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Ratchet & Clank Review

I played Racthet and Clank : Tools of Destruction and I've finally reviewed it (text below). I think this was slightly opposite my FEAR review. I think maybe I liked it a little more than the score it deserved. But screw it, I played through it twice in succession which rarely happens when I play games, so I think it deserves the 9 I gave it.

I've also started playing King Kong. It's fairly decent, though it's graphically aged a little. I'm not a graphics whore so much, but because the game strives to be cinematic, it is a bit more noticeable and I wish the lighting was better in some places. I haven't checked the credits, but if Adrian Brody and Jack Black didn't lend their voices, then they found some damn fine replacements. This also highlights that they didn't get Nicole Kidman to lend hers which is a shame. Playing as Kong feels a little clunky and confusing at times, and I prefer the first person aspects with Jack more. So far it is a good game that would be great if it was released today now that developers have had experience developing for the system. On with the review.

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Ratchet & Clank : Tools of Destruction is a fantastic action platformer that combines great controls, fleshed out characters, excellent voice work and an amusingly told story.

The game begins with a message from Captain Qwark indicating a robot army is moving into the territory, and before long you find yourself being shot at by said robot army. You begin with a trusty wrench to beat your foes around the head with, your Combustor which is a long range weapon, and Fusion Grenades. The game is presented like most action platformers, allowing you to swing the camera around your character as you see fit, apart from a few fixed camera points. The camera is rarely a problem, with only a few occassions where it comes up too close or doesn't frame the action properly, but these are fleeting. There is an aiming assist function that highlights the enemy you will aim weapons at if you have one selected, and you can also go into a aiming view if you want more specific aim.

The action is higher profile than the platforming, but there is still enough to warrant a range of skills. There is a double jump, using Clank's rotors to glide, and high jumps. This is further aided by some gadgets that you will pick up during the game. You collect bolts from downed enemies and by breaking boxes around the environments, and these can then be used to buy more weapons and devices. With about 15 weapons you would expect some to be disappointments, but they are fairly diverse and are nearly all fun to use. These range from the Ravager, which is like an electric whip, Nano Swarmers, which is a limited time turret, and the Shard Reaper, which acts as the games shotgun. Perhaps the biggest disappointment is also the most innovative. The Tornado Gun fires a... uh... tornado, which you can then control by tilting the Sixaxis to ram into enemies. This is neat in theory, but is too hard to control if you are also trying to dodge enemies or incoming fire while moving the camera around.

There is a leveling up aspect both as Ratchet, and for your weapons. You earn 'nanotech' when defeating enemies, and this increases your Hit Points which are paltry at the beginning of the game. Your weapons also earn experience as they are used to defeat enemies, and earn increased damage. Once they max out to level 5, they also earn another bonus. For example, your Combustor turns into the Magma Combustor, which fires 3 shots instead of 1. Furthermore you also collect Raritanium, which is used to upgrade weapons at the Grummelnet weapon shops, independant of the standard leveling. These range from additional damage, more ammo capacity, faster firing, and more range. These are arranged in hexes, and while you can go in different directions they do need to be unlocked in order. There is usually an additional special ability for each weapon that can be unlocked this way as well. Thus you have not only a vast array of weapons to assault your enemies with, but their attributes will vary throughout the game.

In addition to traditional weapons, there are some other fun devices as well. Chief among these is the Groovitron, which throws out a disco ball and makes enemies in the vicinity, including bosses, stop attacking and start dancing for a period of time. Others let you leech health from your enemies, or cause them to attack each other. While I didn't bother too much with devices and relied on standard weaponry, they were all still fun to try out. The enemies that you use all of these weapons on are also quite diverse. They begin with basic grunts that try and smack you down, and soon fire weapons at you as well. Flying machines will shoot lasers or lob grenades in your direction, pirates will approach you with shields that need to be dealt with lightning or explosives, and some enemies will roll into a ball and try and crush you. Bosses or mini-bosses are also diverse and require different methods to avoid their fire and effectively return your own.

While the action platforming make up most of the gameplay, there are some other elements as well. There are some sections where you will be jetissoned into a level from your ship, and use the Sixaxis to dodge incoming missiles or air traffic before you reach the ground. Others require you to earn devices, such as the Decryptor. This is used to access some doors which opens a minigame with a circuit board. You use the Sixaxis to tilt a metal ball which bridges gaps in the circuit as an electric current runs through it. Robo-Wings also let you fly if you are standing on a launch pad, and again the Sixaxis is used to control your flight. These are short and entertaining, so they break up the main action just enough. There are also a few space ship combat levels which are from the perspective of behind the ship. In these the left stick moves your ship, and the right stick controls your cursor on screen as enemies sawrm in and out. While not exceptional, they are still an enjoyable piece of the game.

Clank also gets his own parts in the game where Ratchet can not enter. Here he is assisted by the Zoni, aliens who are a part of the story, but only Clank can see. Clank has no weapons, but has the ability to slow down time, which lets him walk through some traps or closing doors. Once he activates the Zoni, he can also use them to levitate, to fix objects in the environment, or charge up panels. Due to the limited nature of his abilities the levels feel a bit empty compared to the normal level design, but aren't bad.

While the story itself is not too exciting or complex, you will still be charmed by the way it is told through amusing cutscenes. Among my favourites are satire on advertorials, and a hand drawn plan to infiltrate a prison. Captain Qwark in particular is highly entertaining, as a buffoon who isn't really a hero but firmly believes he is one if perhaps a little misguided. Emperor Tachyon, the last of the Cragmites and your nemesis in the game, was also a highlight. In fact, I can't say that any of the characters were a disappointment. They were all larger than life, with the aesthetic of a cartoon show.

The graphics are bright and vibrant, everything runs smoothly, and there is plenty of attention to detail. For example, when you throw a Groovitron, you will see Ratchet & Clank also jiving, and even the armour vendor joins in. The voice work is fantastic from everyone, whether it be in cutscenes, or during the action. It's highly amusing to throw a Groovitron at a boss to hear him say "I WILL kill you... right after I stop dancing". I found the game so entertaining that I went back and played it through a second time straight away, which is a rarity for me. The game is reasonably easy, and the second time around you get challenge mode, which is harder but also infers some bonuses. You get a multiplier to your earned bolts and Raritanium by killing enemies, but it resets if you take damage. You will need those bolts the second time around, because once your weapons are up to level 5, you can purchase an upgraded version for a pretty penny, and then level it up to level 10. You can also revisit levels with gadgets you found later on, which can unlock areas that were not accessible the first time around, and earn yourself Gold Bolts (for the collectors out there) and Holoplans. Once you have the complete holoplan, you can unlock an ultimate weapon. While the game lacked challenge, I found it abundant in the thing that matters; fun.

