Tag Archive: shooter


Robots Hate Your Freedom

Very rarely can you gather the entire concept of a game just from the title alone. But publisher Ubisoft’s and developer Demiurge’s Shoot Many Robots does just that as the title simply says it all. You play as P. Walter Tugnut, a redneck who has been stockpiling weapons and beer for years in his RV just waiting for the robot apocalypse. And then one day it actually happens. After destroying his beloved pick-up truck, Tugnut knows his day has come to Shoot…Many…Robots.

As soon as I started playing the game, I felt like I had been transported back to a childhood arcade where I was still feeding quarters into Metal Slug as I was given this somewhat cartoony, but still modern enough looking hero, with a bevy of weapons and an even larger horde of enemies to take on in classic side-scrolling fashion. And when I say there is a large horde of enemies, I’m easily talking 20-30 robots on screen at once, and 200-300 robots per level. And I used everything from conventional weapons like assault rifles and bazookas to some more sci-fi inspired weaponry like freeze guns, to grind the gears of these gyro driven automatons into dust.

An interesting dynamic thrown into the entire game though is an RPG-like leveling up system where Tugnut could unlock new weaponry and armor that allowed him to slide, double jump farther, carry more health restoring beer, or, of course, do tons more damage. This reward system helped keep the game play satisfying as you mowed down the metal monstrosities.

Unfortunately, even with these unique features throw into the old-school side-scrolling dynamic that Shoot Many Robots gives us, it can get monotonous as you work through three or four stages per level and you just keep taking down the same robots over and over again for the most part. The look and sound of the game is rather dull and lacks the vibrancy you’d prefer in this kind of game to help keep your senses stimulated considering the monotonous game play. And with no real story to tie everything together, this is more a true arcade game in every sense, but this could turn off players who prefer a deeper experience.

There were also times where I wish I could upgrade the individual weapons with laser sights or other goodies as the aiming function was clumsy at best. More often than not I found myself trying to jump or slide into a better position, or use the bullet reflecting melee technique, rather than aiming as I couldn’t tell half the time where I was shooting.

There is also a steep difficulty curve with Shoot Many Robots as after the first couple of levels the robotic horde gets to the point where they can easily surround and start to engulf you. Mid-chapter checkpoints do help alleviate frustration in many instances, but it seems whenever a new foe or environmental hazard is introduced, you will likely meet your doom as you try to figure out what to do about them while still beating back the blade-wielding ankle biters that make up the majority of the robotic force as the game just keeps throwing more and more bad guys your way and barely gives you a chance to breath.

Aside from the mid-chapter checkpoints, the game does have another arcade staple fortunately that can assist you as well and that is 4-player co-op. Having three of your friends come on board so you can have a redneck death dealing parade and leave a swath of robot carcasses in your wake does help a lot and co-op like this always makes this style of game a better experience in the long run.

Still, I think that even with its strong positives and nostalgia inspiring experience that Shoot Many Robots is best served in short, but fun doses. This doesn’t seem like the kind of game you’ll sit down for three consecutive hours for. Instead, maybe just grabbing a friend for 30 minutes before tackling a more hardcore game seems to be the right speed for this title. But if old-school side-scrolling arcade shoot ‘em ups are your thing, Shoot Many Robots definitely hits all the right buttons considering it’s $10 (800 MSP) price tag.

SUMMARY: A frantic side-scrolling shooter reminiscent of classics like Metal Slug that may become tiresome in long intervals, but is more than enjoyable in short bursts.

  • THE GOOD: Fun, frantic action in an old-school arcade style
  • THE BAD: Even mindless mayhem can get tedious at some point
  • THE UGLY: Rednecks with guns are always a scary proposition

SCORE: 8.0

Shoot Many Robots is available on Xbox 360 (XBLA), PS3 (PSN), and PC. Primary version reviewed was on Xbox 360.

Originally Published: August 2, 2011, on EGMNOW.COM

Publisher: TimeGate Studios
Developer: TimeGate Studios
Platforms: PS3 (previously released on Xbox 360 and PC)

Release: 7.26.11

The Good: Deeper story mode than original serves as more than tutorial for multiplayer
The Bad: Dated, last-generation graphics, glitches, and horrible voice acting
The Ugly: The splatter when an orbital supply drop crushes someone

Section 8: Prejudice is a sequel to Section 8, a sci-fi shooter that revolved around space marines who would be shot from an orbital cannon into various military conflicts, and provides players with the personal challenge of trying to crush hapless opponents on impact. Although an interesting take on the shooter, the campaign served as nothing more than an extended tutorial that seemed to gear players up for the multiplayer. With the release of Prejudice though, the entire Section 8 universe has seen a re-design.

The most obvious fix to this franchise comes in the single player campaign. Although there are several parallels between the action of this new story, which continues to follow Alex Corde, the first game’s protagonist, and the original game’s campaign, the clear ramping up for the multiplayer, which remains the game’s meat and potatoes, is much better hidden through a more complex story.

