing going for it, and that's sound design. The graphics end of it doesn't live up to expectations with frequently reused character models, poor lip-synching, screen tearing, huge cutscene framerate dips, and a host of other ugly issues. The in-game city looks gorgeous, especially during weather effects, and the main character models are solid, but these various other nuisances drag down the believability of the world, forcing the game to rely on the audio presentation that is one of the year's best. The Prague Filmharmonic Orchestra has really created something special in the game's original score. Just insert the game disc, wait for the menu screen to appear, and you'll understand. Powerful instrumental sequences so far surpass today's standard that it's hard to believe it wasn't composed for a summer blockbuster. These pieces are perfectly incorporated into the game's sequences and, with the equally-spectacular voice cast and authentic, albeit limited, radio songs of their respective time periods, form a major part of delivering an exciting experience.

It's truly too bad that the rest of Mafia 2 doesn't live up to the same standards, ultimately delivering a fun but shallow experience. Despite its host of quirks, though, this mafia title holds an undeniable charm. Perhaps this is its predecessor's spirit leaking through with all that it actually does right, but nevertheless, charm will only keep you coming back for so long, and with a limited single player experience that relies on pricy DLCs to attempt to provide the "missing content" and no multiplayer or co-operative play to speak of, it just doesn't make the cut. What it boils down to is this: Mafia 2 is the definition of unused potential, one that doesn't shoot itself in the foot by doing a bunch of things wrong, but by failing to do more of what it did right. Friends, this is an offer that you CAN refuse.

SUKHAREVSKAYA'S SCORE:
6.5/10 [DECENT]

------Component breakdown------
(does not reflect average score)

GAMEPLAY: 6.0 This is hands down the weakest part of Mafia 2. While there some cool setspieces, great driving, and decent gunplay mechanics, the monotony of performing boring, lengthy tasks repeatedly dumbs down an otherwise fun and engaging experience.

STORY: 9.0 It's true better stories have been told, but you wouldn't think so until the final "climax" that misses the mark. Other than this, you will find yourself pushing on just to reach the next bit of storytelling that is expertly woven throughout. The story's focus on the two families in Vito's life--his own and the one he's bought into--is sure to hold your interest until the final shot is fired.

GRAPHICS: 7.5 The open-world is gorgeous to look at, but there aren't many things to interact with. When it comes to the technical aspect, framerate dips, gritty textures, and some other issues keep Empire Bay from showing off its complete potential.

SOUND: 9.5 The sound design balances music of the times and powerful
instrumental overtures while boasting a fantastic voice cast, resulting in one of the best audio presentations in a game to date.

Value: 6.0 Games in general demand replay value, much less value period.
Open-world titles demand even more. With no multiplayer or co-op and a very linear and relatively short single player mode, there won't be much reason to return to Mafia 2 other than a few collectibles thrown in for good measure.

CLOSING STATEMENT
Mafia 2 had a lot going for it, but it falls into that category of "what could have been". Most people will be disappointed by the overall experience, but as long as they take it for what it is, there are some gems to be found throughout. This is definitely an over-the-weekend rental.


Sukharevskaya's Reviews powered by E.N.H.A.N.C.E.D. reviewing system.

  • 38 results
  • 1
  • 2
  • 3
  • 4