Final Fantasy XII – Review

The party from Final Fantasy XII.

I’ve completed another Final Fantasy, this time a more modern one, Final Fantasy XII. While I am knowledgeable about the series, I haven’t played a ton of them, but this is easily my favorite. I spent a month and a half playing through Final Fantasy XII in bits and pieces when I had the time and I’ve thought a lot about the game in the weeks since I beat it, what I’ve written are the my biggest takeaways from the game. I’ll talk about the world at large in Final Fantasy XII, Ivalice, the characters that form the party, the story very briefly, and the battle system. In general I feel Final Fantasy XII is a staple in the collection of anyone who enjoys role-playing games, and worth a look even for those don’t.

Final Fantasy XII takes place in Ivalice, a familiar environment for the series, home to the Final Fantasy Tactics games, as well as Vagrant Story. Ivalice spans many geographical regions, including many deserts, but it’s also home to snow covered mountains, tropical beaches, thick rainforests and more. Passing through these regions, I enjoyed not only the battles that took place in them, but marveling at the amount of work that went into making each location as detailed as they turned out.

Smack dab in the center of Ivalice is Dalmasca, home to Rabanastre, the city where much of the game takes place. Rabanastre is large, the largest city I’ve ever seen in a role-playing game, or any video game for that matter. Walking through its many areas, I viewed the beautiful architecture that it was composed of, reminiscent of a Europe of ages past. But Rabanastre isn’t the only large city in the game, there are others, but there is diversity in Final Fantasy XII; more common are the small gatherings of people, forming makeshift hubs, or villages in the heart of the wilderness, composed of foreign races.

The party battling a boss. Notice the blue line extending from Penelo, telling her who to attack.

After reading that the developers had visited Turkey and took an interest in European, Middle Eastern, and Asian cultures for the game, it’s easy to see that the influence has found a place in the game, specifically, much of Ivalice is set in a warmer climate, with Rabanastre being surrounded by deserts on all sides.

The vocabulary the characters often spoke with prompted me to look at some words’ meaning more than once and I’m not digging the game for it; I enjoyed hearing seemingly archaic words, broadening my own vocabulary; it’s something that helped reel me into the setting. Even though the game has an antique vibe, technology is everywhere. One of the first cut scenes in the game shows a battle raging with foot soldiers on the ground dressed in armor and swinging swords at each other; one side attempting to defend a castle-like structure with the other side attempting to capture it, meanwhile an aerial dogfight is going on between futuristic flying crafts, zipping about. This blend of swords and soldiers and futuristic sci-fi was an interesting juxtaposition of aesthetics.

Ivalice is a world built on the foundations of magicite; a magical crystal substance that holds power, power that inevitably will end up in the wrong hands. Long ago the Dynast-King Raithwall united all of Ivalice under his rule, with the help of magicite, bestowed to him by the mysterious Occuria, undying, god-like beings. The time of the Dynast-King Raithwall was thousands of years ago and current day Ivalice is on the brink of war.

The battle I mentioned earlier was between the Dalmascans, protecting Nabradia, the border between them and their attackers from the east, the Archadians. Archadia is a large kingdom, perhaps the most powerful at this time in Ivalice and they want Dalmasca. Why? Perhaps they want Dalmasca to allow them easy passage to a third kingdom, Rozarria in the far west. During the final moments of this battle, the king of Dalmasca has agreed to sign a treaty with Archadia, but he is assassinated directly after.

A couple of years after this, we are introduced to Vaan and Penelo, two orphans living in Rabanastre  who both lost their parents in the war, as well as Vaan’s brother, who fought at Nabradia. Vaan has much disdain for the empire, after all the war took his whole family. Vaan doesn’t have much direction in life, he spends his days running errands for a shopkeeper along with other orphans of the war, but much of his time is spent stealing from others. His only real goal is to become a sky pirate and be able to live freely, going wherever he wants. Penelo seems to be the angel on Vaan’s shoulders, leading him out of trouble and attempting to prevent him from getting into any more. While Vaan has his goal of becoming a sky pirate, all it seems Penelo wants is to remain at Vaan’s side, and not lose anyone else.