The terrific multiplayer, which is what most attracted players to the first game, has only been bolstered by the new Swarm mode. Similar to Gears of War’s Horde mode, Swarm sees players team up to defend a single control point as they eliminate waves of enemy bots. Up to 32 players can also take part in the returning Conquest mode, which rounds out the multiplayer experience. In Conquest, two teams attempt to score points by killing their opponents, capturing objectives, and finishing a plethora of missions that prompt teamwork from the entire group in order to complete. This variety in a glorified death match mode really lends itself to team tactics in order for your squad to emerge victorious. Include again several customizable load outs you can pre-set before jumping into any and every fray and the multiplayer is something that most shooter fans should check out at least once.

Even with this downloadable title having more content than the disk-based original from two years ago though, there are still many flaws right on the surface of Prejudice that keep it from being elite. The paltry graphics, glitch riddled combat, and horrible voice acting makes you think this could be a game from the last console generation. And, again, even with a more involved story and much better character development and cut scenes, the single player campaign still feels like an extended tutorial to play before jumping into the multiplayer mode.

Despite this though, Section 8: Prejudice is a much richer experience than its predecessor and with the cheaper downloadable price tag, is a worthy distraction for shooter fans with itchy trigger fingers.

Score: 7.5/10

Originally Published: June 28, 2011, on EGMNOW.COM

EAT YOUR HEART OUT, JOHN CONNOR

Binary Domain boils down to a futuristic sci-fi shooter against sentient robots, akin to something like Terminator, but there is so much more going on with this game that just grabs you by the balls and yells “PLAY ME!” The controls for one felt very natural for a shooter and the game itself had a very polished, cinematic look already going for it. “The team is really dedicated to the look and feel of the game. And that’s one of the things they really concentrated on graphics wise was to give it a different look and a different texture. Something different, but still giving it a shooter look and feel,” said Dan Gallardo, part of the Marketing team for SEGA.

I was also pleasantly surprised by the integration of the RPG-elements, like squad selection pre-mission and path selection once you move into the mission. This adds replay value to the game as each mission could be done multiple times and play out differently each time. For example, do you want a demolitions expert to blow a hole through a wall to get to your objective, or a sniper to provide cover fire while you try to sneak around back? When taking on the boss of the first level, a giant bi-pedal robot laden with turrets and missile launchers, I chose to use my heavy machine gunner to draw the big bot’s attention while I ran to the roof of a nearby apartment building and took fire at its barely exposed weak point on the top of its head. Lots of guns, lots of options, and a sci-fi feel all make me very excited for Binary Domain.

Originally Published: June 7, 2011, on EGMNOW.COM

THE BUZZ: Warner Bros. Interactive Entertainment, DC Entertainment, and Monolith Productions have teamed up to produce Gotham City Impostors. The game seemingly draws inspiration from a 4-issue Detective Comics story arc (issues #867-870) from last year. The arc, aptly titled “Impostors”, deals with a less lethal version of Joker toxin that hits the street as a designer drug. This influx of Joker toxin into the populace results in hundreds of users becoming wannabe Jokers and this in turn leads to other citizens wishing to dish out vigilante justice as pseudo-Batmen.

WHAT WE KNOW: Gotham City Impostors is slated to be a downloadable 4-on-4 competitive multiplayer game available on Xbox Live, PSN, and PC where each team will choose to follow in the footsteps of the Dark Knight or the Ace of Knaves. The game will feature heavily customizable costumes, homebrewed gadgets, and a slew of traditional and imagined weaponry that fits into the Batman universe.

WHAT IT MEANS: DC Comics faithful could end up being up in arms depending on how Monolith finds a balance between the two factions of this game. Batman is infamous for never using weapons beyond his fists or non-lethal gadgets and thrusting the franchise into a first-person shooter will force Monolith to get very creative when designing options for the hero side of things. Otherwise, this could end up being a very generic FPS with just a Batman label on it and a nice customization option.

Originally Published: May 17, 2011, on Youtube.com/Rcars4885

I come to you once again with your weekly geek fix. This week I review Brink from Bethesda and Mega Man #1 from Archie Comics. My hot chick pick of the week is Kate Upton and this week’s theme is the Mega Man theme from Marvel vs. Capcom 1.

Originally Published: April 19, 2011, on Youtube.com/Rcars4885

I come to you once again with your weekly geek fix. This week’s episode sees me answer the demand of the poll and open the show with my Joker laugh. I also review Secert Warriors #26 from Marvel Comics and Homefront from THQ. My hot chick pick of the week is Jordan Carver and this week’s theme is Fortunate Son by CCR.

Originally Published: March 8, 2011, on Original-Gamer.com

At the 2011 SEGA Spring Showcase, I had a chance to talk with David Pellas, the Design Director from High Voltage Software and SEGA’s Conduit 2. David and I talked about the massive facelift given to the franchise and what fans can expect from this go around with Mr. Ford and the ASE. New weapons, more locales, and huge bosses just scratch the surface of what was talked about in anticipation of this Wii-exclusive’s April 19, 2011, release.

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

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