Saturday, 8 March 2008

Impressions: Bully: Scholarship Edition and Army of Two

On Friday I picked up my copy of Bully and Army of Two, Army of Two I havn't spent that much time with since I don't have anyone to play with over Xbox Live, but anyway...
Yeah so I got Bully (Scholarship Edition might I add) and I'm having so much fun, I brings me back erm... two years ago I suppose, even though the Bullworth Academy has the stereotypical American youth cultures it can still easily be applied to the school I am currently attending. I never got to play Bully back on the PS2 so this is a totally new game for me, I kind of like to think of it as Grand Theft Auto junior and that's exactly what it is.

The actual game itself plays like one of my favourite movie based games, The Warriors, which is not hard to believe because it's behind the golden developers Rockstar. I'm currently on Chapter III but I'll cover the chapters in my review.

What I have been getting pissed at is the mulitple freezing issues and frame rate problems I have encountered, however from a valuable source I hear Rockstar are working on a patch to sort this out. But apart from that I am definitly happy that I bought Bully, and at a mere £30 I'm not complaining.

Check back later for the Bully: SE and Army of Two, the first co-operativly reviewed game.

--Josh Pollard, 360Stage Editor--

Thursday, 6 March 2008

Impressions: Turning Point not for core gamers...erm

Hey there folks,
There’s a story on kotaku (http://kotaku.com/364537/turning-point-not-for-core-gamers) today concerning the guys over at Spark Unlimited who say that their game Turning Point: Fall of Liberty isn’t made for the core gamer crowd but instead for the “mass-market”. CEO Craig Allen claims that that’s the reason behind the game’s low review scores, and that’s wrong. The real reason is that it’s a bad game, and his resilience to that fact upsets me. The guy could own up and just admit that they made a crumby game, but no. Instead, they have to embarrass themselves on the internet and alienate the vast majority of people who are possible consumers of their product.

Don’t get me wrong, I hate advertising and media spin just as much as every other guy, but when dudes are lying to cover up their mess that just makes me angry. The dude even says that the reason it didn’t urn out so well was because of “time and money” restraints which is understandable. I really prefer it when developers tell the truth about their games because it sucks to think that if you have to lie about the reason why your game sucks...you must really be embarrassed.

If only publishers would just be a little more lenient with the amount of time they give developers to make the game the best it can be. Look at GTAIV, it’s been pushed back over and over again, and yeah – people have been pissed, but in the long run I think that personally I’d rather it be pushed back and made better, then released on time and under polished or whatever.

That’s all I have to say on the matter.

P.S. Podcast coming soon!



--Tom Rhodes, 360Stage Editor--

Tuesday, 4 March 2008

Review: Viva Pinata Party Animals

Gameplay: 4
Sound: 5
Graphics: 7
Value: 4
Overall: 5.2

The Good:
- It’s good to be back on Piñata Island!
- Excellent use of copy/ paste

The Bad:
- The Parrot is totally annoying
- Compared to Viva Piñata this feels like a cash in

Think back to when you first played Rare’s Viva Piñata. How ever old you were at the time you probably have a tone of fun. Amongst all of the shooting and gore of late 2006, Viva Piñata provided gamers of all ages with an addictive, original game that was both intuitive and enjoyable.

Unfortunately though, after finishing the project they decided to hand over all of their code to Krome Studios, who were to create the second installment in the series. What a fucking disaster!
What with the release of the Wii, the official home of the party-game collation, you could say that the genre has been going stale for the past couple of years, which I think is an understatement. What Krome Studios decided to do with Viva Piñata was to take all of the code from Rare and copy and paste in onto a disk in a different order to make a party game that would be specifically aimed at children. For the most part, they’ve done a good job, with classics such as the one where you have to shoot stuff at targets and paint the floor, and the now compulsory press-the-buttons-in-the-right-order-to-make-the-guy-dance mini-game. However, If you’ve ever played a mini game collection before, there’s a chance that you’ll have literally seen all of the games before, so unless you’ve got a fucking huge love of Piñatas, you’re going to get bored with this one fast.

On the upside of all that though, there are quite a large amount of games to play, each of which last about a minute or so. I believe the total is around 40 so at least there’s a bit of variation in there for you. As well as that, you get to choose from a small bunch of the most famous characters from the (awesome) TV series and videogame including their female counter parts. What’s weird though, Is that even with all of this, you’re likely to get tired of the game after about an hour of so, simply because the game doesn’t let you select which of the mini-games you want to play, so when you play each of the characters you’re going to have to repeat several of the mini-games at least five or six times, meaning that it could take tens of hours before you play every single mini-game which sucks.

Thankfully, Krome have been kind enough to think of our sanity, because they’ve added some race sections that break up the slew of mini-games and add a refreshing change of pace to the game which is actually quite enjoyable. The races themselves are very much like cart racers, but without the carts. There are a bunch of themed race courses, from beautiful green forests to factories and icy villages. It’s hard to admit it, but if Krome had just put out a Viva Piñata cart racer, they’d be dragging in the Mario Cart crowd right now instead of the achievement whores (such as me) because the race segments are actually pretty awesome. The locals are gorgeous and it’s cool to see all of the other Piñata cheering by the side as you go past, there’s just something about those damn Fudgehogs…

Alongside the single player, Party Animals features a multiplayer section, where four players can play locally or online together and compete in their favorite party games. Again, this is really hindered down to the fact that you don’t get to choose which games you want to play, you’ve just got to go with it and hope for the best. That really kind of sucks because the whole idea behind party games is that they’re supposed to be for parties (I guess…) and should therefore, be extremely fun. However, where’s the fun in waiting for the game you want to play for 20 minutes?

When it comes down to it, Viva Piñata: Party Animals feels like a cheap cash-in on the previous game in the series. Yeah, it still has the cuteness of the first game, but maybe that’s where the problem lays with this game – taking a bunch of adorable characters and placing them into a cheap-ass party game is just immoral.

--Tom Rhodes, 360Stage Editor--

Monday, 3 March 2008

Review: Halo 3

Gameplay: 8
Sound: 10
Graphics: 9
Value: 9
Overall: 9.6

The Good:
· A fantastic conclusion to the Halo trilogy
· Extremely atmospheric
· Great choice of multiplayer

The Bad:
· Online community is retarded

It’s been a long, long time since the last epic outing with our head strong protagonist Master Chief back on the original Xbox, and ever since the launch of Microsoft’s new console the Xbox 360 they’ve been heavily promoting the final game in the Halo trilogy that would make its debut on the next generation system.

Regardless of whether you played the first two games, if you own a 360 you’ve probably seen Halo 3 and thought God damn I need to play this. The terrible cliff-hanger ending in Halo 2 left Halo fans dying to know if the Chief would “finish the fight” (Microsoft’s slogan for Halo 3) and by god you do, and the way in which you do it is epic, dramatic, fast paced and totally insane.

The story in Halo 3 picks up straight after the events in Halo 2, with our hero the Spartan landing on Earth and along with your newly found ally the Arbiter and of course the rest of the Earth defenses, you progress through missions one to nine to a dramatic and epic conclusion. I’ll say it right now: If you’re worried that the ending of Halo 3 will be like Halo 2’s, you have no need to panic. The ending to the game raps up the story nicely, leaving little room for wanting more (although there’s always room for wanting more when it comes to Halo).

The first of the nine missions in Halo 3 acts as the games tutorial and introduces the player to the basic mechanics needed to play the game. Movement is on the left stick, camera on the right. The right trigger shoots and the left throws grenades. The B button houses the obligatory melee punch and finally Bungie have given us something to do on the X button and that is the ability to deploy “equipment”.

“Equipment” is one of the new features that separates Halo 3 from the previous two installments in the franchise. It enables you, with a quick press of the X button, to deploy objects such as temporary cover, man canons, which fly you across the map if you stand on one, and bubble shields. Bubble shields are probably the best piece of “equipment”. They make an impenetrable spherical shield where, if you stand inside it, you are practically invincible because bullets can’t penetrate it and unless an enemy comes up and melees you up close you’ll be safe from harm.