30th Birthday Games

I turned 30 on Tuesday, and I celebrated this event on Saturday with a BBQ at my house. I had a great time with family and friends, and got to the right amount of drunkenness (via a provided beer hat) where I could run around in a Sumo suit and try to sing along to Rock Band and have a blast, without feeling entirely sleazy this morning. Because I'm hard to buy for and I think most people know not to buy a games enthusiast random games (though my sister got me Boom Blox which I've played before and already know is great), I got a few gift vouchers which was pretty awesome, especially seeing as I'm broke at the moment. So off shopping today I went!

First up was Big W. I don't know if they are just paring back their games section, but it seemed to be bare of some essential titles. Not being a games specialist, I didn't expect them to have a huge range of cheap back catalogue stuff, but their new releases seemed to be lacking as well. Maybe because it's the after Christmas period? But there was no Gears 2, Far Cry 2, Mirror's Edge, Resistance 2, Fable 2, Fallout 3, or COD 5 among other notables. I eventually picked up Banjo & Kazooie : Nuts & Bolts and Bully on 360. I can only assume that by now Bully has been patched sufficiently to make it playable the way it was supposed to be.

Then I was off to EB Games. I was trying not to spend much additional money seeing as I'm broke, so I spent a while trying to match games that I wanted to play with the amount of my vouchers. Eventually I decided on pre-owned copies of Fallout 3 and King Kong on Xbox 360. King Kong seems to be an unassuming sort of title, but I've heard that it is still decent. Lego Indiana Jones was on the cards, but I get the feeling that after Lego Star Wars, which I did love, that the other Lego games are going to be a bit of a let down. I asked to check the discs and the clerk noticed Fallout 3 had a scratch so he found me an immaculate copy, sold me an Edge card so I could get 10% off what I was about the purchase (which was more than the cost of the card), and I still have a whopping $6 left on my Gift Card. I did want to spread the love to the PS3 and Wii as well, but I couldn't find games that I wanted to play that I was happy with the price being charged.

The whole experience has me pretty confused about prices, especially of older games. As some of you may know, I used to own a video store, and we were able to order games from a distributor. I bought myself a copy of Crackdown in September which would have retailed for $30 Australian. I saw a brand new copy in Big W for $78, and a pre-owned copy at EB Games for $80; maybe those figures were slightly different but I remember being shocked. I also saw Gears of War pre-owned for $80, and a pre-owned collectors edition for $60? What's worse is that it has been on the classic list for a while, and a new copy should be $50. $30 is the bargain price for current-gen games in Australia, and there were several that I have either seen at that price when I owned the video store or in retalier catalogues, yet were still $100 in the shop today. Blacksite was one of them. I'm pretty sure Zack & Wiki dropped to $50, but it was still over $90 in the shops today (I'm going to buy it eventually Foolz3h, I swear, but not if I'm getting stooged $40). Maybe it is because they bought it in when the price was higher, but you would think they would drop it down to try and sell more units and not lose out to competitors, and I'd be surprised if the suppliers did not provide price protection to these major outlets.

I also got a voucher for JB Hi-Fi online, but it can only be used on the online store, not retail outlets. The prices are atrocious. You would expect an online store to have a pretty decent listing of games, but there were scant few that should have been at the $30 price point (which is the value of my voucher) and those that were are not games I want play. I guess I can always get a CD or two instead.

So I guess from now on I will be doing some research when I want to buy older games, to make sure I am getting the best price. I asked the clerk at EB Games about what proof you need for price matching. After giving me the info, he told me that some people print out ebay prices and expect them to match it. People, eh?

Games : Collect, trade, rent?

I've been wondering what to do about my game collection. As some of you may know from previous posts/blogs, I used to own a deli/video shop. Thus I could take games home whenever I wanted (as long as they weren't rented of course). When we sold the shop, I did order in a handful of games to keep me going. That was in early October, and since then I've only bought two full priced games; Rock Band and LittleBigPlanet. Generally I'm still getting adjusted to having to pay for entertainment, food and petrol, which the shop used to pay for.

Now I'm starting to wonder what the best way to consume my preferred entertainment is. Purists would probably say buy games brand new when they come out, and never sell them. I don't think I can afford that, at least not right now. The gap between selling the shop and finding a job stretched my funds thin, and I want to build up some savings before spending money willy nilly on games.

Renting games could be a cheaper option, but I don't know if it really fits with the way I play my games (Note : To my knowledge we do not have Gamefly or a similar service in Australia). Most of the time, I can only play a game for a couple of hours before I have to do something else. It seems like my local shop keeps their games as 1 Day hires for quite a while before changing them to something more friendly to me, like 3 days. So for some of those lengthier games, it might not be that cheap if I intend to finish a game and explore it completely. Then again, it might make me re-evaluate some games, and ask myself if the extra content is really worth an additional rental period.

I've bought some games off ebay before, but they were all DS games and Gamecube games. I don't have a problem with buying games for other platforms, I'd just have to be careful about region when it comes to the 360. But should I sell any? I guess that is the biggest dilemma crossing my mind at the moment. Even if I sell games for less than what I bought for them for, it would probably feel like a really extended rental, and I could put the money towards other games and keep them flowing. But will I miss them? There are a few games in my collection that I probably won't play again.... probably. Jericho and Stranglehold were ok games, but I doubt I will play them again. Paper Mario : Thousand Year Door was a great game, one that I said I would go back to and finish all the side quests and complete the dungeon (whatever it was called). But will I? I liked Crackdown enough that I played through it when I owned the shop, and then bought myself a copy before selling the shop, and played through it again. I guess it's tough knowing in advance which games are going to grip you again later on.

I've still got several games to play through before I need to worry about this seriously. But some of those games aren't quite as appealing to me as some other games I don't have but would like to try... like Gears of War 2... and Resistance 2... and Mirror's Edge... and Fable 2... and Far Cry 2... etc...

Does the carpet match the drapes?

Err.... I mean does the review text match the score?