Rabanastre is soon paid a visit by a member of the Archadian royal family, and the newest overseer of Rabanastre, Vayne Solidor, the son of the Archadian king. He is a charismatic person; as he begins speaking to the crowd of Rabanastrans, it’s apparent they don’t want what he’s selling, but Vayne is able to whip the crowd into frenzy and get behind his rule, at least somewhat, with a charming presence and an intelligent tone; he seems peculiar though. Vayne is tall, with long black hair, and a smile that seems… off, he just looks like an antagonist. After Vayne’s speech, Vaan decides to break into the royal tomb and steal something back from the empire and it’s during this escapade that he meets Balthier and Fran.

Balthier has a cool personality about him, he always appears to be in control of the situation; basically he’s the dashing pirate. His partner Fran is a viera, a woman with rabbit like features, including long ears and hair that practically flows to the ground. Like Balthier she also has a cool personality, never coming off as nervous. She definitely shows her smarts throughout the game, offering practical advice and necessary knowledge of magicite. As the game progresses Balthier comes to view himself as the leading man, and why not, being a sky pirate he has the airship that eventually transports the party, he shows an altruistic side later on and all in all, he’s just a fun character. And from the events that unfold, his past is brought to light and wow!

CG from the cut scene where Vayne Solidor presents himself before Rabanastre.

As they make their way out of the royal tomb, they soon stumble into a rebel group, headed by an unassuming beauty, who is later found out to be the princess of Dalmasca, Ashe. She is a strong-willed fighter who wants nothing more but to restore Dalmasca to the kingdom it was before Archadia took over. As the story progresses she has to find the strength within herself to do what she must; even though she is strong-willed, she has doubts about what she has to do, and whether she can pull off what must be done. At times she seems distant from the rest of the party members, almost focusing solely on what lies ahead for her, but with what lies ahead for her, who wouldn’t be focusing on that, after all, Ivalice’s future is practically on her shoulders.

Last, but not least, there is Basch, a former leader in the Dalmascan army, but now an outcast, as he has been charged with assassinating the king. The party finds him in prison, and while they know what he has done, they know they need him. But Basch does not have the demeanor or the attitude of a royal assassin; it becomes instantly apparent that this cannot be the man who murdered a king. He is a soldier through and through, showing respect for the rest of the party, and pledging allegiance to Ashe in particular.

There was a lot going on in the narrative of Final Fantasy XII, at times I felt overwhelmed, but I managed to sift through the dense amount of information and enjoyed the payoff.  In the last ten or so hours of the game, all these story threads were coming to a close, and I didn’t want to stop playing; I was the most hooked to the game at the very end. I clocked in under 80 hours when I finally beat the game, and I still had plenty to do. I aim to replay Final Fantasy XII at some point, and I left plenty of side quests for that play through but I did an ample amount regardless. Final Fantasy XII is simply a massive game, with a massive amount of content.

I guess the only thing I haven’t talked about is the actual gameplay and the systems Final Fantasy XII employs. With each Final Fantasy, Square Enix implements a new battle system, or tweaks aspects of a previous one and Final Fantasy XII is no different.

The party battling it out.

Many role-playing games have plenty of areas to explore, and they’re usually broken up into towns, a world map that the party traverses, and dungeons. Typical of many RPGs, especially those from Japan are random battles. For instance, as I’m moving my party around the world map or a dungeon I see no enemies, but I’m randomly attacked and whisked off into a battle scene in which I choose the actions I want to take, and once I’ve won, I’m back to the world map or dungeon. Instead of random battles, when I wouldn’t know when I’d be attacked, Final Fantasy XII shows enemies while I’m traversing dangerous areas. This isn’t the biggest change however.

Just as random battles are common in role-playing games from Japan, so are turn-based battles, battles where everyone is allotted a turn, including the enemies. In games like this I would pick an action, my character would do that, and then the enemy would do the same. Instead of being whisked off to a battle scene in Final Fantasy XII, the party members begin attacking enemies whenever they’re in range, never being taken into a separate scene. Direct control was never taken away from me, I could move about and select the actions I wanted and when the battle was done, the party relinquished their weaponry and I continued exploring the area. This “Active Dimension Battle” system as Square Enix calls it requires real-time selection of actions, and as such, I didn’t wait for the enemy to have his turn and then take mine. I’d select an action for a party member to take, and then a bar would fill up and they would do that action, there are still elements of taking turns, but never losing direct control of my team went a long way in making me not feel limited.

Setting up Penelo's gambits.