Another cool new feature to the standard Halo formula is the ability to tear mounted weapons from their stations. When you do this, the camera pulls back into a third person perspective and the Chief moves a little bit slower. This creates the balance in the game play that the Halo franchise series is known for, because yes, your weapon will be much more powerful, but the ammo will be limited and your movement will be decreases. I’d advise keeping away from using these weapons on the harder difficulty settings because the enemy AI in Halo 3 is so good it knows you’ll be venerable when you’re using them, and will take full advantage of your disability. Beware, you’ve been warned!

Yes, the guys over at Bungie have really stepped it up by several notches in terms of enemy artificial intelligence (AI). The grunts still shout insane comments when you fight them, phrases like: “That was my best friend” and “Oh my God my ass!”. It really is a blast to take on these foes and the huge amounts of dialogue, over a thousand per character, keep the action fresh, because we all know how irritating it gets when you hear “grenade out!” over and over again, it makes you want to kill yourself. For real. Unfortunately, it’s apparent that Bungie felt it unnecessary to put the same amount of effort into the friendly AI. Do not, I repeat, DO NOT allow your friendly AI to drive for you, you’ll find yourself smashing into walls and going round in circles over and over again.

Believe me when I say this though, the best thing about Halo 3 is the ability to play co-operatively over Xbox live with up to four people at a time. I’m telling you know, this is the most fun part about the Halo 3 experience. Just imagine it, you and your friends all get into a Warthog, you driving, two people shooting and another on the turret…you have no idea how much more fun driving around and taking dudes out is when there’s more than one of you, and the best thing about it is, you can play the whole single player campaign in this way so give it a try, if you have Xbox live you need to give this a go.

In the last paragraph I mentioned the Warthog, Halo’s signature vehicle. Yes, it’s back in Halo 3 along with the Ghosts, Banshees and Scorpions, just a sample of the vehicles that make the Halo franchise stand out from any other shooter. The enemies in Halo 3 are the Brutes and so yes—there’ll be a tone more vehicles that you’ve never seen before to play with in Halo 3, and they are cool. I mean cool! I don’t want to spoil them for you, so just trust me when I say you’ll really be able to tear things up when you get into the seat of one of them.

Halo 3. The campaign is superb, if slightly on the short side, running at around 6 or 7 hours on the easier difficulty settings, but obviously on the harder modes you’ll be looking at around 10 hours even for a seasoned FPS fan so not much to complain about there. So that’s the single player, but what about the multiplayer I hear you ask? Don’t worry, It’s all there! Halo 2 set the bar for what a good comprehensive console multiplayer should look and play like and yet again Bungie have lifted that bar. The menus and ways you get into a match n the game are pretty similar, although they are slightly confusing at first, but once you get the hang of it you should be fine with it. The modes from Halo 2 are still there. Yu have your death match and team death match which are still referred to as slayer and team slayer and then you have some newer models like Odd ball which sees all of the players chasing after a skull that’s placed randomly onto a map. Once the player has the skull, your job is to stay alive whilst you rack up the points. Obviously your objective there is to stay alive and in possession for as long as possible, it’s a little bit like king of the hill (also present in the game) except that the “hill” is the skull and you can move around with it. So yes, Halo 3 has an amazing multiplayer with support for up to 16 players at one time in player or ranked matches.
So far you’ve heard mostly good things about Halo 3, but nothing that suggest the high score that I’ve given it. Now I’m going to explain where the “.6” comes from in the “9.6”. There are two things in Halo 3 that set it apart from any other console game out there at the moment. The most underestimated one of these is called Forge. This is simply put a map editor, except that it doesn’t allow you to change the actual map geometry. Sounds dumb doesn’t it? Think again, forge mode is actually like multiplayer, so imagine this situation. You and your friends are messing around in forge and all of a sudden you see tree of them zooming towards you in a warthog. Usually you’d try to shoot them with what you’ve got but inevitably die in the process, well fear not! Now, you see then zooming towards you so you hit the edit button and you fly into edit mode, where you quickly spawn a grenade launcher in front of you. Quickly you leave the editing mode and pick up the rocket launcher, hit the right trigger and blow the hell out of your friends! Forge is essentially a cheat mode, except that all of the cheating is allowed! Good times…

Now, what, do I hear you say, could make this situation any better? How about a way to save and view anything you’ve done in your game, whether it be in the campaign, multiplayer or forge. Yes, Halo 3 has a save film functionality! Lets use that example again. So you’re in forge mode and you blow up your friends in the Warthog with a rocket launcher and you decide that it was too amazing to let it just slip away without reminding them about it every day thereafter. It’s genius really, the game actually saves as you play it, not as a movie file, but as a game file so it’s really small in size. You can go into the theatre and watch through all of the stuff you did in forge for the last couple of hours. You can pause, rewind fast forward the game to get to that sweet moment where you blow up that warthog and pause it to take a photograph or crop the film and save only that part of it. You can even detach yourself from the camera and move around the map freely observing all from above!

Once you have your photograph or video, you can do several things with it. Firstly, you can simply save it and allow people on your friends list to view it. Secondly, you can save it and allow anyone on the game to view it. This is especially cool if you’ve just found a cool new way of taking a group of dudes out in the campaign. Thirdly, you can upload it onto the Bungie website,
www.bungie.net so people on the PC can see what you’ve done and download it.

It is this user created content, whether it be new map variants created on forge mode, uploaded videos on bungie.net or even just photographs of some of your greatest headshots online, that make Halo 3 special. No other game allows you to do so much for the community so easily and share it with everyone else. Halo 3 truly is a next generation game and sets the bar for the amount of user generated content that should be standard in any good shooter.

Halo’s music needs no “amping” up. Everyone knows that the soundtrack to Halo is totally fantastic. There’s not much else to say about it except that you’ll hear all of the classics including everyone’s favorite Truth and reconciliation and some new ones. The tracks kick in at precisely the right time and as per usual they’ll send shivers down your spine on frequent occasions.

With great visual style, steady frame rates throughout, good HD quality, little clipping, a stunning musical score and a solid draw distance (how far you can see in the distance) Halo 3 understands the needs of any Xbox 360 owner and trust me when I say you will not be disappointed if you buy Halo 3, far from it in fact, the game gives you more content despite, it’s short campaign length, than any other shooter out there on the market and you should most definitely listen to me when I say: It’s time to finish the fight!


--Tom Rhodes, 360Stage Editor--

Review: Warriors Orochi


Gameplay: 5
Sound: 5
Graphics: 5
Value: 6
Overall: 5.8

The Good:
· Total of 79 characters to play as
· Three characters deployed on the battlefield gives some variation
· No more Yellow Turban Rebellion!


The Bad:
· Same repetitive gameplay still hasn’t changed
· No major graphical tweaks
· Still inconsistent frame rate
· Absolutely lame voice acting

Warriors Orochi is... well put it this way, you know Dynasty Warriors? And you know Samurai Warriors? Well it’s those two games’ characters put together into one game. Sounds interesting? Kinda. Is it? Not really. Warriors Orochi delivers the same hack and slash action you’d expect from any Dynasty Warriors or Samurai Warriors game, period.

What makes Warriors Orochi kind of unique from its counterparts is the ability to deploy three characters from the faction you’re playing with on the battlefield. This can offer some fairly interesting gameplay but with the ability to level up your character during battle you’ll probably end up using one character only, rarely switching to the other two officers you have. Probably the main feature in Orochi is the crossover of Samurai and Dynasty Warriors characters which the fans will undoubtedly love, but as these eras are 1,200 years apart it’s not too likely that these people would actually be able to fight in the same battles, but guess what? It’s a videogame, you can!

The gameplay is just like any other Warriors game, you smash the hell out the X button, maybe vary it a little with the Y button and if you can, press RB to unleash a special attack. Sounds amazing doesn’t it? Oh and if that doesn’t sound interesting you can still even press the B button to unleash your Musou attack, which is basically a repeated attack that is primarily used when you’re taking down a crowd of enemies or a tough officer such as the infamous Lu Bu. You will probably end up sticking to an X, X, Y combo of some sort, which usually ends up making the unit you’re fighting stunned, which you can use to give your thumb a brake. That, or you could use a wide spread attack for lower ranked units.