I wrote a review for F.E.A.R. which I posted just now. I'm off the belief like Lark that games do not start at 10 and get knocked down points for flaws. Games have to build merit from the ground up. Before writing the review, I figured I would score the game 7.5. But then I wrote the review and I hardly faulted the game at all. There are a few but they are pretty minor. But the game didn't give me that ultra wow factor that would be deserving of a 9+ game. After reading over my review text, I did up the score to 8.

Has anyone else found that issue where once you write up a review it feels different than how you were initially expecting it to turn out? In any case, on with the review.

Foreword : Please note that this review is for the single player portion only.

F.E.A.R. puts you in the shoes (or combat boots) of a soldier on his first real mission. The F.E.A.R squad investigates supernatural activity, and something is afoot. A man by the name of Paxton Fettel has exhibited his paranormal abilities by commanding a cloned army to do his bidding. Without spoiling too much, your task is to explore various buildings controlled by the Replica forces in an attempt to take down Fettel. The story is woven into the action, with you receiving updates from command via your commlink. You will meet some other members of the F.E.A.R. squad, and a few other individuals wrapped up in the story. Your interaction with them is usually brief and you won't be fighting alongside your comrades, but they serve the story well enough.

The meat of any first person shooter is of course the combat, and F.E.A.R. offers very little to complain about. The guns all feel like they have weight, and while you may find yourself with preferences (you can carry 3 weapons at a time) none of them feel decidedly worse than the others. Most of them are grounded in reality, with submachine guns, a shotgun and assault rifles, there are a few that push the boundaries of realism without being silly, such as a particle weapon that fries most enemies with a single shot. Everything from the sound to kickback to their efficiency at making mince meat of your enemies makes them all feel powerful.

Regular Replica forces aren't without the same weapons though, and can rip you to shreds in short order if you aren't careful. Most impressive about the soldiers is their behaviour both individually and as a group. If a squad catches sight of you and they are holed up in a nice position, you can't just stand around the corner and wait for them to chase you one by one; they will stand their ground and wait for you. If they have a reasonable idea of where you are, they will throw a grenade in your direction. They will run from cover to cover, and their movements never seem predictable. If there are multiple paths, they can and will try to flank you. If it makes sense for them to do so, they will jump over a desk to hide behind it, or jump through a window to get to you. If you decimate a squad, the final member is likely to run from you blind firing back at you as he panics. All of this is backed up by great radio chatter as they co-ordinate with each other. It probably isn't realistic to yell all this stuff out, but it does get the point across that they are working like a squad.

Walking into a room full of soldiers is likely to get you killed pretty quickly, so you will have to exercise a few tricks up your sleeve. Using the D-Pad left and right, you can lean to either side, and release to stand straight again. This is great for peeking around corners, and also for popping off a quick burst before getting back behind cover. As the point man of the squad, you have some insane reflexes, and you can activate a slow-mo mode. A guage shows how much you have left, and it slowly restores when not in use. On the one hand this can make combat a little easy, but without it combat can be fast, furious, and tough when facing multiple enemies. You will likely come to rely on it, and popping around a corner in slow mo and blasting a couple of Replica soldiers in the face with a shotgun before they can return fire is something that never gets old. If you jump and then melee you also do a jumping kick that takes down most regular enemies in one shot. The fact that there is no regenerating health means you will want to make the most of all your combat maneuvers. You can hold up to 10 health packs which restore some of your life, and you can also pick up Health Boosters and Reflex Boosters to increase your maximum health and slow mo respectively.

There are some other enemies, some humanoid and some mechanical, that you will encounter. These don't feel as engaging as playing cat and mouse with the regular soldiers, but adds to the variety. As you progress the game offers some paranormal moments, as if someone is trying to project thoughts into your mind. The screen flickers and you may find yourself somewhere else, in slow motion with your vision blurred, or visions will appear in front of you while someone whispers in the background. These work well in telling the story, but don't feel particularly scary. After the first few it becomes apparent that they are hardly ever threatening. There are still some standout moments where the game creeps you out, or has you jump out of your seat at an unexpected event, but isn't quite on par with the likes of Condemned.

The environments are usually stark buildings, and you will often have to employ your flashlight to get a good look at your surroundings. Sadly it employs the tired convention of flashlights that only last 30 seconds, which usually only serves to have you stop every so often in a safe spot, turn off your torch until it recharges, turn it on again and keep moving. Enemies are smart enough to see your torch though, so you will have to limit its use if you want to sneak up on your foes. You will travel mostly through secure office complexes, with some forays onto some rooftops, a multilevel carpark and a few other locations. There are a few minor puzzle elements where you may have to turn off gas valves after an explosion to progress for example, and these are nice diversions and break up the pace nicely while complementing the level design. While locations seem very similar, there is enough variation in the layouts to make the combat feel fresh each time to show off the squad combat. Graphically the game is decent. Environment textures don't seem detailed, but it works in making the levels seem stark. Enemy, character and gun models all look fine, but shadows can be inconsistent. At times there are soft shadows but sometimes (with your own shadow in particular) it's solid black or nothing. Smoke and dust is often kicked up by bullet sprays, and by todays standards the effect is dated. While you will notice them, none of these things get in the way of having a good time with the game.

As mentioned the game can be easy because of the slow-mo, and my playthrough was on Medium. As such I did attempt to bonus mission on Hard, but you don't have slow-mo in this level, and I found the going without it tough enough that I restarted it on Medium. Those looking for a challenge could try playing the entire game without it. Should you fall to your death, forget to use your health packs or run out of them (which is unlikely to occur), you will start from your nearest checkpoint. There are usually 3 or 4 in each level, and could be a few minutes from your point of death. Thus there is some punishment for death, but it is not too severe. I did run into a game breaking glitch in the bonus mission, where the person I was escorting would not move. I did not repeat the mission to see if it was a one-time glitch, but the main portion of the game had no such glitches.

Overall F.E.A.R. has a very gritty dark feel that permeates the whole game, from the dim environments, to the subject matter, to the visceral bloody combat. While it's not without flaws, it's refreshing to see AI that seems to mimic actual behaviour instead of simply being the most efficient. While some of the graphics have dated slightly from a technical standpoint, the consistent style still holds up well. F.E.A.R. is a solid shooter that is at least worth a rental.

Rhythm Games : Why Do We Care So Much?

First up a thanks to veni-vidi-vici for my new banner and avatar. I love me some co-op PixelJunk Monsters, and thought it was time to stop being plain seeing as I've been here for over 2 years (time flies and all that jazz). I forgot to mention it in my last blog, but I will give thanks when it's due. Thank V, they look great.