Rather than entering in actions for each party member, I could assign “gambits” to them. Gambits tell the AI to “do this, if that.” There are hundreds of separate gambits and when paired up, they’ll tell an AI-controlled party member to do something. For instance, I could have Vaan use a potion on a party member when their health falls below a certain percentage, or attack only flying enemies. Each character can have twelve gambits assigned to them maximum, and they’ll follow them according to their priority. I felt as though I could pair gambits up for any occasion, even though I used fairly simple combinations, I knew I could get very creative with them. For the first twenty or so hours I assigned gambits to the two AI-controlled members of my party and chose every action for my main character, but I eventually had everyone using gambits. Instead of being a player on the field, I was more of a referee, changing actions when I thought something would work better or just healing somebody because I hadn’t told an AI member to watch out for a certain adverse affect.

With Final Fantasy XII, Square Enix developed Ivalice into one of the biggest and most detailed game worlds I’ve played through; introduced me to well-developed characters who did not seem like the played out caricatures I’m used to in role-playing games; showcased an interesting story, one that harkened back to the roots of Final Fantasy, with crystal-powered life, all the while, weaving an interesting mature tale of corruption and complex relationships. Lastly, I experienced gameplay systems that brought new elements to a genre I spend so much time with. For these things, and many smaller elements, Final Fantasy XII will be a game I gauge all others by.

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In Between Posts, March 19, 2011

Bored. Thought I’d post something, but don’t have anything ready to go up yet, actually that’s not true, I have a review of Universal Studios Theme Park Adventure for the GameCube ready, but whatever. I finished Final Fantasy XII earlier in the week and need to begin writing about that. It’s daunting trying to think where to start, but I know that once I do it’ll just flow out.

Since completing that I began playing Animal Crossing: City Folk for the Wii, just this morning in fact! So far I’m grooving on it, but then again I spent an inordinate amount of time with Animal Crossing and a little less with Animal Crossing: Wild World, needless to say Animal Crossing is one of my favorite games. I’m also playing through The Legend of Zelda on the Nintendo Entertainment System. I’m making a graph paper map of the entire game, so it’ll take much longer than if I just played through it normally. Fairly recently I got the urge to make encyclopedias for the The Legend of Zelda and Metroid series’ containing plot synopses, maps, bestiaries, etc. So yeah.

I also played Gun.Smoke on the NES after completing Final Fantasy XII, but could only get to the third stage. I’d like to play it again and try to complete it, but it is a rather difficult game. And lastly, a friend came over and besides playing You Don’t Know Jack, we played The Typing of the Dead cooperatively on the Dreamcast. We were able to make it the final boss but were unable to beat the game. I really enjoy that game, I find it very funny with its terribly cheesy story and funny word prompts to type, besides the humor though, it’s a genuinely fun title to play.

Mass Effect 2 – Review

Commander Shepard is joined by some new faces in Mass Effect 2.

I jumped into Mass Effect 2 right after completing Mass Effect and its DLC packs. I was late to the party on Mass Effect, but I enjoyed it immensely nonetheless. Mass Effect 2 provides many changes to the formula set up in Mass Effect and many of these changes were to aspects that I enjoyed in Mass Effect. Mass Effect 2 has forsaken much of the role-playing aspects from Mass Effect, for example loot. I enjoy the constant quest for better gear in games, so the removal of this, and other concepts turned me off initially, but in the end, provided for a more efficient adventure. Overall, BioWare has shifted some focus away from the RPG aspects of Mass Effect and made Mass Effect 2 a much better action game and a better game in general.

When I traveled between planets in Mass Effect, I either knew exactly where I wanted to go or I was just exploring. If I was completing a mission I’d make sure I knew the star cluster, the star system and finally which planet, sometimes I’d even keep a pen and paper handy to keep track of everywhere I needed to go. Mass Effect 2 has simplified this process; whenever you enter the galaxy map, icons related to your missions point out where you go until you’re finally at your destination and the actual travel in the galaxy map is handled slightly differently as well, which I prefer over Mass Effect’s.

When completing missions in Mass Effect, I’d land on the planet I needed to be on and first off, check the map, locating the closest object and going for it, whether it is a mineral, some loot, or where I needed to be for the mission. When I’d get planet side in Mass Effect I’d feel compelled to explore it, before tackling the mission. In Mass Effect 2, they’ve taken this sort of exploration out; instead when you land on a planet, you go straight into the mission or colony if it’s a location akin to the Citadel. This creates a more straight forward approach to the missions, and the game in general; it felt significantly more closed off. Personally I enjoyed exploring planets and scavenging for loot in Mass Effect, but I also appreciate the structure that Mass Effect 2 presents, I was able to get exactly where I needed to be without hassle.