If you plan on playing this game as a visual showcase for the system then you’d be better off being blind and in a dark room, like most KOEI games, this game puts standard current gen graphics to shame, it would be understandable if the leading art director was a baby using Photoshop but it’s just not, the textures are appalling, playing this game on a large HDTV will not do this game justice, play it on your sister’s 15” TV that she keeps in her room and it would probably look better, providing you sit at the other side of the room. The character models on the leading officers still look half decent, but the costumes look like something you would find at a homosexual fancy dress party. The people on the battlefield are still disgraceful, the AI is still bad and the models have been copied and pasted into this game with no effort. One thing that long-time fans of the series will be ashamed of is the lack of corny cutscenes that these games usually have to offer which are usually the only attempt that KOEI/Omega Force use to make the game seem immersive. In Orochi there are the odd few, but they just don’t keep up to the standard which Dynasty Warriors 3 set, upon the reviewing process a cutscene with the same three people in it occurred, the lack of programming in this game is atrocious.

Sound is abysmal as usual. KOEI/Omega Force have apparently ditched the idea of having a power guitar for the opening sequence, something you usually see, but this time it’s some kind of dance/techno hybrid, you may find yourself humming along with it, if you do, then you know you’ve been playing this game too long and you should abandon it immediately. Music isn’t necessarily the worst part about the sound, we’ll give that dubious honour to the voice acting. A lot can be said about the voice acting on this game, first of all the dialogue in Warriors Orochi is pitiful. Whoever wrote this should be fired from their job then be forced to play something like Oblivion, just to see what they have been putting the world through. There is one certain character that sounds extremely annoying, some Samurai Warriors fans can guess this already, yes the most annoying voice award in this game, no, in all games, goes to Hideyoshi Toyotomi. He is probably one of the best characters to play as in the game; his technique and special abilities on the battlefield make others seem obsolete but his voice is so unbelievably annoying, he sounds like Bugs Bunny with a blocked nose to be quite honest, but things need to be balanced, so it’s only fair.

You can get a fair amount of play time out of this game compared to some of the other games out there, and if you one of those quantity over quality people then Warriors Orochi will be right up your street. There are four separate campaigns all following the paths of the main officers; the basic outline is that the faction you choose to play will follow 8 or so battles on your quest to kill Orochi.
Fans of the series will not appreciate Orochi opposed to the single Warriors titles, offering less cutscenes which result in a more bland narrative, but with some intriguing game play Warriors Orochi can offer something to newcomers, introducing all of the characters from both the Dynasty Warriors and Samurai Warriors franchises.

--Josh Pol
lard, 360Stage Editor--

Review: Assassin's Creed

Gameplay: 9
Graphics: 10
Sound: 9
Value: 9
Overall: 9.6


The Good:
· Great sword fighting action that you don’t see enough of
· Awesome scenery

The Bad:
· It’s Stupid when you trip over benches and shit...
· Sometimes the mission structures can be a little bit repetitive

Assassin’s Creed has been in development at Ubisoft’s Montreal studio since they released Prince of Persia: Sands of time back in 2003. For a couple of years now Producer Jade Raymond has been going round various trade shows, and if you’ve been keeping up to date with the industry recently you’ll probably have seen her talking about the game passionately. Well Jade, now the game’s out and you know what? You had reason to be so passionate about your stuff, because Assassin’s Creed is the most realised and beautiful game to make its way to store shelves this year.

In Assassin’s Creed you play as Altair, a cold hearted killer in the 1100’s, the time of the Third Crusade. In the crusades, European countries went to war with the east to recover the Holy land, and in Assassin’s Creed it is your job as Altair to follow the laws of the Guild of Assassins and take out nine leaders in the Cities of Jerusalem, Damascus and Acre who are causing problems for the people. At the beginning of the game you are sent on a special task to retrieve a special item that is required by the master of the Assassins Guild, and unfortunately things don’t go as expected and Altair is stripped of his ranks as Master Assassin and is released of his weapons and moves. You’ll probably recognise this kind of structure, where you start off with everything, loose it all, and then have to gain it back again, and yes, usually it sucks. However, in Assassin’s Creed, it works really well because the points in the game where you get your weapons and moves back are usually times in the game where you’re starting to feel like you could use a new item or move and so the mechanic helps to keep the gameplay fresh and at a perfect difficulty, which is saying something, seen as just to get through the story of the game it’s going to take you around about 20 hours.

So, the basic concept in the game is to make your way through the Cities of Jerusalem, Damascus and Acre and eliminate your nine targets. That sounds simple enough right? Well, it isn’t as easy as that. Before you are able to find each target you’ll have to do a series of missions beforehand to figure out the location of your prey. These can range from simple “listen in” missions, where you have to sit on a bench and listen to two people have a conversation about something relevant to your quest. These are the weirdest kinds of missions because sometimes it’s hard to get a focus on your target from where you’re sitting. As well as those though there are a variety of other missions that are actually a bit more realised that the “listen in” ones, for example you’ll have the option to rescue innocent citizens from being attacked by the local guards, which is a really neat idea. Guards in the game are one of the most realised aspects of the gameplay. As well as being part of various missions, the guards have no problem with coming over and telling you if you’re doing something that you shouldn’t be, and if you do something exceptionally bad, like killing somebody, they’ll chase after you and call for re-enforcements and the enemy artificial intelligence has no issues with chasing you and finding you.

When you find yourself in one of these chase sequences, which you will do frequently, your best option is to bust out Altair’s ace card and show off your free running moves. You see, Assassin’s Creed is about three things: Combat, story-telling and exploration. Exploration is probably the most fun thing about Assassin’s Creed and in the chase sequences you’re going to have to do a lot of it to get to a hiding place where you can escape the guards who are in pursuit of you. The cities in Assassin’s Creed are huge. Really, you’ve never seen anything like this in a game before. What’s awesome is that every building, bridge and pillar can be climbed to help you to navigate the landscape better. When you’re being chased, one of the best things to do is to climb up the side of a building and find a hiding spot, which are dotted all over the map in the forms of little curtained off rooms, benches and bales of hay.

Climbing around the three huge cities never gets old or boring. In fact, the three cities are not their own little individual locations, they’re joined by Kingdom, which is also fully explorable and includes its own little villages that are kept a watchful eye over by guards. There’s also Maysaf, the location of the Assassin’s headquarters and you’ll have to go there after every assassination, so I hope you like it there. The world of Assassin’s Creed is huge, so huge in fact, that to get to each city it would take you ten or so minutes to get there, thankfully Ubisoft cave us a choice of how to get there because you can either use a horse or teleport once you’ve been to every city, which makes getting to each location that little bit less tedious.


The graphic presentation of Assassin’s creed is one of the most impressive elements about the game. From a purely visual standpoint the game is excellent. Every character you see looks different and you’ll rarely recognise a character model, except for the people who you rescue in the “rescue” missions who all look the same, which is disappointing. Asides from that, not a bad word can be said about the presentation of the game. When you climb up one of the many tall buildings and access a viewpoint, which is a small cinematic moment where Altair stands aloft a really massive building and the camera pans round him, you’ll be able to see not only every detail on the town, but also the surrounding landscape. Basically what I’m trying to say is that the draw distance of Assassin’s Creed is amazing. Another great thing about the game’s graphical presentation is the actual buildings themselves. Ubisoft must have hired a bunch of architects because the City layouts are phenomenal. Not one building looks out of place, from the brick work to the tapestries and roofs; the level of detail is quite astonishing. In each city there is a poor, middle and rich district and as you progress through the game you’ll unlock different sections to the cities until you have them all open. With this, you’ll be able to free roam around and do as you please for as long as you want and that free roam sand box gameplay is what makes Assassin’s Creed so fun.