I was thinking about rhythm games. Isn't it really the most boring gameplay you could ever conceive? Sure, you can customise your characters, but that isn't exactly gameplay. You don't get presented with moral dilemmas. You don't have to assess a situation and use various gameplay mechanics to provide a solution. There aren't any puzzles presented to you that feel so rewarding when you use your logic to solve them. You aren't using your spatial awareness or knowledge of the games physics to perform some great feat. You know what you are doing? Hitting a button at a precise time the game tells you to. You get no options of how to play the game. You can't try some other combination of buttons to see if it will provide a different result. You get booed off stage. I mean seriously, who wants to just hit a button when the game tells you to? There is a common name for those; quick time events.

I have no idea why the above occurred to me. For some reason it just hit me how close they are to quick time events. So why on earth are we buying bucket loads of games that are solely focused on quick time events when it seems gamers are getting tired of this particular mechanic? After some contemplation, I can only come up with one thing, and it's written right there on the box. Rhythm. You know, I don't even know what rhythm is precisely, it is one of those words that those of us who didn't study music have a vague idea what it means but could never explain it to another person. But it feels great when you are banging away on a drum set and you are hardly paying attention to the notes on the screen because you are approaching some sort of zen, you've made some sort of connection with the music and know what has to be played. Standard quick time events don't have any rhythm. They are based on response time, not rhythm.

I'm a bit over quick time events, but I'm having a blast playing Rock Band drums at the moment. I managed to beat the third set of songs on Hard without failing one (though came close), so I think I'm slowly improving. What do you think of rhythm games? Are they too close to quick time events for your liking? Or does the magic of the music make you forget you are just pressing a button when the game says you should?

Compile me this

Compilations generally represent good value for money. At least, that should be their intent. Most of the compilations we get these days are of arcade days of yore, or you get things like the Sega Mega Drive Collection. Generally stuff from significantly older systems. Sometimes we will get franchises from a current system that houses all the discs in one box. On the rare occasion we will get absolute gems like The Orange Box.

Here is something I would like to see though. The Playstation 2 has one of the largest and by some considered the best, libraries. But the Playstation 3 is not backwards compatible. Why not rerelease some of those greats on a blu-ray disc? Sure, some of those games are not very old, but I think there is plenty of potential here, especially if you are going to release a new iteration in a series on the Playstation 3. Given that the PS3 is not inherently compatible with PS2 games, no doubt there would have to be some engineering involved in getting them to work. Compared to actually designing and coding new games though, I'm guessing it would be pretty cost effective. It would also be nice if they gave the games a graphical facelift, such as reprocessing textures in high definition, but I wouldn't find that necessary.

I'm not greedy. I'm not expecting 10+ relatively recent games just because there is storage space for them. I'd say 3 games for about half the price of a usual game, or up to 5 or 6 at full price. I'd say the sweet spot is 4 or 5 games at less than the price of a current new release; cheaper and potentially offering more value. So I started to have a look at some companies to see what Playstation 2 games are worth compiling. It's quite possible some of these licences have changed, but I've based this on the publisher at release.

Capcom

Devil May Cry, Devil May Cry 2, Devil May Cry 3 : Special Edition
No brainer. Would have been nice if it was released before DMC4, or even as a special edition that included the 3 prior games

Resident Evil Code Veronica X, Resident Evil Survivor 2 : Code Veronica, Resident Evil Outbreak, Resident Evil Dead Aim, Resident Evil Outbreak File 2, Resident Evil 4
Potentially you could even include the Resident Evil's from the original Playstation as well, but that is a lot of Resident Evil for your buck. Dead Aim could probably be removed as it is a light gun game, though it could make for a nice bonus for those that have the Guncon if they could make it work with that.

Onimusha 1-4, Onimusha Blade Warriors
I don't really know this series, but they got decent reviews except for Blade Warriors. It doesn't appear to be part of the main series, so it could stay or go.

Mega Man X 7, Mega Man X8, Mega Man Anniversary Collection

Viewtiful Joe, Viewtiful Joe 2, some other random game
I couldn't decide which game to round this out with, but another decent action title would make for a nice pack.

Okami, God Hand, Killer 7
Call this the Capcom Essentials or something (I think something may already have that name actually). Three well received titles that don't belong to franchises (at least not yet). If this pack was available, no doubt I would pick it up.

Square Enix
Kingdom Hearts, Kingdom Hearts 2, random game
Again I couldn't decide which game to add, another action RPG would probably round it out nicely.

Final Fantasy X, Final Fantasy X-2, Final Fantasy XII
A collection of all the PS2 Final Fantasy games. A no brainer that would probably sell a whole bunch... except they would have to remake them for the DS first.

Ubisoft
Splinter Cell, Splinter Cell Pandora's Tomorrow, Double Agent, Chaos Theory
Double Agent is a debatable inclusion as it is available on a current console (Xbox 360) but didn't make it to the PS3.

Rainbow Six : Rogue Spear, Rainbow Six : Lockdown, Rainbow Six 3
Another series released as a pack. Note that there were also some Ghost Recon titles, but the PS2 versions all got pretty bad reviews.

Prince of Persia : Sands of Time, Prince of Persia : Two Thrones, Prince of Persia : Warrior Within
Another series that would have benefited from being released recently.

Rayman, Rayman 2, Rayman 3
Rayman was on the original Playstation, but this would probably still be a decent collection.

Rockstar
Grand Theft Auto 3, Grand Theft Auto San Andreas, Grand Theft Auto : Vice City, Grand Theft Auto : Liberty City Stories, Grand Theft Auto : Vice City Stories
Another no brainer. Maybe you could take out the 'stories' to make it cheaper, as these weren't as well received.

SCEA
Dark Cloud, Dark Cloud 2, Drakan : The Ancient Gates

God of War, God of War 2, another action title

Ico, Shadow of the Colossus, another action adventure title
Another pack I'd likely snap up as I haven't played those first two games which have come with decent acclaim.

Sly Cooper Sly 2, Sly 3

Jak 3, Jak & Daxter : Precursor Legacy, Jak 2

Ratchet & Clank, Ratchet & Clank : Going Commando, Ratchet & Clank : Size Matters, Ratchet & Clank : Up Your Arsenal, Ratchet : Deadlocked

SOCOM, SOCOM 2, SOCOM 3, SOCOM Combined Assault

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So I got a little bored at the end there with doing the descriptions. That's only a few of the companies too, and there were some other products from them that I thought may have been worthy of being compiled, but couldn't figure out how to pack them. The idea obviously interests me since my exposure to the PS2 was limited, but are there other compilations from the PS2 you would like to see?

