That first year I owned an Xbox 360, I probably downloaded every game trailer and demo that was posted to the Xbox Live Marketplace. I purchased the Xbox 360 just before Halloween 2006, after saving a couple weeks worth of earnings from my first job, and I found myself buying into the prerelease marketing for just about every high profile release. Among them, was Tom Clancy’s Rainbow Six: Vegas.Continue reading Tom Clancy’s Rainbow Six: Vegas [Xbox 360] – Review
Red Steel was… fine. As a first-person shooter on the Wii, especially a launch title, I was surprised by how competent it was; the system’s unique controller really was a good match for the genre! Moving my avatar with the Nunchuk and aiming at the screen with the Wii Remote was accurate, responsive, and most importantly, fun! Now, this setup wouldn’t be suitable for every FPS, but for a single-player campaign, or even the split-screen multiplayer Red Steel offered, it was pretty good. Red Steel also had sword fighting, and you’d think the Wii Remote would be a perfect match for swordplay… but it wasn’t, at least as implemented. Half the time, it seemed like my swings weren’t recognized accurately. And when they were, well wouldn’t you know it, the enemy blocked my attacks! Sword fighting was a real bummer, and dampened my enthusiasm for the game. Still, when I finished the campaign, I wanted to give the sequel a whirl. Continue reading Red Steel 2 [Wii] – Review
Craving another Wii game following the completion of Kirby’s Epic Yarn, I turned to Red Steel, for some reason. Up until recently I’d never even tried it, but as one of the most publicized games in the lead up to the launch of the Wii, I’ve long been familiar with it. The trailers from that era, with gratuitously animated actors showcasing the capabilities of the system’s unique controller, are hilarious, and Red Steel’s are some of the best. There are a handful of these pre-release trailers floating around, and while they showcased how you interact with the game pretty accurately, they’re just so over the top. When the actors mimic their avatar taking cover by jumping behind furniture themselves, or pause to eat sushi while strolling through a sushi restaurant in game, I mean, c’mon.
This one, apparently from E3 2006, is especially novel now that I’ve completed the game, as it seems like it may be an original proof of concept trailer. First off, the visual fidelity is much too good; richly detailed environments and impressive character animation give off the aura of a pre-rendered trailer rather than actual gameplay. Then there’s the fact the actor is using what appears to prototypes of the Wii Remote and Nunchuk. And, of the scenes portrayed, I believe only one appears in the final product. The three other trailers I’m familiar with were clearly produced closer to the game’s launch, and one of them even serves as the game’s attract mode. They retain the exaggerations of the first trailer, with interstitial gameplay sequences lifted directly from the released game. Continue reading Red Steel [Wii] – Review
While I wouldn’t consider myself a massive fan of the short-lived Evolution series, I have managed to accumulate a respectable collection of related products, perhaps everything released in North America, as a matter of fact. Continue reading Collecting the Evolution Series
My memories of the experience are faint, but I can still recall renting Evolution Worlds from the local Blockbuster in the final months of junior high. Although I spent hours dungeon crawling, I never managed to complete the game. Even after purchasing a copy and replaying it a few years later, I failed to reach the finale. Since these playthroughs, I’ve viewed the game through a nostalgic lens, joyously recalling days gone by, and looking forward to that point in the indeterminate future when I set aside time to play it again. Well, last year was supposed to be the year I replayed it, as I was cherry-picking those games I always wanted to play or return to. I wound up not getting around to it then, but it was top of my list this year. After fifteen years, I’ve finally beaten Evolution Worlds! Continue reading Evolution Worlds [GameCube] – Review
On a Friday night, just after Christmas 2014, I was surrounded by the usual gang – Jenny, Erika, and Jeff. The pangs to acquire a PS4 were getting to Jenny, and with much coercion from Jeff, I was finally dogged into taking the leap. That week, Best Buy was running a significant deal on the console, one that included a digital game. Jeff, a team member (ugh) at Target coerced me with the temptations of his substantial discounts, on top of their price matching. Needless to say, we walked away with the system and a couple of games. With Jenny and I being massive fans of Far Cry 3, the choice of a digital game was easy as there was no choice – it was Far Cry 4 all the way.