From a technical standpoint, the game is also really impressive. The frame-rate barely drops at all keeping the free running smooth; allowing you to focus on whatever it is you’re doing. When it does drop, it’s only for half a second and it’s usually because the game is loading the city up, but it does not affect the gameplay and when you’re inside one of the game’s cities you can be assured that you won’t see any loading screens at all, which is quite impressive considering the size of the cities and the amount of things that are going on at any one time. The textures are again, really impressive and you’ll find yourself feeling as though everything in the game is tangible which just makes the experience more immersive.

The audio quality is up there with that of the graphics. The original score used in the game is extremely fitting with the locations and also what’s happening to you at any one time, so for example, when you get into a chase the tempo will increase and when you go in to assassinate your target the music will quieten down which drives up the tension. Sound effects are also really great, when you stab somebody it feels really satisfying which makes all of your hard work seem all the more worthwhile.


On the note of stabbing, the sword fighting and overall combat in the game is great. You know when you just can’t be bothered running away, you can pull out your sword and fight everybody off and later off in the game this becomes necessary for reasons I’m not going to explain (spoiler free). The fighting works on a combo and counter basis. At the beginning of the game it would be acceptable for you to just button mash at your enemies to take them down but as you progress further through the game it will become essential to learn how to do combos and counters, which at first are quite hard to learn, but once you get the hang of it, it becomes almost too easy, and so in that respect, maybe the counter system is a little too overpowering. However, the counters are really awesome to pull off. To do one of these moves you have to block and then just as your enemy is about to strike you strike at them. If you do this correctly, the camera will pull in and the game will let you watch as you dispose of your foe in one of many different ways. One of my favourites is where Altair puts his sword into the enemy’s foot and as he looks down he pulls his sword up in a sweeping motion cutting your enemy from toe to head. Blood effects are pretty good as well, but they look a little bit cloudy, maybe that’s how Ubisoft gained the game a 15 and over Certificate and if that’s the case, then good for you.

I’ve talked a little bit about the game’s story, but I don’t want to spoil any of it for you. If you’ve been keeping up to date with Assassin’s Creed you’ll probably know that there’s a sci-fi element to the game’s story but alas, I am not here to tell you the whole story, so if you want to know about that you’re going to have to play the game for yourself. Trust me though when I say that you won’t be disappointed in the narrative. The story is done through the use of real time game sequences which make the experience all the more immersive.

Overall, Assassin’s Creed is an exceptionally memorable experience that you’ll want to play from beginning to end to uncover the games unique story. The great combat, platforming and narrative all pull together to make one of the most memorable and delightfully refreshing packages that the Xbox 360 has had to offer consumers this year, and if you’re a bit tired of the relentless assault of shooters that Microsoft seems to be throwing at us at the moment then this is definitely a game to suit you, and anyone else who loves a good action game.

--Tom Rhodes, 360Stage Editor--




Sunday, 2 March 2008

Review: Mass Effect

Gameplay: 7
Sound: 9
Graphics: 8
Value: 9
Overall: 9.1

The Good:
· Fantastic character design.
· Amazing story that doesn’t feel too cliché.
· Loads to explore, grand scope.

The Bad:
· Heavy loading.
· Average cover mechanics.
· Huge amounts of texture popping and frame-rate lapses.

Mass Effect is a game developed by Bioware who should be recognised for their work with the Knights of the old Republic series. Back on the original Xbox, KOTOR was a great action RPG set in the Star Wars universe, allowing you to make difficult decisions that would affect your character. The folks at Bioware have taken this further this time around in Mass Effect, and the decisions that you make will affect not only your character, but your relationships with other non-playable characters and the fate of the Universe.


Like all good RPG’s, Mass Effect opens with a character creation screen, allowing the player to apply a face and a gender to their character. Unfortunately, it’s nothing in comparison with some of the character creation options in other games to hit the market in the past couple of years like the Elder Scrolls IV: Oblivion, but just to have some kind of customisation is pleasant and is most appreciated. Besides, if you were able to be a different race it would mess up the whole story line...Enough said.

The basic premise in Mass Effect is similar to all of the other space Operas any self- respecting sci-fi geek can reel off. You play as a human Alliance by the name of Captain Shepherd. At the beginning of the game you are under the command of Captain Anderson, but events in the game mean that you fall into his position and take owner of his ship, the Normandy. One of the best things about Mass Effect is the amount of freedom you have as a player to choose what to do next. If you don’t feel like taking on your next mission, you can opt to stay on board for a while and talk with your crew. At the beginning of the game you’ll start with a human comprised team who you’ll be able to select from up to two people who will accompany you on your missions. This is quite a nice addition to the gameplay because each character can be unique in different abilities. For example, some characters are great soldiers, where as others might be weaker on the fighting but better at mechanics.

As you progress through the game you’ll come across new characters from alien races. It’s really interesting to see how the different species react to certain things that commander shepherd says and does. This is helped along by the excellent dialogue tree system. The best thing about Mass Effect is the script and the voice acting. Bioware set out to make a game that would allow the player to make “hard and meaningful choices”; they really have! Nearly every time somebody asks Shepherd something you’ll be faced with four or five choices that could have repercussions on your surroundings in totally major ways. The script itself is a testament to how much effort the guys in the writing team at Bioware have put into it. Without sounding too cliché, it manages to keep to a typical sensationalistic and over the top story line, which is almost unheard of in any kind of media. This is probably helped along by the amazing dialogue system, which keeps the player routed in the experience. The voice acting in the game is also top notch. It’s rate to find voice actors who collocate with their virtual characters, but in Mass Effect, that doesn’t appear to be a problem. The casting is really super, with a special appearance from Seth Green of Austin Powers, voice work just doesn’t get much better than this. Lip syncing is also up there with the best, which helps to get a level of realism into the characters, making the Alien races all the more believable.

As well as sporting some of the best voice-work in a game in recent times, it also boasts some impressive graphics. The most impressive aspect of the graphical stature of mass Effect are the character models; especially the alien ones. The best looking character on the game is Urdnot Wrex, one of the last krogan Battle Masters that joins your crew early on in the game. It’s really obvious that the artists had a hell of a field day coming up with a suitable image and colour scheme and as you can see, he’s one mean dude.

The image doesn’t do the graphics enough favours. The textures are really fantastic, especially on the characters, and you feel as though you could just reach out and touch everything around you. Unfortunately, at regular intervals throughout the game you’ll encounter quite a large amount of texture popping which can get quite irritating in the later stages of the game. As can the sometimes quite worrying frame rate slow-downs that occur whenever you get into a combat sequence. Apart from these two issues though, Mass Effect’s graphics are pretty top notch.

Speaking of combat sequences, the shooting in Mass Effect is good. It’s not great, but it’s good. The guns pack a significant amount of punch when you pull the trigger and you can add a significant amount of modifications to your weapons to make them interesting. The game also uses a basic cover system similar to...all of the other third-person shooters. It works for the most part and you can actually direct your teammates to get into cover as well. Mass Effect plays like a third person shooter you say? Then how is it an RPG? It’s a good question because it does play a lot like Gears of War or resident Evil 4. The difference here is the character progression, because just like in many other RPG’s you gain experience points for finding items and killing people and you can apply them to separate criteria like healing and mech. Depending on your individual play style you can customise not only Shepherd, but his companions, so you can make a balanced team, if that’s how you role.

As well as foot combat, there’s vehicular combat. When you choose your destination planet, you are ejected from your ship, the Normandy, in a large tank on wheels that can jump called the Mako. The Mako makes good for getting around in due to its reasonable speed and its ability to jump over small obstacles but it does have its’ problems. The turret that is mounted on the top of the Mako can only shoot on a horizontal plane. In other words, it you want to shoot something that’s higher or lower than you...well you can’t. It’s impossible. The other problem that it has is that you can’t be within a couple of metres of your target because the gun shots will pass straight over the heads of your foes, which can be terribly frustrating.

Despite these problems, Mass Effect is a very good Action - RPG with almost perfect production values. With a sensational story, a great original score that sounds like it’s been lifted straight out of an 80’s space opera and some good combat, Mass Effect is well worth the time of any fan of Action or role-playing games.