2008 Predictions : Failed

Last year in December, I made some predictions for what would happen in 2008. I won't copy and paste the whole thing. You can go and have a look at the original blog if you want to look at my original justification for some of these predictions. Bottom line : Don't trust me with your future. None of what I predicted came true. That said, some of them are on the cards and will probably happen next year. So here is the list of what I predicted, and how wrong I was.

1 Microsoft will do something with achievement points.
I acknowledged in the original blog that this was a long shot; Microsoft using achievement points like some kind of currency. I'm now convinced it will never happen, and I'm not sure why I really thought it would happen either.

2. The Playstation 2 will cease production.
Not only did it not cease production, it began distribution in several countries for the first time this year. While I originally anticipated they would cease production of the unit to shift focus to the PS3, I now realise keeping it in the market for as long as possible is the best thing for Sony. While it isn't 'current gen', having both on the market means they have both the cheapest and premium console available. Cutting it from their product line-up would move more frugal spenders towards the Wii and Xbox 360, but probably not the PS3.

3. Nintendo will release a hard drive for the Wii.
Oh, come on. No one can blame me for making this prediction. It's been hinted at multiple times, but no announcement has been made. Hurry up already.

4. LittleBigPlanet will be the biggest system seller the Playstation 3 will have since launch.
I'm too lazy to look up sales figures, but no doubt if this had been the case, we would have seen Sony touting it via a Gamespot news piece. It seems to have been received more as a solid game rather than one that people will flock to buy the system for.

5. Microsoft will release a blu-ray drive for the Xbox 360.
Well, blu-ray did win out in the format war earlier this year. Like the Wii hard drive, this is something we've heard talk of, but nothing concrete yet.

6. Microsoft will make full Xbox 360 games available via download.
Nothing here yet. I still expect it will happen. The Pro now has a 60GB hard drive, and they will want to compete with Sony who are offering some full games for digitial download. It still seems to me like the perfect place to release older titles at a cheap price when it is no longer economically viable to distribute retail product.

7. Sony will release back compatibility software as a download for Playstation 3 models without that functionality at the end of the year.
I would still like to know why this is not available. The emulation in the second series of PS3's was software only. We've got hard drive space, why can't we have that software? This perplexes me.

8. The gap in install bases between all 3 major systems will close.
Again I'm too lazy to pull figures, but I'm pretty wrong here. Nintendo is rolling in cash as the Wii still sells like hot cakes. From memory the PS3 was gaining ground reasonably well through the middle of the year, but the recent price cut of the Xbox 360 seems to have killed that. Seems like the draw of blu-ray was not as big a factor as I thought it might be.

So with that track record, what predictions will I make for 2009? Some games will be released, and I will like some of them.

Got any predictions of your own?

Books, Games, Review, Randomness

Random assortment of stuff incoming.

So I played Rock Band for the first time in about a week. The only thing I've played solo is the drums, and I had finished the medium tour, and played a few of the Hard songs. I decided to give the hard tour another go. By golly, Wave of Mutilation savaged me. 38% on the first attempt, and then somehow only 18% on my second. What is really getting me with the hard notepaths is having my foot and hands out of synch, I just can't do both in alternating beats at speed; if I start trying they are usually back in tandem after a few beats due to habit. Most of the songs in that second set I failed once or twice before just scraping through. While it means I finished the song and can move on, I don't feel good about it. I got 95%+ for a lot of songs in the Medium tour, but consistently failing to nail the same pattern, even if it means only missing a few notes, didn't feel right there either. Even if I can't nail it consistently, I'd like to be able to do those sections at least once before I move on. Anyone got any tips? Strangely later in the evening I learned I had developed blisters on one finger. That never happened when I played the whole Medium tour. I guess it was because I was trying so frantically due to feeling under pressure. I also can't seem to get to a place where my drum kit doesn't move as a result of my use of the kick pedal while remaining comfortable; I think I'm going to need to keep some bricks handy to shove behind it when I play.

LittleBigPlanet is a great deal of fun, but it has some annoyances. The physics make for some fun antics, but on occasion they can be frustrating, such as trying to perform jumps from rotating spindles with precision, or hitting a ledge and then skipping off of it because it moved a fraction. I've barely tried online multiplayer (only because I selected the menu option to see what it would do) and it loaded up a random level. Lag plus physics = completely unplayable. It was atrocious. I haven't tried it again since, I'm really hoping it was a one off. I have tried some user levels and the popular ones do seem to be fairly well constructed. I don't know if I can be bothered to make my own levels; thus far my attempt at a level has been to float 300 golf balls in the air, start the level and have my sack person crushed to death. I thought about HR Gigers Aliens. It's been done, though the level I played was frustrating enough that I didn't finish it. And the tools in the game should be able to create some pretty articulate chomping actions or face huggers that scuttle about (which were relatively simple in the level I played). I checked several trademarked properties and they were all there, so maybe Sony isn't blitzing this as much as is being reported.

I finished reading Awaken the Giant Within by Anthony Robbins. While it seems he fell from grace (thanks to Foolz3h pointing this out to me some time back!), the book still has plenty of impact. Oddly enough it is a motivational book... that took me about a year to read. It was a refresher though (I find it good to read the book every few years) so it isn't as bad as it sounds. But the same day, I started reading a fantasy novel. Other people here have been talking about books lately, so I decided it was time to rekindle the old flame properly. I used to read lots, mainly fantasy, but for quite a number of years my reading has been little. To ease back in I've gone with something light, The Redemption of Althalus by David and Leigh Eddings, instead of any multi-book epics. I think I might broaden my horizons and step outside my fantasy comfort zone. My father has plenty of miltary or political thrillers and adventure books, so I might borrow some of those, and my knowledge of history is pretty lacking so I might do some non-fiction as well. In any case I've made the first step and opened up a book. It should be plain sailing from here. Thanks to those who have blogged about books and got me to read again. I might have done it without you anyway, but maybe not. So thanks.

