Tag Archives: Xbox 360

F.E.A.R. 3 [Xbox 360] – Review

F.E.A.R. 3 - Xbox 360 - North American Box Art

A couple of months after starting F.E.A.R. First Encounter Assault Recon in an effort to play something spooky around Halloween, my experience with the series is now complete. Although I’d always wanted to play that game, I didn’t think finally doing so would take me down the rabbit hole of playing every entry. But here we are. F.E.A.R. 3 brought the series to a close with the return of the Point Man, his evil brother Paxton Fettel, and their strained relationship with Alma Wade. The shifting trend of the series, to a more action-orientated horror affair reached its culmination with new gameplay mechanics, which made this the most enjoyable entry. Continue reading F.E.A.R. 3 [Xbox 360] – Review

F.E.A.R. 2: Reborn [Xbox 360] – Review

F.E.A.R. 2 Reborn - PC - European Box Art

With F.E.A.R. 2: Project Origin, I thought Monolith Productions developed a sequel that was more focused on action than horror. It was a fine game, and enjoyable for many reasons, but I still found it somewhat disappointing compared to the original. Unsurprisingly, the expansion F.E.A.R. 2: Reborn continued down this path. Released on September 3, 2009, roughly seven months after the base game, Reborn had a novel premise but was too brief to serve as anything other than a narrative introduction to F.E.A.R. 3.

Instead of controlling the Point Man, or another member of F.E.A.R., I was actually put in the shoes of Foxtrot 813, a Replica soldier. This offered a unique perspective since the Replica soldiers were one of a few groups of “bad guys” I had faced off against. With a runtime of about an hour though, there wasn’t much time to explore this role reversal. On a routine mission, Foxtrot 813 was telepathically coerced by Paxton Fettel to turn on his squad. Fettel, of course, was one of Alma’s offspring and an antagonist from the first game. He didn’t really feature in the second game, but following his commands, Foxtrot 813 eventually made it to his puppet master. Fettel then assumed Foxtrot’s body and was, ahem, reborn.

There were many differences between the first and second entries in the series, but one I failed to mention in my previous review is the way gunplay was handled. It was an FPS released in the wake of Call of Duty 4: Modern Warfare and it showed, specifically when aiming down a gun’s sights. Pulling the right trigger to look down the sights with an enemy in the vicinity locked me onto that enemy, quickly and efficiently. This allowed for more precise gunplay, but offset with limited aiming speed adjustments and the plodding movement speed of my avatar, I couldn’t fine tune the controls to find a sweet spot that felt “right.” I made due, continuing to fiddle with the controls every now and then, but to no avail.

F.E.A.R. 2 Reborn - PC - Gunfight
Like with the base game, the environments and gunfights were pretty great.

Between F.E.A.R. 2’s insane ending, Fettel’s appearance, and Alma’s attempts to prevent his return, I’m interested to see what happens in F.E.A.R. 3, the final installment in the series. Reborn, while offering a novel role reversal, brought little else of note to the series. The brief campaign had new environments and some exciting gunfights but was merely a proper explanation of Fettel’s return. At ten bucks, it’s hard to recommend to anyone other than zealous fans or achievement hunters.

F.E.A.R. 2: Project Origin [Xbox 360]- Review

F.E.A.R. 2 Project Origin - Xbox 360 - North American Box Art

As I engaged with allies, enemies, and explored the first few missions of F.E.A.R. 2: Project Origin, I couldn’t get over how good it looked. The visual detail present in character models and environments floored me. It was a remarkable improvement over F.E.A.R. and its two expansions, which released upwards of three-and-a-half years prior. Monolith Productions developed the first game during a transition period between console generations, while this entry was put together firmly within one, and it showed. That further familiarity with development tools and the platforms of release resulted in visual improvements isn’t surprising, however. But, personally it was a reminder of how good games of the previous generation could look, and how much improvement had been made in just a few years. Continue reading F.E.A.R. 2: Project Origin [Xbox 360]- Review

F.E.A.R. Files [Xbox 360] – Review

F.E.A.R. Files - Xbox 360 - North American Box Art

Exclusive to the Xbox 360, F.E.A.R. Files is a compilation of Extraction Point and Perseus Mandate, the two expansion packs for the horror-themed first-person shooter F.E.A.R. First Encounter Assault Recon. Unlike the original game, which was developed by Monolith Productions, these expansions were handled by the now defunct TimeGate Studios, based out of Sugarland, Texas. Extraction Point debuted on PCs in October 2006, a year after the base game. It picked up immediately after the end of F.E.A.R., directly continuing the story of the Point Man, that game’s protagonist. Perseus Mandate followed in November 2007, releasing simultaneously on PCs and the Xbox 360. The exploits of a separate F.E.A.R. team, acting concurrently with the Point Man’s, were detailed in this expansion. As was the case with the base game, it was ported to the Xbox 360 by Day 1 Studios and published by Sierra Entertainment.

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F.E.A.R. First Encounter Assault Recon [Xbox 360] – Review

F.E.A.R. - Xbox 360 - North American Box Art

As I mentioned in my review of Rain, one of the reasons I decided to play that game was my thinking it may tie into the Halloween season. My preconceived notions were that it dealt with ghosts, but that wasn’t the case. It did turn out to be a little spooky, but the other game that made my shortlist was a lot spooky. F.E.A.R. First Encounter Assault Recon was that game. Continue reading F.E.A.R. First Encounter Assault Recon [Xbox 360] – Review

Syndicate [Xbox 360] – Review

Syndictae - Xbox 360 - North American Box Art

The year is 2069. Once common forms of government now occupy historical archives on the dataverse, having been supplanted by mega-corporations decades ago. These mega-corporations, or syndicates, are few and amongst them Eurocorp is dominant, thanks to their invention of the DART chip: a neural implant allowing access to the dataverse. Unique syndicate specific versions are embedded in roughly half the world’s population, creating a societal divide between the haves and the have nots, metaphorically illustrated by the lush skyscrapers users live, work, and shop and the destitute “downzone” areas on the surface. As they’ve vied for control of the populace and protection of their intellectual property, corporate espionage and outright warfare have become standard, necessitating the need for bio-engineered agents enhanced with the latest in chip technology.