--Tom Rhodes 360Stage Editor--


Review: BLADESTORM: The Hundred Years War


Gameplay: 7
Sound: 5
Graphics: 7
Value: 7
Overall: 6.8

The Good:
· Unique control scheme that actually works
· Good art direction
The Bad:
· Terribly repetitive gameplay
· No multiplayer

Everybody knows Dynasty Warriors. Even if you don’t like it (which is advisable nower days), you’re probably going to recognise it if you see it. Koei have done a good job of making a name for themselves as a major developer of hack and slash games. Bladestorm does a great job of breaking their usual formula; with a more realistic art style and a combat system that doesn’t give you a serious case of the gamer’s thumb after playing for half an hour.

The basic concept for the game is written in the title: Hundred year war. In the game you play as a hired mercenary in a war between the English and the French which supposedly lasts for around about a hundred years. How you choose your missions is extremely different to how you go about doing the same thing in Warriors, when you start the game you can create your character which would be a good feature but as you get into the game you collect so much armour that you can’t tell what your character looks like anyway, nevertheless, it’s still nice to know that it’s there. After creating your character, you are taken to the hub of the game which is a small pub. In the pub you have the ability to buy and sell items, upgrade your gear, level up your character’s skills using Experience points that you’ve collected on the battlefield, swap and upgrade your different units, and finally and most crucially, select a ballet field to play on. All of the different options are easy to access which is great because in this sort of game, all you want to be doing in dicing fools on the battlefield.

When you’ve finished in the pub, you can set off into battle. In Bladestorm, there are lots - and I mean lots – of battlefields. Well, actually, there’s about five or six of them. The thing that makes them so awesome however, is their size. When you’re choosing a place to start fighting, you choose out of the five or six main areas and then you’re zoomed into an even more detailed map which has all of the bases (yours and the enemies) and you can choose where to start playing. When you’re choosing a place to play you’ll have to take your objective into consideration because to get from one side of the map to the other could take you twenty minutes or more!

The objectives in the game are pretty straight forward if you’ve ever played a hack and slash before. All you’re going to be asked to do is defend or attack a base. Because the missions are so straight forward and without variation, they’re going to get pretty boring pretty fast, which is stupid on the developers part because the game is so long. If you do all of the missions for both the English and the French you’re going to be looking at around sixty hours of gameplay. That’s probably the worst thing about Bladestorm. They advertised it saying that it’s so long, yet ironically, its length detracts from the overall experience because the gameplay is all the same.
When you first start playing the game, you’re probably going to feel mostly refreshed. Other hack and slashes are extremely ‘Japanesy’ in their art design but Bladestorm kind of moves away from that with French locals which stem from great pine forests to snowy wastelands. Granted, these are really great for the first four or five hours of game play but soon after that you’ll be begging for somewhere new, but unfortunately that’s all you’re going to get.

The combat is probably the most interesting thing about Bladestorm because it attempts something which isn’t really the one thing in hack and slashes. You’ll probably find that in these kinds of games you’re going to be tapping down the ‘X’ button like a crazy, but you won’t find that in Bladestorm. The basic attack button here is the ‘RB’ shoulder button, which is an extremely interesting choice of button mapping. You wouldn’t think that that would be the best choice for the attack button, but because you’re only holding it in, it isn’t that much of a pain and after a while you’ll acclimatise to having your fingers in such a weird place on the controller. It’s not like you’re only using RB to attack – you have your squad’s special attacks mapped to the ‘B’, ‘X’ and ‘Y’ face buttons on the pad which is a really great decision because you’re going to need to use them quite frequently when the enemy squadrons and base leaders start to get tough. The ability to control your squad is a really nice addition to Bladestorm and it really sets it apart from the Warriors franchises, giving Koei two really different hack and slash franchises with very unique properties.

Overall,
BLADESTORM: The Hundred Years' War is an average hack and slash game with some unique features. If you’re a fan of Koei games, there’s a fair chance that you’re going to really like this first in a promising new series.

--Tom Rhodes, 360Stage--



Review: FIFA 08

Gameplay: 8
Sound: 8
Graphics: 8
Value 9:
Overall: 8.4

The Good:
.Good replay value
.Large selection of teams and leagues
.New be a Pro mode

The Bad:
.The bad fatigue feature gets annoying
.Poor AI

Since its debut 14 years ago EA have given use FIFA each year. When it originally debuted back in 1993 the football franchise was relatively unchallenged but now it has to set itself apart from the other football simulations. FIFA remains one of the most profitable football franchises to date and with the disappointment of FIFA 07 on the Xbox 360 last year the quality of the older games where thrown out of the window.

FIFA 08 offers a phenomenal 621 fully licensed teams and 30 leagues compared with the 7 leagues of FOFA 07 which in reality was only 6 as Serie B only contained one team: Jueventus. Over recent years many sport franchises have been criticised for the intelligence of the AI. FIFA 08 adds improvements which are further enhanced by excellent animations. FIFA 08 introduces create a character to the next gen consoles which essentially allows you to add yourself to the game. This adds a fun element to the game especially since you can assign yourself to any team on the game. FIFA 08’s highest focus remains on the be a manager mode. The manager mode flows well and the added influx of leagues means there is room for promotion and relegation. The mode forces you into relying upon tactics especially with the fatigue element. This can prove annoying especially when you play as a smaller team that can’t afford the large squad needed to become successful. The game caters for all levels of gamers with difficulties ranging from amateur to legend. Unlike previous FIFA games as your team improves you can acquire better players for example I bought Joe Cole as Leeds united after getting them promoted. This adds to the sense of achievement of guiding your team to the higher leagues. FIFA 08 differs from any previous instalment with the innovative new “Be a Pro” mode. It offers a fresh dimension to FIFA that is both enjoyable and challenging. When I first approached this mode I had to ask myself if FIFA would lose its original aim. I was wrong as well as retaining the manager mode to its full glory having the chance to play as one pro alongside the AI and friends online extended the re-playability. Game settings are relatively in depth ranging from match length which can actually be a standard match length of 90mins to the ball you play with. This adds more depth and realism and to the game.

FIFA 08 is everything fans expect of a sports game. EA have ensured that the realism remains as high as possible with official team kits and real stadiums from the Constant Vanden Stock stadium in Belgium to Manchester’s Old Trafford stadium that even contains the new quadrants. The manager mode offers you the chance to answer the media and the management board of your chosen club as in other recent FIFA games. You can face with problems from the team coach been old and in an need of an update to young fans asking the players for a kick about. You are offered a few different answers and you chose the one that best fits. For example in the case of the young fans wanting a kick about you could let them have a kick about, give away some signed pictures or ignore them. All of which affect your team. If you decided to let them play with the young fans then your players would be faced with increased fatigue for example. However, although the messages appear fresh after a while you may find yourself with messages you’ve had previously and adds a repetitive element to the game but its only a very small part of the game and shouldn’t be something that worries you so much! The classic quick play option allows you to jump into a match straight from the menu in less than a minute. This gives you a chance to play your mates in a local multiplayer or practice against the AI. For the first time ever on next gen consoles you have the chance to create tournaments and play them in such as the World Cup. The create a tournament mode allows you to have a little fun as well as you can add teams like Bradford City from the UK league 2 and pit them against teams like Spanish giants Barcelona in your own league.

Okay so now you’re wondering why buy FIFA and not its highly rated rival Winning Eleven (Pro Evolution Soccer). First and foremost FIFA offers a new mode that Pro Evolution does not. The Be a Pro mode which I have already mentioned. What stands this mode out the most is the option to have a 10 player online match. To do this you have to first download a free update but it is worth it. Playing alongside 10 real people is far better than the AI which does make several inaccurate mistakes; however, the camera can make playing difficult especially when the ball is far away from your player. You often have to rely on the crowd’s reaction to see if the opposition have scored or not if you cannot manage to race your player back to the opposite side of the pitch. Once you’re over the camera you begin to realise that this mode would be difficult to construct a decent camera off. It tries to allow you to see where the ball is and where it is going while you are off the ball but put you in the players shoes by almost placing you in first person. EA attempt to add to the realism further by making full use of the Xbox’s vibration function.