One quote I did pull from Awaken the Giant Within is something I want to make part of my active life.
"You can't live a perfect day without doing something for someone who will never be able to repay you" - John Wooden
I'm not sure exactly what I am going to do, and maybe I won't have a 'perfect' day every day, but if I see the opportunity to live by this maxim, I will. Maybe it will be helping an elderly person with their shopping back to their car, or buying someone lunch when they realise they forgot their wallet. I'd only ask that they do something for someone else when the opportunity arises. I believe in karma, and the best way to receive care and love is to give it first. Yeah, that all sounds wishy washy. I almost feel guilty that I haven't lived up to this standard that has been in the back of my mind for so long.

Anyway, back to games. I have reviewed Enchanted Arms. I will come straight out and say that I haven't finished it yet. I'm pretty sure I'm close to the end, but I find it extremely unlikely that anything will change in the next several hours of gameplay. If the story, character development and voice acting suddenly becomes awesome, it doesn't make up for 35 hours of tripe. Likewise nothing is going to change in the combat that will impact the review text or score. It is a fairly long one, but here goes.

With many of todays RPG's focussing on player choice and how their own personal story plays out, Enchanted Arms feels like a throwback to past generations with a typical Japanese RPG setup; a linear story and random encounters. Linear stories in RPG's are fine if they are compelling, but unfortunately in Enchanted Arms it isn't. However, you may find the combat interesting enough to put up with the generic story.

A thousand years prior to the games opening scenes, a Golem War raged. Humans programmed golems to perform tasks for them, but one day things went awry. After the ensuing war, the golems suddenly stopped working. Devil Golems, the most powerful, were separated from their Magicores (the source of their power) and were secured away after the war. In the present day, people have forgotten about the war and are using golems again. Without giving too much away, it also turns out that there is another way for a Devil Golem to return to its former glory, and the story begins there.

The main character of the game is Atsuma, and the game begins with him dreaming in ****at Enchant University. After you receive some tutorials from the teacher and one of your friends, you can start to explore the university and chat to fellow students. While you can talk to people, there is usually no benefit from doing so. When speaking to people you will sometimes be offered multiple lines to choose from, but it has no impact on the game or story. You can just talk to them multiple times to get their other responses and before long you will probably ignore everyone who isn't necessary to the story. Atsuma is unique at Enchant University. While others are there to learn the art of enchanting, his arm has the power to destroy those enchants instead. This begs the question; why is he studying at the university at all? There are a number of times in the story where you will be scratching your head wondering how seemingly implausible events, relationships or motivations came to be.

The way the story is told really fails to deliver. There are some occasional pre-rendered cutscenes, and some of those are impressive, particularly those which show off the destructive power of the Devil Golems. However most of the story is told by having characters overlaid on either side of the screen as they talk to each other and while they are rendered in 3D and in motion, there are only about half a dozen predetermined poses for each character. This limits how much emotional impact each line has, but not as much as the woeful acting. Though it is hard to blame the actors for getting into it when the dialogue is terrible. Characters often act or react in ridiculous ways, and their behaviour at times is simply unbelievable. One example that crops up several times in the story is that i'ts blatantly obvious one character is quite reluctant to go to the next destination, but then pretends that everything is ok and the other characters believe them instead of probing for more information. Other times they are unappropriately joking about serious matters. Everything is just so inconsistent that you will find it hard to care about the story or characters. Early on you will earn an achievement named 'Tragedy', and it certainly could have been moving had it been treated with respect but all it did for me was add 25 points to my Gamerscore.

While the story fails to deliver, the combat succeeds. Since there is no character development or ways to impact the story, all of your stats and skills relate to combat. There are some main characters in the story, and the rest of your party will be made from golems that you collect. These can be purchased and synthesized, or you can find their avatars in environments and challenge them to earn their core (who are stronger than their random encounter counterparts). While you can have eight golems accompanying your party, only 4 characters and/or golems can be taken into combat. Combat takes place on a grid cut across the middle, so each party has a space of 4 across and 3 deep to play with; you can not enter the opponents grid and vice versa. Your party begins randomly placed on the grid, and you take the first turn. You can select any of your characters, move them up to two spaces (using the 4 basic directions, no diagonals), then select a skill to use. Usually this will be some form of attack, but some characters have healing, defense and boosting abilities. All of these have a predefined effect area. For example, Atsuma's 'Blow' attack hits two squares in front of him. Later he unlocks Flare Blow, which can only attack one square in front but does significantly more damage. Karin's (a character you will meet a few hours into the game) Mist attack affects a square three steps forward from where she is standing, plus the 2 squares either side. You repeat this with all of your characters, then if any opponents are still standing, they all take their turn at once.

There are no random numbers and attacks never miss. There is also no defense statistic; whatever an attacks power rating is, is exactly how many hit points it will take off the enemy, barring elemental differences or defense spells. Enemy hit points and effects they are under is displayed whenever you highlight them, as well as allowing you to look at their attacks' power and range. Thus combat comes down to you choosing wisely where you want to position your party, and which attacks will net you the most benefit. Attacks that affect more area are usually capable of doing more overall damage, but focused attacks might defeat an enemy, stopping it from counterattacking. Unlike most JRPG's, hit points are restored at the end of combat. To balance this out, most enemies are capable of dishing out enough damage to kill members of your party in short order. In fact you should expect members of your party to fall with reasonable regularity. So long as at least one member of your party survives, everyone will be revived and restored. Attacks are either direct or ranged, which brings us to the cover system. While ranged attacks will deal damage to anything within the attack range, direct attacks will only deal full damage to the first enemy in a column. If there is a second enemy standing behind the first, they will take half damage, and if a third happens to be in the same row, they will take no damage even if the attack travels that far. This is another factor you will have to take into account when preparing your attacks, and also when you want to protect certain members of your own team.

While hit points get restored between combat, Vitality Points do not. These somewhat replace the traditional role of hit points in JRPG's. Each turn of combat, they lose VP. There are some other factors that reduce VP as well, such as being knocked out, or running from combat. If a member of your party begins combat with no VP, they start with 1 Hit Point and 1 Energy Point (more on those shortly). This gives you incentive to swap out those characters and use different ones. It also gives you incentive to focus on good tactics and end battles as quickly as possible. Scattered around the lands are restore points that revitalise everyones VP, but you will often live in fear of running out of VP and always keep moving towards your goal. Hint : Save your game at these points.

