Tag Archive: review


Don’t Come Out of the Shadow

Originally Published: February 27, 2011, on my StrongProtector profile on GiantBomb.com

Often in games, shadows are nothing more than minor details we look at when deciding how good the graphics are. But what if the entire story of a game revolved around these barely acknowledged details?

Lost in Shadow from Hudson Entertainment begins at the top of a mighty tower that stretches far beyond the clouds. There, someone who looks like a cheap Darth Vader wannabe strikes a boy in chains with a sword and the boy’s shadow slips away. The cloaked figure then takes the shadow and flings it as far as he can from the top of the tower. The shadow, after landing, longs to be whole, and must now manipulate light in order to ride the shadows of his surroundings back up to the top of the massive tower and find out why the cloaked figure would do such a thing as separate a boy from his shadow.

I remember playing a demo of Lost in Shadow at the 2010 New York ComicCon and I absolutely fell in love with that early concept. Of course, I only had the opportunity to play the handful of tutorial levels, but it was enough to get me excited about this game, which makes it even tougher for me now to see it end up wallowing in mediocrity.

The concept of Lost in Shadow is a great one and turns your typical platformer on its head. Only with the assistance of a little fairy friend that helps lost shadows called a Spangle, can you interact with the real world and move around loose pipes, steel girders, and the light sources in the room in order to help lay out the shadow path that will allow you to climb up to the next floor of the tower. On top of this, you must also collect three Monitor Eyes per level that will allow you to remove shadow barriers at the end of each floor that are trying to keep you from advancing further. This pushes you to not only try to move through each level, but explore it thoroughly as you do so as it is the only way to find the Monitor Eyes.

It wouldn’t be much of a game though if you were just moving around the environment and constantly climbing. No, the shadows of horrific creatures like giant spiders and lizards, shadow turrets, and other traps line the tower’s floors and will require you to find a weapon to help vanquish these terrors as you continue your quest for unification.

Unfortunately, there really isn’t much to this game once you get past the first ten floors and learn the concepts you’ll use throughout the game because you’ll start to realize there is a pattern. That repeats for another 60 floors. Although the concept of Lost in Shadow is very original, the gameplay and level design is actually very uninspired.

You’ll find yourself having to solve the same puzzles and traps over and over again that by the time you even move halfway up the tower, you might just give up due to boredom. The game will probably only take most gamers about ten hours to beat, but it becomes such a chore to constantly have to repeat yourself, that it will feel like you’re putting in a lot more time. Never mind the fetch quests dropped on you later in the game that force you to then backtrack throughout the tower.

If you’re a completionist, you’ll want to pull your hair out by the time you’re done with Lost in Shadow as you’ll think you’re finally getting close to finishing and them some other inane and repetitive task is given to you and you’ll just end up screaming “ARE YOU KIDDING ME?!” Okay, so I admit I’m a bit of angry gamer, but Lost in Shadow will test the patience of even the most hardcore gamers out there.

And it’s not just the gameplay that is dull and uninspired. The graphics for the game are a mixed bag. The handful of cutscenes throughout the game are nicely done and the shadow effects are great especially considering they make up the game’s entire concept, but the level backgrounds are just bland with the same handful of tones used throughout most of the game. It gets really tiresome to just look at the same green, blue, and yellow walls over and over. Combine this with the steampunk wet dream inspired foreground of rustic steam pipes and silver gears and there is nothing that really screams out visually in Lost in Shadow.

The graphics aren’t nearly as bad as the sound though. No voice acting whatsoever and the same monotonous theme that plays throughout all the game’s levels will probably give you a headache by the time you’re only a couple of hours in. The only thing that had less effort go into it than the sound for this game was the level area names like “Factory” followed up shortly thereafter by… “2nd Factory”.

One saving grace at least for Lost in Shadow is that the controls are pretty tight. Your shadow seems to sail on certain jumps and then fall short on others and the game can be a little finicky when it comes to performing actions like moving blocks or pulling levers, but for the most part everything seems to operate as it should. It’s just the fact that you have to perform the same motions with no variety whatsoever over and over again in the game’s 70-plus levels that will wear on you.

When all is said and done, Lost in Shadow was a terrific concept that hoped that would be enough to make it a great game. Too many cut corners though combined with a lot of unnecessary and repetitive levels makes this one of the more painful 10 hour games I’ve ever played. If your curiosity gets the better of you, then maybe Lost in Shadow is worth a rental, but I’d think twice before I added this permanently to my collection, even with it only being a budget title priced at $39.99.

Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 6.5: The bland colors get repetitive after a while and there is really nothing that jumps out about the steampunk designs of this 2.5D world, but since most of the game is done in shadows and bland colors anyway, it’s not that big a deal.

Sound: 4.0: No voice acting whatsoever coupled with 70-plus levels of the same instrumental music repeated over and over again will drive you absolutely insane.