The mode is more than been confined to playing as one player every little thing you do has an effect on your players’ performance which is shown to you at the end of the match. A bad pass will garner a negative mark while positioning yourself correctly when receiving a pass will do the opposite and a positive mark is gained. Another new feature that adds to FIFA 08 is the ability to upload instant replays from the Be a Pro mode to the EA sports website which means you can show off your skills. However, it’s a shame that there is no file sharing option available but Fifa is heading in the right direction. With gaming now geared towards online gaming it only seems right that EA sports add another new online feature: the interactive leagues. The idea been that a player can hop online, choose a league and squad and play through their scheduled games, playing against their real life opponents.

To enhance the experience your results are uploaded to an online leader board in which your squad is ranked on results, performances and how the rest of the world is faring. As always FIFA has the largest amount of licensing to offer of any football sim if you take that stance when purchasing a game. As in last year’s edition of FIFA the loading screen gives you something to do with the ability to play one on one with the keeper using a player of your choice. Ronaldinho the standard player used. It gives you a chance to practice shots and new to this game free kicks and penalties which can be set up by using the d-pad. It can also be used as a place to practice tricks and to put it simply it offers a pretty cool way of loading a game as the loading screen is in a sense hidden.

FIFA’s gameplay heavily relies on the attempt to improve the quality of the AI. In a sense this has been achieved. The difficulty to score goals in Pro difficulty can frustrate the player but also gives satisfaction when goals are scored. Despite EA’s best efforts the AI still make silly mistakes. For example when playing in manager mode when the opposition ran down the wing there were a few occasions when the AI would run straight off the pitch. In addition to this set pieces by the AI are often direct at the keeper or lack anything special. The animations and movements of players have improved with little things like tackles and goal keeper movement appearing more realistic than previous instalments of the franchise. The controls are generic from previous instalments making it easy to adapt for fans of the game. The only fiddly controls come from the ability to do tricks. The control manual gives a set of instructions on how to do the tricks but they are difficult to pull off in a match and even harder to do successfully. The free kick system has improved from last year but curling the ball still remains relatively difficult but once learnt is easy to pull off and there’s nothing like watching the replay of a good free kick. The corner system has changed as well and can take some getting used to but again once learnt the satisfaction of scoring from a corner seeps in. The menus in FIFA 08 are extremely easy to navigate and setting up a manager mode can take a minute or so. A decent sized HD television is recommended for some text in the game can prove difficult to read unless close up otherwise!

The fatigue system remains the same as previous FIFA’s but it means that a large squad is needed to retain a good level of fitness. This can prove annoying especially when a club with little funding as you can’t afford a large squad. The team chemistry system remains and the more times the same players play together the better the team chemistry and therefore the better the performance simple really but it does bring in the management element. Manager mode offers slightly more complex menus than the main menu but it is still easy to navigate and help can be acquired by the touch of a button meaning it’s hard to get lost when creating a game, tournament or season.

I have already touched upon the online multiplayer options. After testing out the online facilities I found the game to only lag a few times and it was generally very good as I expected. This meant online play was very smooth and made the experience even more enjoyable and less frustrating. The local multiplayer allows up to 4 players to compete in the same match, tournament or a season. This is particularly fun when creating a small tournament where each player goes as a separate team. Fifa offers 49 achievements some easier than others. There is a total of a 1000 gamer points on offer enough to challenge even veteran gamers. There are extra free downloads available from the update which allows online play in Be a Pro mode to interviews with the developers of FIFA 08 and team updates. In Be a Pro mode there is the function to upload your instant replays to the EA sports website for when you score that special something. FIFA 08 offers good re-playability as with most sports games. However, after a few seasons as the same team it can get tedious and repetitive but with the large amount of teams on offer it is easy enough to change teams whether this to be for a new challenge or simply more achievements. You can also try different tournaments from International tournaments like the World Cup to Club tournaments like the Champions league or even create your own tournament. The Be a Pro mode offers move play time as it offers something completely different and the 10 player online feature is great fun. As far sports games go FIFA doesn’t fail to offer the amount of re-playability we expect from all good sports franchises.

Graphically I have already discussed the vast improvements this is partly due to the use of a new game engine for the next gen versions. HD technology also adds a boost to the sharpness of the animations. Realistic movement from players enhance the gaming experience and the use of real stadiums keeps hardcore football fans happy. EA have ensured that the stadiums remain faithful to the real thing with even the new instalments to the stadiums like the new quadrants as mention before in Old Trafford shown. As far as FIFA games go FIFA 08 graphically delivers the best graphics from any FIFA but as with any game there is always room for improvement but this instalment has impressed me as it shows the potential future FIFA games can have. In terms of glitches FIFA has done well in the fact that very little glitches have been found or at the very least noticed. The frame rate is smoothed and in solo games and local multiplayer there has been no slowness in frame rates what so ever. The only slow frame rate comes from the occasional lag in online play.

EA have got another fantastic soundtrack with new music from the likes of Peter Bjorn and John to the Hoosiers. The songs are recognisable and fit in with the game and styles of EA sports. One of the major problems that lets Fifa down year after year is the repetitive commentary. After playing a couple of matches you hear commentating you have heard before which can become extremely repetitive. This is a hard problem to fix but at least EA have tried to improve the problem by adding a larger library of speech in the commentary. The sound effects are realistic but are similar to FIFA 07. My personal favourite is when the ball hit’s the bar the sfx is great.

FIFA 08 is by no means prefect but it has done more than enough to prove that it is a decent FIFA game. Compared with FIFA titles of recent years FIFA 08 has bags of potential and appears to show a bright future for forthcoming titles in the franchise.
Football fans won’t be disappointed with this outing but with Pro Evo on its way it may be worth the wait to see how the rival game pans out.

--Sean Linley, 360Stage Editor--

Review: The Simpsons Game

Gameplay: 7
Sound: 9
Graphics: 8
Value: 6
Overall: 7.9

The Good:
· Original cast present for voice work
· Outstanding character and level design
· Lighthearted humor makes game great for kids whilst still appealing to adult audiences
· Plenty of cameos and moments which will make you “wow”
· Plenty of collectables and challenges for some replay value


The Bad:
· Clocks in at just under six hours
· Gameplay can get repetitive towards the end
· Heavy special effects can sometimes cause slight frame rate drops
· Camera can be frustrating at times

The Simpsons have a history of games behind them; most of them should be forgotten and will not be named. However the wittily named “The Simpsons Game” is the family of fives’ best adventure yet offering some nice platforming action that will be looked back on and shadow other Simpson’s games.


The game plays like any platformer in terms of design and control, you start out as Homer in the infamous Chocolate Land, and you are confronted by a white chocolate bunny rabbit that lures you to his chocolate mountain with his arse, learning the basic gameplay mechanics along the way. Homer can initially power burp and the simple mashing the X button which will be your combat main serving for the game.

After the tutorial level you are introduced to the story, the basic outline of the story is that Marge catches Bart buying a video game, “Grand Theft Scratchy” to be precise, an angry Marge does what any over smothering mother would do and bans the M rated game from him. Bart then complains about his video game whilst walking in anger down an alley, then all of a sudden “The Simpsons Game” manual drops from the sky leaving Bart astonished, the Simpsons then decide to collectively protect the town of Springfield, but wait? Where’s the twist? Oh of course there is one, it’s not an alien invasion is it that would be just too cliché... I’m afraid to say it is. The Simpsons Game does a good job of collaborating all of these cliché moments almost to their advantage and exposes them whilst still suffering in its own right.

The graphical presentation in The Simpsons Game is quite phenomenal and almost raising the bar for cell shaded games, the character models are all highly detailed whether it be the Simpsons themselves or the folks of Springfield, each are perfectly translated into 3D format making fans of the series jump for joy seeing their favourite characters in the street, you can punch Ned Flanders in the face, and guess what? It feels good. Moreover the character models the level design is just much more to look at, offering places such as the Land of Chocolate as mentioned before and going further places such as the urban streets and dungeons will keep you replaying some of the levels simply because of the design.