Once again developed by Ubisoft Montreal, this game is strikingly similar to its predecessor. That didn’t make it a bad game; it was just a less surprising one. As usual, the setting was a lush, sprawling, wide-open game world that offered many distractions. All together it took me about twenty hours to get its platinum trophy, so yeah it was expansive as far as single-player first-person shooters are considered and… there were multiplayer modes – enough said. Finally, the story and cast were anchored by an outrageous villain that gave Vaas a run for his money. The developers took the formula from the previous game, changed the superficial portions, got it running on the new generation of consoles and probably thought “that’ll do.” And it does.
When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.
I played a little bit of, and wrote about this game a couple of years ago. I think my introductory paragraph sums up my thoughts on the game perfectly. “The most notable aspect of Batman: Rise of Sin Tzu is that it marked a first for the Batman franchise: the first time a major character was debuted in a video game. It has been nine years since the game’s release though, and I’m not aware of the villain Sin Tzu gaining much traction; I mean, I’ve only ever heard of him in the context of this video game, albeit, I’m not especially well versed in the Batman universe. Debuting in a mediocre beat ‘em up probably didn’t help his chances at stardom though.”
Batman: Rise of Sin Tzu was developed by Ubisoft Montreal. The studio is massive (over 2,600 employees!) and has remained incredibly prolific in the wake of the release of Tom Clancy’s Splinter Cell in 2002. This game was, naturally, published by Ubisoft. It original released on the PlayStation 2 and Xbox on October 16, 2003 in North America. The Game Boy Advance and GameCube versions subsequently launched on October 27, 2003 and November 11, 2003, respectively. The game also had special editions on the home consoles. The PS2 and Xbox versions came with an action figure while the GameCube release had a lithograph (read: small poster), which I have.
Watch the splendor of Street Racer for the PlayStation and Super Bust-a-Move for the Playstation 2 in low-fidelity splendor! Played by none other than JohnTheGamer and Tridrakious, courtesy of just1morelevel.com!
I learn something new everyday. Sometimes the information is useful, other times its video game trivia like the fact that Broken Sword: The Shadow of the Templars was originally released as Circle of Blood in America.
The first time the game was released at all, it was released as Circle of Blood in America. I don’t care much for the stained glass box art. It doesn’t hint at the mystery as well as the European box art does. One could ascertain the game takes place in Europe thanks to the stained glass visage and the gargoyle, but it just doesn’t do it for me. Although, I would like to win a trip to Paris…
This box art was used for the European releases of the original PC version and the PlayStation and Game Boy Advance ports. As I mentioned earlier, I feel the collage used and the menacing man on the cover hint at the mystery of the narrative quite well.
For the American release of the PlayStation port, THQ (R.I.P.) chose to utilize a crucial in-game item. The Templar manuscript that George and Nicole locate fuels their journeys for the latter half of the game and uncovering what each section symbolizes was a major narrative driver.
When BAM! (R.I.P.) published the GBA version in America, they opted for a cover that had more in common with the European cover. And yes, I’m only saying that because of the leering eyes. Although, this is the only box art that features a broken sword. Not that it’s important or anything; it didn’t really factor into the narrative until very late in the game, and even then, in a minor way.
The first director’s cut of the game appeared on the Nintendo Wii and DS. The American releases of the games shared the same box art and featured an ancient looking symbol of the Knights Templar. I’ve always had a soft spot for this box art; perhaps because it was a notable “exclusive” for the Wii back in the day.
Finally, the European release of the director’s cut for the Wii and DS ventured away from the traditional European box art. Like it’s American counterpart, it uses color tones that hint at age, but in general it hints at the mystery of the game as it’s European predecessor had.
And of course, the game has since been released on countless digital since the director’s cut was debuted on the Wii and DS. There’s not really a suitable image to show for these as they lack proper box art. The icons they use generally seem to include a head shot of Nicole since she is featured more prominently in the director’s cut release. I like all of the covers well enough with the exception of Circle of Blood. The original European cover is my favorite at this point.