Plot/Plot Development: 7.0: An original idea can only carry you so far. The game is so drawn out over the repetitive levels that although the beginning of the game is very intriguing, you’ll lose interest too much over time. Bonus points for trying something different though.

Gameplay: 5.0: A very simple puzzle platformer with the enemies thrown in seeming more like an after thought. The controls are very tight, but the puzzles are so repetitive you might fall asleep.

Replay Value: 1.0: Any game that you can walk away from and be happy never playing again or finishing is rare for me, but I wish I didn’t have to finish this game for a review. I want most of the ten hours I put into this game back.

Overall (not an average): 5.0: An original idea can only take a game so far and although the concept for Lost in Shadow was indeed special, so many other cut corners really take this down to the point where even as a budget title I cannot recommend this beyond a cheap rental if your curiosity gets the better of you.

 

Psychosis Never Felt So Good

Originally Published: February 26, 2011, on my StrongProtector account on GiantBomb.com

They may not be able to hear you scream in space, but I need to start this review by apologizing to my neighbors, because here on Earth I think most of my apartment complex heard my piercing wails of fright while playing Dead Space 2. And although not the longest single player campaign, my gameplay experience was spread across several more days than usual for me because I could only make any significant progress while the sun was up.

Now that I’ve thoroughly embarrassed myself and admitted how much of a wuss I am, let’s look at the next chapter of a series that, if it hasn’t already knocked Resident Evil off its “king of survival horror” perch, it surely has with this masterpiece.

Dead Space 2, developed by Visceral Games and published by EA, takes place three years after the end of the first game and Issac Clarke, our unlikely engineer protagonist from Dead Space 1, finds himself aboard the Sprawl, a space metropolis built into a large shard of what’s left of Titan, one of the moons of Saturn. Of course, we as the player know where Issac is, but he’s as confused as can be because when the game opens up he is strapped down to a gurney and in a straightjacket. Only amidst the chaos caused by some very familiar looking creatures can our hero free himself and start to make sense of the situation he currently finds himself in. A situation in which Issac will find that he must not only confront the horrors of a new Necromorph threat, but also the deep scars left on his psyche from the Ishimura incident of the first game.

From the opening cut scene and sequence, which may be the most intense first 15 minutes ever in a game, to Issac muttering swears under his breath as he curb stomps fallen Necromorphs, Dead Space 2 is one of the most engrossing gaming experiences you can find. This game simply reeks of atmosphere and the painstaking detail that went into each level and experience you come across is evidence of that. From the distorted shadows thrown against the cold steel walls by flickering lights that make your heart feel like its going to jump out of your chest to the sound of dragging claws and inhuman screams in the ventilation ducts that make your skin crawl, there wasn’t a moment in this game that didn’t have my pulse pounding. And to complete the full immersion into the game, Dead Space 2 has some chilling mood setting music and great voice acting from everyone involved, whether Issac himself or the dozens of audio logs you find scattered across the Sprawl that help fill in the details of what has transpired over the past three years.

These details are really where the horror comes from. Man’s most base fears come from what he can’t understand and the unknown, and you become so immersed in Dead Space 2 due to the tremendous detail in this game that, even though it’s done in the third-person perspective, you feel like you’re in Issac’s shoes as you round every corner and explore each nook and cranny of the now desolate and abandoned metropolis you find yourself navigating.

But atmosphere and looks alone do not a great game make. No, what puts Dead Space 2 into an elite class is that it combines that great storytelling and atmosphere with creative gameplay, tight controls, awesome weapons, and some unreal monsters. Not only do a lot of the standard Necromorphs from Dead Space 1 return like your tri-tentacled babies and razorfist regulars, but since this is a sequel and you have to follow the unwritten rule of going bigger and better and now there are monstrous brutes, pre-pubescent packs of marauders, and my personal new favorite, the Stalkers. The Stalkers look and act like the raptors from Jurassic Park as they always attack in packs and use bait and run tactics. The only other thing you would need when they appear is Bob Peck whispering “clever girl” whenever they decide to pounce.

New enemies though mean new weapons to help dispatch them as well. You have some old favorites returning like the Line Gun, the Flamethrower, and the Ripper that simply mow down all who come in their path, but now you also have new goodies like the Javelin Gun. The Javelin Gun is exactly what it sounds like, it’s a gun that shoots spears and is a testament to the physics system of Dead Space 2 as you can send Necromorphs flying across rooms and impale them against the wall like frogs from your high school biology class.

A big upgrade between Dead Space 1 and 2 is the larger variety of experiences you encounter, especially in terms of the zero gravity situations. Whereas in the first Dead Space, there were a lot of zero gravity rooms that you would traverse by aiming and leaping from surface to surface, now your suit has thrusters attached to it which gives you the feel of actual 360 degree zero gravity combat as you move around aiming at Necromorphs who just love launching themselves at you like undead missiles. There are also new environmental hazard situations to maneuver through as well as full level segments in deep space as you work your way through various areas in and around the Sprawl.