Sound is the best part about The Simpsons Game, the original cast is here to fill the boots of all the characters and they do a damn good job as usual, characters on the street will communicate when passing by which is always funny to see, the script is funny and keeps the same humour you’d expect from the series. The music is hit or miss, some will find it irritating, others will absolutely love it, and the music definitely fits in with each level, like the level design some people may find themselves revisiting the levels just hear the catchy tunes you’ll find.

There is a price to pay however, the game only clocks in at just less than six hours, anymore however would feel a bit tacked since the game itself can be slightly repetitive. The game doesn’t quite end after the main campaign; you can choose to play time challenges which are basically mini games in a sense. Got a friend round? The game offers split screen play in case you and your friend want to go back and play the levels for achievements such as completing levels under a certain time limit which prove difficult when alone or just play some of the challenges.

Overall, The Simpsons Game is a platformer. That is what it is. It would be hard to recommend for anyone to buy with its short life span but any hardcore Simpsons fan, sure the yellow fuckers are funny and all but it’s worth a rent at most.

--Josh Pollard, 360Stage Editor--


Review: Naruto: Rise of a Ninja

Gameplay: 7
Sound: 6
Graphics: 8
Value: 5
Overall: 7.3

The Good
· Graphical fidelity that makes you love anime.
· Can turn into half naked lady.
· Awesome water.
· Grass that looks like facial hair.

The Bad
· Average fighting portions
· Story that doesn’t make any sense whatsoever

I’ve never seen the Naruto Anime show that this game is based on, mainly because I fucking hate anime and so therefore, I’m totally unbiased towards it (ehm). I came to this game thinking that it would be a really cool action game that would mix the fighting genre with action platforming to create a unique gameplay experience, and I was right. What Naruto: Rise of a Ninja does, is create a fantastic game for the fans of the show to play around in, but at the same time, if you’d never have heard of the Naruto cartoon you’d still feel right at home playing the game simply because the gameplay experience is very unique and very cool.


As a novice of the Naruto brand myself, the thing that helped me to really get a feel for the game was the characters. To state the obvious, you play as Naruto, a Ninja dropout and a bit of a loud mouth. The other two main characters (and members of your Ninja squad) are called Sakura and Sasuke. These two are really, really antagonising. As the only failed Ninja in the whole village, to be ridiculed by your two squadron members makes Naruto angry and ready - as all ninjas do - to seek revenge.


The most bizarre aspect of Naruto by far is the story. If you’re a fan of the ‘random’ then you’ll be in your element with this game but if you don’t like Nine tailed Foxes and giant frogs then you’d best do what I did and skip the cut scenes because those things were creepy and more often then not plain stupid. Graphically, Naruto looks stunning and could be easily passed off as a cartoon. The Leaf Village, your hub town, is stunningly architected, with buildings jutting out in all the right places, and dissected by a beautiful river that runs all the way down the middle. You get the impression that the folks over at Ubisoft Montreal spent a great deal of time getting the village looking as amazing and as close to cartoon as possible in order to keep the fans happy, and also because you’ll be spending well over half of your time picking up and completing missions inside of the village boundaries, as well as just having a good time messing around.


The main bulk of your experience inside of the world of Naruto will be spent picking up quests and completing missions. Generally speaking, there are couple of types on missions that fans of action or action/ adventure will be very familiar with. The two main ones are race missions and retrieval missions. The race missions are pretty straight forward. When you start a race you have to run through the green circles and get to the end. Simple. The retrieval missions are the most fun however, and with these you’ll spend your time adventuring outside the Leaf Village picking up important scrolls and fighting Bandits. However, it’s the fighting of these Bandits that’s the worst thing about the game overall. For the first few fights you’ll find the combat quite an interesting section to this unique experience, but alas, you’re going to get bored of fighting the same four or five enemies over and over again; I think that’s inevitable. Even the bosses are boring. I don’t want to ‘ruin’ any of the great boss sequences for you so I won’t go into too much detail, but...well they’re the same.


Moreover, it’s not just the enemies that are, shall we say, retarded, but it’s the fighting itself. You see, the fighting isn’t deep enough to keep the fight sequences interesting and so you end up with whole sections of the game which are on a way lower level than the rest of the game. Ubi have tried to keep things interesting though by allowing the player to be able to upgrade Naruto’s powers, power ups and abilities – original I know - by purchasing them from any one of the stores located in the fucking Leaf Village or from your Ninja trainer-guy. The only interesting aspects of the combat are the special attacks, or Jutsus. These allow you to pull of some extremely crazy and sometimes borderline insane moves that can allow you to win fights, jump up trees or even turn into a half naked lady. Yes, you heard correctly. It’s retarded.


Thankfully for the games’ reputation’s sake, the platforming in Naruto is really fantastic (although as unoriginal as a Hitler joke). Travelling from the Leaf Village to your destination is really good fun and attempts a sense of speed that even modern Sonic game doesn’t achieve. Speaking of speed, by far the fastest sections of the game are those where, in true ninja tradition, Naruto gets to jump around through the trees to get from location to location. At first, these sequences are really interesting, and again, create small distractions from the main chunks of gameplay. However, after a few of these tree jumping sequences, the odds are that they’re going to get boring, especially because if you miss a branch when you jump, you fall to the ground and you have to face a Bandit, which – as previously stated – isn’t all that fun. However, It is these sections, where you venture out of the city, that the graphics particularly shine. The water (which I have already mentioned) looks like some of the best I’ve ever seen in a game and the grass and other foliage looks particularly orgasmic. I think it’s the animation, though, which really stands out as special. When you walk through the grass everything waves around you and similarly, when you run, your arms flail about making you look slightly crippled, nevertheless, they’re all nice touches which give the game it’s own identity.


So that’s the single player covered but wait! There’s a multiplayer portion to the game too. But it sucks hairy, soggy, testicles. What you’re getting here, is a kind of tournament mode, where you go head to head in an arena. However, the people that you go up against keep flooding in. In theory, this is a really interesting idea because it means you don’t have to find another match and do all of that stuff to play a game, but instead, you’ll have to fight whoever is thrown into your room. That means that it could be any random pervert; even if they’re like...ten times better then you, and that’s not always fun.


Basically, what you’re getting with Naruto: Rise of a Ninja is a good action/ adventure game with some excellent platforming sections and pretty graphics. The story mode, despite it’s short length is relatively fun compared to the hacked on multiplayer and for Naruto fans and novices alike, this is surely a great way to get into the series and most importantly, is a great example of where a creative licence can be used to make a great game. Word!

--Tom Rhodes, 360Stage Editor--

Review: Blacksite: Area 51

Gameplay: 7
Sound: 7
Graphics: 8
Value:6
Overall: 6.9

Good
· Great controls
· Wonderfully average...
Bad
· Boring campaign
· Boring multiplayer
· Boring

To say that Blacksite: Area 51 is average is an understatement. It has no real identity, purpose or special feature to keep
players hooked. If you enjoy playing average games, however, this might be the title for you.

Published by Midway, Blacksite is a new shooter that takes players from - controversially - Iraq to alien infested facilities in the USA. There are a tonne of shooters on the Xbox 360; all of them geared towards the Western market, but if there were ever a game that was targeted at America, Blacksite would be top of the list. Everything from the graphical style to the voices and the opinions of the characters suggests that this game was made for a very specific, very American, very gay audience (which isn’t necessarily a bad thing...). For example, in the opening sequence you’re sat in the back of a van with your two squad mates who are dicks, BTW, and you’re moving through Iraq and the driver of the vehicle turns on some music which is obviously not western and one of your squad mates says “turn that crap down” and it’s these kind of semi-raciest and intolerant comments that you’ll have to put up with if you want to spend any length of time playing Blacksite and it pisses me off!