At the end of each combat, everyone in your party earns experience points, including those who were not in combat. While there are over 100 golems to collect, you can only have 8 with your party; the rest that remain in storage (and can only be swapped in when at a shop) do not get the experience. Leveling up increases all of your stats (Hit Points, Energy Points, Direct, Range, Support, Agility). Those who were in combat also earn Skill Points (but not the rest of the party). While general leveling increases every stat, SP can be used to focus on a particular attribute. For example, the vast majority of Atsuma's attacks are direct, so you are likely to spend most of your points there, whereas Karin is your main healer and you will want to boost her support. However each time you increase a stat, it costs incrementally more to do so again. Golems have set skills, and all of their SP can go towards their stats. The main characters can learn many more skills, but they must spend SP to unlock them. While those skills get more powerful, their EP usage also goes up considerably. For example, an upgraded attack that does 50% more damage than the previous version might cost 3 times as much EP. Furthermore, each character can only have 5 main skills attached at a time. This doesn't matter in the early game when each character only has 2 or 3 options, but if you only equip the strongest EP hungry attacks, you might find yourself unable to attack for a turn while some of your EP is restored. This doesn't come into play much during normal combat, but becomes much more critical for boss fights.

There are some other complications in combat. Each character and golem has an elemental alignment. There are six different elements, 3 sets of matching pairs. If an attack is imbued by an opposing element, the recipient takes double damage. Any attack imbued with their alignment takes half that damage. While everyone has an elemental alignment, some or even all of their attacks are not aligned to an element. This offers a risk versus reward, for example while Atsuma's fire aligned attacks are effective at taking out water aligned enemies, they are usually capable of dealing him double damage as well. Some attacks have other attributes. Some attacks make you unable to move, some poison you (dealing damage to you each turn), others knock you back. Your characters can learn support skills to prevent these from affecting you. Other complications that creep into combat are healers and resurrecters, enemies that counterattack during your turn, those that explode, and those that will drain your EP. Their introduction is well paced, so combat doesn't get boring. One of the most annoying things is that your Agility rating impacts whether the group will be caught off guard. Taking your turn first and pummeling your enemies before they can make a move feel goods; having it reciprocated is not. It isn't until late in the game that it becomes neccessary to increase this statistic, but it affects nothing else in combat and feels like a waste of points.

Overall, the combat feels great. While the path is linear, there are so many ways to approach the combat, to spend your skills points, and to compose your party. One small complaint is that regular battles feel over a little quickly, with many ending in one or two turns. This often makes your support characters feel a little useless, but you will need to level them up for boss fights. Most regular fights have between two and four enemies, but occassionally you will come across some that have six, and will have to think about your opening turn carefully to make sure you don't get pummelled. If you ever lose in combat, you are free to retry from the beginning. This is a nice feature, but it doesn't allow you to swap out any characters or skills; if you think your party is overwhelmed and you can't win the combat no matter what your tactics, you will have to reload your last save. Your starting positions on the grid are random, and a retry can put you in more favourable position to get an early upper hand. Another nice feature is the auto-attack feature. In any turn you can have the computer manage it for you with two button presses. The computer generally does a good job, but there were a few times when support spells were used, but the battle would have been over a turn earlier if it had gone all out offense. You can't complain though, as the feature is optional and good for those battles that you know you can win without a sweat. The graphics here are great during combat, but you will hold down the fast forward button after you have seen an attack for the first few times. It might sound strange, but the rumble feature feels great and supplements the sound nicely as it vibrates with each strike.

There are plenty of different environments to walk around, and these are generally pleasing to the eye, though some indoor areas have the same wall textures and seem quite symmetrical, making them bland and uninteresting. Enchanted Arms has a laundry list of minor annoyances or obvious features that are missing. Granted, none of these are huge, but you will notice them frequently. Getting onto ladders seems to require pinpoint precision at times, and there are plenty of invisible barriers in areas where it looks like you can walk. When you get into water, the screen blacks out and reloads a few seconds later, when we expect that to be seamless these days. Furthermore you can still have random encounters when swimming, but the combat takes place on land, which feels sloppy. You can synthesize weapons for characters in the shop, but it doesn't offer you an equip option; you will have to leave the shop and load up another menu before you can equip it. Probably the most greivous annoyance is when you have a main character in your main combat party, they are removed from your party due to story elements, and then you are thrust into combat without the option of changing your line up. You either have to complete the fight with only three characters, or revert to your last save and swap him or her from the party before the story element triggers.

A persons potential enjoyment of Enchanted Arms is likely to come down to the combat. My only desire to complete the story was driven by my compulsion to find new and more powerful enemies to fight. I can't help but feel that Enchanted Arms would have been an entirely better game had it thrown away the story altogether, played to its strength and been about a Golem Tournament without the need to traverse around waiting for those battles to happen and mashing the A button during cutscenes. If story and character development are your main draws to RPG's, then stay away from Enchanted Arms. If you can put up with the story, then you will find a solid tactical combat system that is likely to keep you entertained.

Score 7.0

Looking Back : November 2005.

The purpose of Looking Back is to take a look at some older retail games for the current generation that got good reviews (7 or higher). Sometimes these games pass us by because they were released during a glut of other good games. Perhaps you've only just picked up the relevant system. Or perhaps it was a lesser known title that simply slipped under your radar. In any case, the purpose of Looking Back is to determine whether these games are still worth a look, whether they haven't dated well, or whether something else has come along and beaten it at its own game. These games should either be budget priced by now, or you can probably pick up a cheap second hand copy. I chose November 2005 as a starting point because this was the launch of the Xbox 360. Given that there was only one eligible game released for the Xbox 360 in December 2005, that has been included as well.

Kameo : Elements of Power
Gamespot Score 8.7
Is it still worth playing? Yes. While impressive at the time of release, the graphics lack technical detail; there are some jagged edges and some bland textures. However, the game is bright and colourful, and the art styIe makes up for it. There are 10 Elemental Warriors to collect, which you can swap between on the fly depending on the level design. The controls take a little while to get used to, but are effective. The story and voice acting are nothing to write home about which makes the game less engaging, but the hybrid of action and puzzle elements still holds up. The gameplay is where it matters, and the combat, intuitive puzzles and boss fights are still a good time. From what I've heard, it didn't sell enough copies to warrant a sequel, which is a shame; the progress we have seen in game storytelling in the last few years would work wonders for a sequel. Nevertheless, the gameplay is still good today, and there hasn't been anything quite like it since its release.