The biggest addition to this chapter of Dead Space though is of course the inclusion of a multiplayer that seems to be heavily inspired by the Left 4 Dead series. Lacking a traditional versus or deathmatch mode, the multiplayer consists of two teams of four players each, one team comprised of a variety of Necromorphs and the other a team of humans. The humans are tasked with completing a series of objectives as quickly as possible while the Necromorphs must work together and take advantage of their ability to utilize their surroundings like crawling in ventilation ducts to prevent the humans from finishing their objectives. As you continue to play, there is a leveling up system that comes into effect that will allow you to purchase new weapons and their secondary fire abilities. Unfortunately, the lack of mode variety and small teams means that this multiplayer is nowhere near as dynamic as it needs to be and feels as if it was a late add-on to an absolutely stellar single player campaign.

Of course the more things change, the more they stay the same. Dead Space 2 has the same controls as the first game and is one of the smoothest third-person shooting experiences you’ll find. The static camera glued to Issac’s hip might take some getting used to, but is necessary due to the return of your HUD being displayed on your back showing your stasis, health, and oxygen levels as you travel around the Sprawl and face off against the Necromorph threat. You can still carry four weapons at a time and can upgrade only the items you’re carrying at benches scattered about the Sprawl as you put Issac’s engineering skills to the test. The game is also very linear and this may turn off some fans, but considering how much this game will make you jump, it is probably better for those out there with heart conditions that there aren’t more dark corners to explore. There are also five difficulty modes, with the Hardcore mode only being unlocked after beating the game the first time, ensuring that you completionists and achievement whores out there will need at least two playthroughs to get everything in this game.

When all is said and done, Dead Space 2 is everything you want in a sequel. Bigger and better weapons and enemies, it brilliantly forwards a compelling story arc started in the first game, and pulls you into the experience to the point that you feel as if you’re in the main character’s shoes. The only person I would not recommend this game to is someone who hasn’t played the first game due to it being referenced on many occasions and so to them I say go buy both Dead Space 1 and 2 right now.

Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 9.5: A few minor glitches here and there with dead Necromorph bodies is really the only problem I could see with the look of the game, otherwise this is simply brilliant looking.

Audio: 10.0: What makes Dead Space 2 so creepy is the fact that you may not see enemies for long stretches of levels. But you can always hear them. Everywhere. And this combined with some great voice acting by all involved makes the audio simply top notch.

Gameplay: 8.5: Some would say the gameplay gets a little repetitive by the time you work your way through the game’s 15 chapters, but there were always enough thrills to keep my mind off that. My only real complaint about the gameplay is that I wish it was longer since you’ll probably blow through your first playthrough of the game in a dozen or so hours and with so many new and great experiences added to this sequel, it was sad to see it end so quickly.

Plot/Plot Development: 10.0: A perfect combination of forwarding the story from the first game while also spinning a uniquely entertaining and thrilling tale of it’s own, Dead Space 2 is the epitome of what you’re looking for in a sequel’s plot.

Replay Value: 7.0: The new multiplayer system was really disappointing with only eight players allowed at once and only one mode of play. It seemed cobbled together at the last minute and although does work on many levels, isn’t entertaining enough to bring you back for more when other AAA titles hit the market. At least for all the fellow achievement and trophy whores out there, the game will require at least two playthroughs for you to get everything if you’re insane enough to take a go at Hardcore mode.

Overall (not an average): 9.0: You want every sequel to be bigger and better than the previous and on every level Dead Space 2 delivers that. The multiplayer seemed unnecessary after seeing how it was implemented and I’d have rather of had two or three more story chapters. Despite this, Dead Space 2 is a must have for any third-person shooter fans out there, although I recommend playing the first game in order to truly appreciate just how great this game is.

 

Originally Published: February 2, 2011, on youtube.com/CGRUndertow

As my final review for CGR, I looked at House of the Dead: Overkill for the Nintendo Wii from SEGA.

Originally Published: February 1, 2011, on youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed Marvel Ultimate Alliance 2 for the Xbox 360.

Originally Published: January 26, 2011, on youtube.com/CGRUndertow and NationalLampoon.com

As a part of CGR Undertow, I reviewed Little Big Planet 2 from Media Molecule and Sony for the PS3.

Originally Published: January 25, 2011, on youtube.com/CGRundertow

As a part of CGR Undertow, I reviewed Shadow Complex from Epic Games for the Xbox Live Arcade.

Originally Published: January 24, 2011, on youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed Dragon Age: Origins from EA for the Xbox 360.

Originally Published: January 24, 2011, on youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed the original Dead Space from EA for Xbox 360.

Originally Published: January 23, 2011, on youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed Sonic and the Black Knight for the Nintendo Wii from SEGA.

Originally Published: January 21, 2011, on youtube.com/CGRundertow

As a part of CGR Undertow, I reviewed Eat Them! for the Playstation Network.