The story in Blacksite is anything but interesting. When the game was in development there was a reasonable amount of intrigue shrouding this game because developers Midway Austin suggested that the title would be “political” and would discuss topics of relevancy in today’s news. However, when you look at the story in Blacksite, the ethics and politics that were supposed to be at the for front of the game sit all the way at the back and is replaced by a boring and rather straight forward revenge plot. I guess that Blacksite’s main premise is that it would debate the need for war, and specifically, the war on terror in Iraq, but unfortunately it just doesn’t deliver on all of the intrigue that was hyped up around it.


I think that any gamer who knows their stuff knows that quite a high percentage of shooters are built using Epic Games’ Unreal Engine 3, and guess what? Blacksite joins that ol’ band wagon, meaning that when you’re playing the game, all you’re going to be thinking about are the better games that are utilizing that engine. Now, that wouldn’t be a bad thing, but because Area 51 is so average, after a few hours you’re probably going to want to go back and play some other, better game.


When you play Blacksite though, you realise that yes, it looks like every other FPS with aliens, but, to Midway’s credit, everything that it does, it does well. Actually, ‘well’ might be an over statement; a word that’s more suitable is ‘ok’. Probably the best thing about the title is the game’s controls. In terms of the buttons that they’re mapped to, they’re really the same as every other shooter, but, playing Blacksite, shooting something in the face feels really good and that’s probably the most important thing in a shooter, the part where you shoot.


Graphically speaking, the game’s really good looking, with some really great textures and some nice little animations which enhance the realism of the universe in which you play. An example of this is that whenever you push up to a wall, your gun wil move back. This is probably because the Unreal Engine 3 is prone to quite a bit of clipping and so Midway have cleverly avoided that little problem with an effective and realistic solution. However, there are so many other technical problems that the positive comment above becomes void. The amount of glitches in Blacksite are unprecedented in a 360 game. For example, there are only a few animations for when enemies die and so if you kill one of them, there’s a possibility that instead of falling to the floor and letting their gun fall out of their hands, they’ll just hover in mid air with their guns in the same place as they were before they died. This isn’t really a noticeable thing until you get about half way through the game where you’ll be encountering a fair few enemies at once (over and over again...) and you’ll look out and see a tonne of floating bodies and guns all over the crazy place!


Everything else about Blacksite is really just standard stuff. In terms of sound there’s...good bullet sounds...I guess?! Really, you know the deal with a game of this calibre. Before I finish I’ll give the multiplayer a mention, but it’s nothing that special. Imagine the modes that would come with a standard shooter and you’ve got Blacksite: Area 51. Included in this amazing and original game (ehm) are deathmatch, team deathmatch, capture the flag and another mode too dull to describe. It’s just your basic stuff. The maps are even more boring. With a game like this you’d think that they’d spend more time on developing a good multiplayer portion because they’d realise that the single player experience wouldn’t be enough to attract hardcore shooter fans. That’s not the case though and when I went to try out the multiplayer there were two people online, so don’t expect there to be a big community.


To say that Blacksite: Area 51 is average is an understatement. It has no real identity, purpose or special feature to keep players hooked. However, if you enjoy playing average games, this might be the title for you. Enjoy!


--Tom Rhodes, 360Stage Editor--

Review: Burnout Paradise

Gameplay: 8
Sound: 7
Graphics: 9
Value: 8
Overall: 8.4

The Good:
· Wrecking cars is still fun as ever
· Full open city to explore is very welcome
· 8 player online all with unique challenges
· Plenty of content to keep you busy


The Bad:
· The new DJ deserves to die
· Soundtrack is not the best
· … “Girlfriend” by Avril Lavigne is featured, c’mon!
· Limited modes make action get slightly repetitive

Burnout, never heard of it? In a nutshell it’s the racing version of Soldier of Fortune, until they made that piece of shit “Payback”. Sorry, what I really mean is that it’s an aggressive, awesome full out in-your-face racing game that encourages trading paint.

Let’s talk about Paradise, why is it Paradise? Is this really Paradise Josh? Is it?! Sure it is, Burnout Paradise gives you the ability straight from the start to explore Paradise City, complete with Guns and Roses song, stunt markers, fully featured online; everything! It’s really awesome.

Gameplay you say? Burnout has stuck to its roots very firmly by keeping the boost meter intact, but what they have removed though is Crash mode. “Oh my balls!” you say? No, no, no relax, Crash mode has been replaced by an all new mode: Showtime. At any given time you can simply press LB + RB on your Xbox 360 controller, to go into Showtime - whether it be in a middle of a race or online with your friends - tap the buttons and you’ll enter a mode were your car will go on its side and you can then blow up any car by simply guiding your vehicle into it. Signs will also crumble if you even slightly touch them, doesn’t sound realistic? Well did you even read the first part? The car will simply turn on its side, it’s quite hard to do that you know, with a van. Pressing the “A” button in this mode will use up your boost and push you forward a bit more to nudge you to the next set of cars but the catch is that the higher the score you have will result in the boost meter depleting faster. Bummer.

So we talked about the new mode but what about the core gameplay. You can play race mode - which is obvious, burning route, where you race a specific route built just for your car to unlock a “better” version, (I found they just replace the stats around and don’t actually upgrade anything altogether) stunt mode, which is quite overwhelming at first since you have an entire city to choose your stunt place of choice and you’ll probably end up using the beach as it has a string of ramps and billboards which means a bigger multiplier (tips are free here you knowJ). Then you have takedown mode where you…erm… takedown people. what a surprise.

The most awesome feature on Burnout Paradise is online. Instead of quitting out of your game you press right on the D-Pad and oh, another set of menus, how cool. Here you’ll get options to choose different modes. You’ve got Freeburn Online, where you can join in your friend’s city, invite him or her to your city or just join a quick or custom match with random strangers. Keep in mind this is all open world and there are no loading times, so pretty awesome. Another feature is that when you take someone down online you’ll receive a photo from the victim’s Xbox Live Vision camera, the downside to which is you may be treated to photos of sweaty ballsacks one time too many.

Graphically, Burnout Paradise is… I don’t want to say Paradise, you know, it just sounds too corny. It looks good, OK?! The city looks amazing. Even though a day to night cycle would have been nice it still doesn’t take away the awesomeness that this city radiates. The map size is about the size of Grand Theft Auto III back on the PS2; it can seem a little small but when playing online you don’t really want the map to be the size of a city like London. The cars look great, when beaten up you can see the car is struggling to move and it feels satisfying to get a repair… and then fuck it up again. The one thing that’s really irritating though, is that there is no driver in the seat of the car! What the hell, seriously? It feels like you, the player, are remotely controlling the car instead of driving it.

In terms of sound this game can just suck my balls. Soundtrack and voice acting on each one; I hate the DJ, if I were to meet him I’d probably get along with him, but his voice… and the dialogue… it makes me want to punch a baby in the face. The soundtrack doesn’t fit in theme with the game, I like a wide variety of genres myself but when racing down a street I don’t want to listen to Girlfriend by Avril Lavigne, I just feel like a complete fag.

While Mr. Voice Acting and Mr. Soundtrack are both crippled, Mr. Sound Effects can walk. The sound effects really do just like to rub it in when you crash and the game goes in slow motion showing the car break in appropriate places it’s an amazing experience and makes you think about what it would be like if someone you don’t like was in that car, which is always a plus.

You’ll be getting a lot out of this game. Straight out. You have a full single player experience with Burnout Licenses you need to get which allow you to progress. To get the Burnout Elite License though you’ll need to complete every event in the game. Then you have your online challenges which can be enjoyed with up to 8 people. With all these modes and such you start to realise that Burnout Paradise is unmatched in the racing genre, it provides hours of entertainment and will surely keep you engaged from being a D class driver to a Burnout Elite.

All in all, Burnout Paradise has an open city which isn’t some gimmicky feature; it works and most of all it’s fun. Playing online with your friends is a blast and the exchanging of the old Crash mode for Showdown mode may anger some but it works you know? Burnout pros and novices will enjoy Paradise on different levels; I don’t know what category I fall under, but I sure as hell enjoyed it.


--Josh Pollard, 360Stage Editor--