Tali battles alongside Commander Shepard.

Tied into the scaling back of exploration is the removal of loot. Instead of stumbling upon hundreds of weapons and various equipment that are unique primarily because of their stats, Mass Effect 2 has simplified all this by allowing access only to a handful of different weapons. New to Mass Effect 2 is the upgrade system. On the Normandy is a research station where you spend minerals to produce upgrades, either found while on missions or bought from stores. In Mass Effect, minerals were found by mining them planet side, now that landing on planets is removed, minerals are received from scanning planets in the galaxy map, which turned out to be a fun, fairly mindless, way to spend some time.

Mass Effect 2 is much more competent as an action game than Mass Effect was. First off, Mass Effect 2 does a better job of integrating biotic and tech abilities into the combat. In Mass Effect, I don’t remember using my allies’ abilities as much as I do in Mass Effect 2. Whenever I’m in a firefight, I use my squad’s abilities as often as possible. Of interest is the ability to combine effects to create more powerful reactions, in some ways shaping who I decided to take along with me on missions. Instead of having infinite ammo and overheating, weapons must now be reloaded; which didn’t really change the way I played; I never had a problem running out of ammo as enemies dropped it quite frequently and I had plenty of weapons or abilities if needed. As was the case in Mass Effect, the squad Shepard leads in Mass Effect 2 is diverse, both personality-wise and ability-wise, only more so this time around. Every character seems more developed, and more differentiated then the cast of Mass Effect.

While I don’t want to spoil much as it has a phenomenal story, I will say that Mass Effect 2 opens with a bang, surprising myself and everyone else as I recall when it originally came out. The opening paves the way for the story in Mass Effect 2 to come from a different angle then in Mass Effect. The overall objective of the game seems like a suicide mission, but the way I handled it, everything turned out satisfactorily. In Mass Effect, there was an enemy to target and something to qualify as an end, taking out the rogue Spectre, Saren Arterius. Mass Effect 2 doesn’t have that sort of singular enemy threat, leading to a feeling of lack of accomplishment upon reflection. I definitely completed what I set out to do at the onset of Mass Effect 2, but it feels like an insurmountable task, still, to defeat the Reaper threat in Mass Effect 3, which makes me want Mass Effect 3 even more to see how this series is resolved. Regardless Mass Effect 2 was an exceptional adventure and I discuss it often with others who have played through it, it’s a fun game to talk about.

Mass Effect 2 got of rid many of the things I enjoyed about Mass Effect, but I still came away liking Mass Effect 2 more. The game is still an RPG, and it’s still a third-person shooter, BioWare has emphasized the action more in Mass Effect 2 and as a result, it’s a much better action game. While I loved the exploration and the RPG aspects of Mass Effect, I think the simplification of these mechanics made Mass Effect 2 an improved game over its predecessor. I could write another thousand words about Mass Effect 2 but at this point it’s clear: Mass Effect was terrific, and one of my favorite video games, Mass Effect 2 is even better, and I can’t wait to play Mass Effect 3.

You Don’t Know Jack – Review

You Don't Know Jack returns to consoles after a long absence.

For a series that was at one point as prominent as You Don’t Know Jack was, I’ve had little experience with it. The series debuted in 1995 and there have been many releases since then. Of the games released, I’ve only played the PlayStation version of the first game. I bought the PlayStation version a couple years back and a friend and I play it every now and then. It’s a great game to turn to when we’re in the mood for some trivia, or just something to laugh at. The newly released You Don’t Know Jack, for the Xbox 360, PlayStation 3, Nintendo Wii and DS, and of course the PC, has brought  the experience back to consoles, and it’s a welcome return, although not much has changed.

You Don’t Know Jack is broken down into episodes, with each episode containing ten questions. The questions are often humorously written while maintaining a clear enough tone to know what’s being asked, mostly. Occasionally, it’s confusing to figure out what the question is asking for, as if the writer got too caught up in attempting to make a joke, instead of maintaining a balance between humor and understandability. The topics vary greatly, from scientific lingo to questions about recent pop culture; throughout our play session my friend and I were equally knowledgeable and lucky in our answers and saw a wide variety of topics.