Condemned : Criminal Origins
Gamespot Score 8.0
Is it still worth playing? Absolutely. I played this game earlier this year, and it holds up as one of the best psychological games I've played. While it has seen a sequel, I think the original edges it out as a better, more immersive game. As FBI agent Ethan Thomas who has been framed for murder, you need to track down the real killer to clear your name. Weird things are going on in the city, and people are becoming more violent. Most of the game takes place at night or in abandoned buildings, so everything is lit by your flashlight. The game is tense, with some jump out scares, but more importantly a sense of dread, knowing that some violent hobo could be just around the corner. The first person melee combat is relatively simple, with you picking up makeshift weapons with different properties, but is still engaging despite that simplicity. If you want to play a game more akin to a thriller or horror movie, this is your game.

Need For Speed : Most Wanted
Gamespot Score 8.4
Is it still worth playing? If you are after an arcade racer, Need For Speed : Most Wanted probably has what you are looking for. Many people consider this to be the best Need for Speed game, with the main attraction being the cop chases through an open city. Need For Speed Undercover has just been released which brings back those cop chases missing from the last 2 instalments, but has met with some tepid reviews, with choppy frame rates as a main issue of the game. It's not all just cop chases, there are plenty of other events, such as traditional races, timed checkpoint races, and speed camera races (get caught doing the most speed at predefined camera locations) If you haven't played a Need For Speed game yet, jump in with this one.

Call of Duty 2
Gamespot Score 8.8
Is it still worth playing? If you are interested in single player campaigns, then yes. There might be a glut of World War II shooters, but you may as well be playing the best ones. Still a great first-person shooter with plenty of tense action, tight controls, and great scripted events. While I've not played Call of Duty : World of War, reviews indicate is in an excellent game and has made some improvements, but it doesn't stop Call of Duty 2 from being a good game in its own right. If you are interested in playing multiplayer however, COD : WaW appears to trump COD 2 soundly.

Amped 3
Gamespot Score 7.6
Is it still worth playing? Yes. Though the ridiculous cutscenes and plot may initially turn you off, the boarding is still great, and it rocks to an indie soundtrack. I still find it to be the best snowboarding game on the market, as it mixes realism (near the beginning) with the ridiculousness of the SSX games. The several mountains (some of which are very large, others are one-run trick parks) add a lot to do, as well as collectibles, the ability to build your own board park. Sadly, hang gliding and other such events don't control quite as well. The game also has a sense of humor. All in all, it's still great, especially with the disinct lack of snowboarding games and the recent contender, Shaun White Snowboarding, receiving less than stellar reviews. - BrokenPezHead

Dead or Alive 4
Gamespot Score 8.8
Is it still worth playing? Still fun, but wrong out the gate. Though not a bad game, DOA 4 was, and is, still a thrid tier fighter. With a highly exploitable turtling system that punishes offense, and severely promotes defense and throws, I would not have scored it so highly. The graphics are still gorgeous, but the single player, while not the focus, has taken a severe hit with the games cheating A.I., which essentially makes it no fun. The system is still Virtua Fighter Light, and the counters are still far too easy to perform, though I will say it is a good casual fighter. Though there are gobs of combos and moves, several are made useless by the simple counter system, and it's choice as the fighter in "pro gaming" circuits still saddens me to this day. All in all, it's still fun, pretty, and lightning fast (it's strongest point) but as far as fightning games go, you can do better now. - BrokenPezHead

Eligible games not commented on.
Feel free to discuss these below, and whether they are worth playing today.
Project Gotham Racing 3 (8.8), Madden NFL 06 (7.4), Tiger Woods PGA Tour 06 (7.8), NBA 2k6 (8.3), NHL 2k6 (7.5), Perfect Dark Zero (9.0), Ridge Racer 6 (8.1), King Kong (8.2)

Feedback
Is this a feature you would like to see every month?
Is trailing by 3 years the right amount? I'm considering catching up to 2 years to get the Wii and PS3 onboard the feature faster, but is that necessary? Given the penchant for sequels which usually take about 2 years, perhaps 3 years is the sweet spot.
Should Playstation 2 games be included in future versions of this feature?
Any other suggestions as to the layout or format?

Thanks to BrokenPezHead for his collaboration on this feature, his entries have been credited.

Reviews - How do you prefer them?

I was lucky enough to get a Top 100 reviewers emblem. To anyone who may have assisted me in this endeavour, thanks! Though prior to receiving it, I've been pondering reviews in general, and the differences between how I may write, and how others may write. This isn't a 'how to write a review' blog, it is more some musings on things.

The first obvious question when writing a review is 'What does the reader want to know?' Of course, the answer isn't so simple, and is likely to vary depending on who you ask. One of the things I've been wondering about in particular is the intersection between facts about the game in question, and your personal feelings towards it. You can drone on for paragraphs about various game mechanics, but that doesn't mean you will tell the reader that those mechanics are actually fun or employed well. Conversely, you can say that a game was fun, has replayability and is exciting, but if you don't explain at least some general mechanics of the game, the reader won't know whether specific game mechanics that appeal to them are in the game. I think I've balanced these two things reasonably well in my reviews. But which way do you prefer? Do you want details of the game? Or do you just want a review to gloss over the details but simply know whether the reviewer thinks the game is worth your time? I've been wondering about this mainly because I'm playing Enchanted Arms, which I feel might have to lean a little more towards game description. The combat is the only good thing about the game, but I think I'm going to go in-depth to describe it so people can judge whether it is the sort of combat they would enjoy.

The other thing I've been thinking about is summaries. Gamespot has the 'Good' and 'Bad' at the top of the page. I know Jim does this as well with his reviews. Do people like these as a quick snapshot of the game? I've thought about doing them, just haven't. I guess it is all there in the review text, and if someone is looking at user reviews I expect they intend to read the whole review anyway. I have seen a couple of other similar systems, though only in print. One is the 'worse than' and 'better than', which compared the game in question with other games in the genre. A third was a 'Buy this if...' compared to 'Rent this if...'. What do you guys think of these systems? I think they all have some merit, but I've yet to bother incorporating any into my reviews.

The last thing I've been thinking about is charm. I'm pretty sure I'm a major culprit myself, but I think this word gets bandied about a lot and has become cliche. Though as Jim would say (at least I'm pretty sure it was Jim) cliches become cliches for a reason; they are effective words/phrases for getting the message across. Still, it seems like this word comes up when we can't think of how to describe aspects of the game (usually graphics), or at least I do. Is the word charm sufficient, or should more detail be required as why it has charm? The same could be considered with the word style. Do you think these words are overused in reviews?

Yeah... so that was a rambling mess. Any other thoughts on review process and layout?