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Singularity [Xbox 360] – Review

Singularity - Xbox 360 - North American Box Art

With Cubivore: Survival of the Fittest done and dusted, I thought I’d turn my attention to another game that’s been on my backlog for years: Singularity. Developed by Raven Software and published by Activision on June 29, 2010, it’s an alternate history first-person shooter centered on the Cold War and time manipulation. Accordingly, it has a few unique, and fun, time-based gameplay mechanics. The gunplay is solid but clearly intended for a mouse and keyboard in favor of a controller. Speaking of favors, I did myself none by playing on the hardest difficulty. Nonetheless, it lived up to my expectations and was a net-positive experience.

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L.A. Noire [Xbox 360] – Review

l-a-noire-xbox-360-north-america

Growing up with video game magazines in the early 2000s, it always stuck out when writers would mention the film noir genre. It didn’t happen often since there weren’t many comparable video games, nonetheless when they did, it was universally positive. Whether referencing typical themes, character traits, or distinct audio/visual elements, the writers conveyed to me that films belonging to this genre oozed a classic cool. It took many years before I actually watched a noir film but once I did, I was sold. Accordingly, when I finally got around to playing L.A. Noire I fell head over heels. Continue reading L.A. Noire [Xbox 360] – Review

Eat Lead: The Return of Matt Hazard [Xbox 360] – Review

eat-lead-xbox-360-north-american-box-art

In an effort to begin a new tradition, my friend and I decided to kick off the New Year by completing a “bad” game. We’d done this previously, completing Fugitive Hunter: War on Terror at my behest back in 2012. It was a barely competent first-person shooter that was otherwise unremarkable, save for the ludicrous fistfight against Osama Bin Laden that capped it off. This year, we compiled a list of suitable titles from my collection, paired them against each other in the Tournament of Terribleness and wound up selecting Eat Lead: The Return of Matt Hazard as the game we’d start 2017 with. Oh boy.

Continue reading Eat Lead: The Return of Matt Hazard [Xbox 360] – Review

Returning to Guitar Hero II Expert after Six Years

Guitar Hero II

With the announcements of new Rock Band and Guitar Hero games, my vigor towards those titles currently in my collection was reignited. Coincidentally, it wasn’t too long before these announcements that I had procured a copy of Green Day: Rock Band. It had been sitting in my closet for a while and with this redeveloped enthusiasm, my partner and I got the plastic instrument band back together. To be fair, achievements did play a role too.

We jammed through Green Day: Rock Band in a single sitting – complying with the requirements for one of the game’s endurance based achievements. It didn’t make him a fan of theirs and didn’t make me anything more than the casual fan I already was. We conquered, and moved onto Guitar Hero: Van Halen a week or so later. We aimed to do the same with it, but called it quits early on when we realized the achievements wouldn’t pop for the both of us, only the primary player. For us, this was a nightmarish callback to the launch of Guitar Hero III: Legends of Rock.

GH3 360 Coverwrap.indd

I purchased that game on a break between college classes and when school was done for the day, we rocked the evening away in a single marathon session. When all was said and done, I had the medium co-op achievement pop, but nothing happened for him. After the fact research yielded our answer: nothing would unlock for the secondary player. What a jip! What were people supposed to do to unlock the four co-op related achievements? Bribe friends, put out an ad on Craigslist? Keeping in mind that the difficulty achievements didn’t stack meant all related songs would have to be played through four times, each on a different difficulty. Needless to say we didn’t start a new co-op career on another difficulty.

So, I was left to finish Guitar Hero: Van Halen on my own. Unlike the crotches of 80s rock stars, it wasn’t bulging with content so it was a relatively brief affair. I did discover a few of their lesser-known songs though. All this recent Guitar Hero and Rock Band playing had me curious towards the older games in my collection, specifically, ones with achievements that I hadn’t obtained. Perusing TrueAchievements signaled that I may be able to clean up a few achievements in Guitar Hero II – namely completing the game on expert and a co-op achievement or two. This was a possibility because the co-op achievements unlocked for both players.

Green Day Rock Band

So I fired up Guitar Hero II and was greeted with a nearly complete expert playthrough – I was four songs away. Of those, I only had access to three. The first one I attempted was “Misirlou” by Dick Dale. Although you may not recognize it by title or performer, if you hear it, you’d likely be able to place it – surf rock of the 1960s. Surprising myself I passed it with flying colors barely scraping by on my first time. “Wow! I can do this” I exclaimed to nobody but myself. My next attempts – “Institutionalized” by Suicidal Tendencies and “Hangar 18” by Megadeth put the difficulty level into perspective.

I didn’t give up though. On my initial attempts with those songs I was able to clear more than 80 percent on each. A few days passed before my next attempts but with those I played the songs over and over and over again, getting better at performing the tricky hammer-ons and pull-offs and learning the crucial moments to activate Star Power. One by one I conquered the songs until I was left with game-ender: “Free Bird” by Lynyrd Skynyrd. I sat through the first few minutes of that song no less than a half-dozen times thanks to the tricky solos. Eventually, everything synced and I was able to scrape by. Achievement unlocked.