The episodes contain ten questions along with a minigame or two and each episode ends with a Jack Attack. Episodes are not randomly put together so once an episode is completed, there isn’t much point in returning to it. Each episode begins with the host mentioning the sponsored wrong answer; as the episode proceeds, if you find an answer that relates to the sponsor somehow, pick it, you’ll get the question wrong, but for finding the sponsored wrong answer, you’ll receive a prize and some bonus cash. Before playing each person must create a profile, each person’s profile shows their stats and the prizes they’ve found, the prizes are something to replay older episodes for, but collecting them seems like pretty minor bragging rights.

Besides the sponsored wrong answer, there are a few other unique aspects to the game flow. At some point, the person with the lowest score will get to attempt a Dis or Dat. In Dis or Dat, the player with lowest score is given keywords and picks whether that keyword falls into one of the two categories, or occasionally both. The Dis or Dat that sticks out in my mind was the first one my friend and I got. We had to pick whether the words given were the names of Popes, or the names of Britney Spears songs, this example shows what the developers mean when they call You Don’t Know Jack a blend of high culture and pop culture.

The Jack Attacks play out similarly. The host gives a clue as to what the players are looking for, and they must match the two words that fit the best. In the center of the screen is one large keyword that is coming towards the players. While it’s onscreen, smaller keywords are flashing around, and if the connection between these two keywords is what was asked for, the players buzz in. The person who gets it the fastest gets four thousand dollars, but, if you buzz in on the wrong answer, you lose four thousand dollars. The Jack Attacks gave a chance for those who didn’t do well throughout the course of the game to have a final chance, but in my experience with the game so far, if you did well throughout the game, you’d likely do well during the Jack Attack.

You Don’t Know Jack is a blast, especially for thirty dollars. I haven’t tried the online, and the single player is a quick way to experience the game’s humor but for me, local multiplayer is the only way to play You Don’t Know Jack. With seventy-three episodes, it’ll be a while before I’ve experienced everything You Don’t Know Jack has to offer, and if I’m still left wanting more at that point, I’ll pick up one of the downloadable content packs, not that that’ll happen anytime soon.

Guitar Hero Retrospective

 

Guitar Hero, the game that essentially revitalized the rhythm genre, started a massive video game franchise, and became a part of our culture, is now finished.

So the other day Activision Blizzard released their financial results for 2010 and while there were many interesting tidbits of information within, of interest to me is the news regarding the Guitar Hero franchise. Detailed within is the news that Activision is going to disband its Guitar Hero business unit, and stop production on this year’s Guitar Hero game, which makes me believe they’re done with Guitar Hero for a while, possibly until new video game systems are released. Hearing this news was shocking, more so to hear it on National Public Radio and not just the traditional video game websites. It was foreseeable news however, the market did become heavily saturated with rhythm games, and similarly, MTV Games recently sold off Harmonix, the developers behind Rock Band and Dance Central, but Activision seemed to have gotten while the getting was good and released, in most people’s opinions, too many Hero branded games. All that said, I’ve had a lot of positive memories with Guitar Hero and this news is a good opportunity to look back on them.

My first Guitar Hero was Guitar Hero II on the Xbox 360. I remember reading about it in the Official Xbox Magazine and decided to preorder it from Best Buy. After laying the deposit down, I waited. When the release date finally rolled around, my sister and I went straight to the Best Buy after school and picked it up. I remember us talking about someone driving on the highway, jokingly saying they were getting it as well, and that we had better beat them in case they bought the last copy. Ironically enough, they were in fact picking it up too. From then on I played hours of the game, eventually becoming competent enough to complete the hard difficulty, but never progressing much on expert. I enjoyed competing with friends, trying to outdo their high scores, and eventually spending a lot of time on ScoreHero.

I remember getting Guitar Hero III: Legends of Rock as well. One day after college, I decided that was the day I’d get it, and my friend and I played through the entire game in one sitting. It was a blast, except for the fact that the second player doesn’t receive achievements. As with Guitar Hero II, Guitar Hero III took up a bunch of my time, and my skills continued to improve. Guitar Hero: Aerosmith was my next game. It was much easier compared to its predecessors, but it also had a different set up, playing predominately Aerosmith songs. It was a quick game to beat, and not that hard to obtain most of the achievements, it would be my last Guitar Hero game. At this point I had converted to Rock Band and its multi-instrument setup.

I enjoyed my time with the Guitar Hero games I’ve played and I look forward to picking up some of the titles I’ve missed. This was easy to see coming but it’s still sort of shocking, to realize that it’s already here, the discontinuation of Guitar Hero.

Sources:

Activision Blizzard Calender Year 2010 Financial Results

Guitar Hero Official Site

Score Hero

Mass Effect: Pinnacle Station – Review

In Pinnacle Station, Commander Shepard competes for the best scores in a training simulator.

Pinnacle Station was the second and last piece of downloadable content released for Mass Effect. The other piece of DLC, Bring Down the Sky, plays out like any other mission that Shepard gets. What I mean is that you travel to a location, figure out what’s really going on and decide how to handle the situation. Pinnacle Station on the other hand has no decisions to be made and is primarily action for the entire mission.

Pinnacle Station itself is a spacecraft that houses a robust training simulator. In it, you play through twelve scenarios, divvied up between four types: timed, where you kill every enemy as quickly possible, hunt, where every kill adds time to the clock, capture, where you capture points on a map as quickly as possible, and survival, where you must survive as long as possible. Each scenario has a leaderboard and you need to place first on each. I played through them all about the same; I ran as much as I could and never stopped using the assault rifle, and only one scenario gave me problems playing this way.

Completing everything associated with Pinnacle Station took me a little under two hours. While Pinnacle Station took me longer to complete than Bring Down the Sky, its focus was more narrow, and grew tiring. I think including your friend’s scores to the leaderboards would’ve added something of value to the package, unlike the in-game rewards you receive. There are three achievements totaling 150 Gamerscore so that’s nice, but if you don’t care about achievements and are more interested in the conversation and storytelling aspect of Mass Effect, save yourself five dollars and skip Pinnacle Station.

Bulletstorm – Demo Impressions

Racking up the points by toasting an enemy.

Bulletstorm is the next game from Epic Games, the studio behind Unreal and Gears of War among others. It’s being co-developed by a subsidiary of Epic Games, People Can Fly, themselves known for the PC first-person shooter, Painkiller.. As the demo starts Grayson Hunt, the main character, introduces himself and a little about the game, all the while harassing the player; from the get go, Bulletstorm looks to be a dumb, offensive, madcap, and ultimately, fun game.

The demo consists of one level, and as Grayson Hunt and crew make it to the end they have to kill with skill. Instead of playing out like a standard FPS where you’re solely focused on getting from A to B, Bulletstorm is more interested in you killing enemies in creative ways and giving you more points for doing so; it’s more about getting a high score, then reaching the end of a level. I can tell that the leaderboards will be one of the more interesting aspects to Bulletstorm and will keep players coming back. There will be a story mode, and while I assume from the demo that the story will be over-the-top zany and provide an entertaining experience, what draws me towards Bulletstorm is the potential competition between friends, and if there were to be a challenge room type mode where you play individual levels, attempting only to best your friends’ scores, that would be very appealing.

There are only three side arms in the demo, but they are all extremely deadly, and that’s before taking advantage of their alternate fires, producing even more gruesome results. Besides the standard weapons, Grayson Hunt also has a whip-like item that grabs enemies and jolts them towards you, with time slowing down when they’re right in front of you. It’s very easy to utilize and I used it as a beginner to combos. Afterwards, I’d kick the enemy away and unload on them, headshots on their flailing bodies, ripping their bodies apart with explosives, or by just shooting them into some dastardly part of the environment.

Grayson Hunt with the leash in action, yanking an enemy towards him.

The demo took place in a destroyed city full of rubble and debris, which leads me to believe Bulletstorm will take place in war-torn environments. The environment in the demo was quite drab, but the game as a whole looks to be brighter than the Gears of Wars games, a complaint of mine towards them. Bulletstorm will be a very vulgar game, the violence is ridiculous, and the profanity is profound, with the demo combining profanities for interesting results, for example, at the end of the demo Grayson Hunt called me dick-tits and suggested that the game wasn’t going to pre-order itself; yet it’s easy to not take offense at the game’s vulgarity, Bulletstorm is crude, but the tone of everything is humorous and cheeky.

I’d stayed in the dark about Bulletstorm up until now; it didn’t interest me at first glance but after playing the demo I can see that Bulletstorm is a quality game with a unique combination of gameplay mechanics that provide for an enjoyable time. The story looks to be a dumb, over-the-top, fun time, and I’m sure the multiplayer will be seriously good, but the real draw for me will be the competition between friends on the leaderboards.

The internet's source for Mansion of Hidden Souls.

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