By Guest Critic on January 8, 2003 - 12:00am.
I have to admit it. Had I not chosen to review Defender, I probably never would have played this game. As I saw it, this title didn't appear to have much riding for it. Brad commented that one of the reasons why Midway decided to give this particular game a modern age overhaul is due to the immense popularity the original amassed.
By Thom Moyles on December 18, 2002 - 12:00am.
Gene is right—Grand Theft Auto: Vice City
is all about Thanatos. It's all about death, and the destruction and violence that surround it. But this is nothing new to games, and this is nothing new for game reviewers. As Chi brought up in his Dynasty Warriors 3
review, at some point you have to stand back and ask yourself why you receive such enjoyment from this gruesome spectacle.
By Erin Bell on December 18, 2002 - 12:00am.
Despite managing to avoid the most obvious traps of the younger sibling relationship, however, Metroid Fusion is still at heart a little sister, and always will be for one reason: it is simply nothing revolutionary.
By Brad Gallaway on December 18, 2002 - 12:00am.
Nintendo's conservative corporate strategy with regard to licensing games is notorious, but they seem to have re-learned the lesson of "diversity" after the less-than-stellar performance of the Nintendo 64. Its thin selection outside the cash-cow franchises was criminal, and they must be acutely aware of it. For proof, look no further than Saru Brunei's Cubivore.
By Mike Doolittle on December 18, 2002 - 12:00am.
Nightfire is exactly what I expected it would be. Full of Bond clichés and all of the predictability one would expect from the franchise, it's an unsurprising yet satisfying revisiting of the GoldenEye 007 gamplay formula.
By Guest Critic on December 18, 2002 - 12:00am.
My overall reaction to Sly Cooper
was almost the same as James, the difference being that I enjoyed the game just a bit more than he did. Sly Cooper
certainly isn't the most original or innovative platformer to come along in recent memory, but it's one of the few titles that really stand out in my mind. In keeping with the 'thieving' theme, the developers at Sucker Punch went about 'stealing' all sorts of good ideas from Metal Gear Solid
and infused them into one of the most charming new platformers to come out this year.
By Brad Gallaway on December 11, 2002 - 12:00am.
While I didn't grow up in a culture like Ryo's (or Gene's), I have lived in places with many similarities. I can definitely relate to elements in the game that are signatures of non-Western cultures, and appreciate their genuineness. Gene's comment stating "This is a foreign game with foreign concepts" has legitimacy and weight, and it would be wise to keep this in mind before entering the world of Shenmue II.
By Gene Park on December 11, 2002 - 12:00am.
But for the first time ever, the developers of Tom Clancy's Splinter Cell have tamed light and shadow to not only present the most groundbreaking lighting effects in videogame history, but to have it do their bidding. And they have effectively used light and shadow within the gameplay elements, validating the hard work and beauty of the game.
By Thom Moyles on December 11, 2002 - 12:00am.
When referring to an 'RPG'-style videogame, the game in question is usually a game made in Japan for consoles. The structure of the game is generally that of a group of adventurers traveling through lands, killing monsters and collecting treasure using largely non-reaction based gameplay while an epic story unfolds. Unlike the pen-and-paper Role Playing Games that the genre is named for, videogame RPGs are generally fairly linear in the sense of plot, with the player having little or no control over the actions of the characters.
By Mike Bracken on December 11, 2002 - 12:00am.
In theory, a game like PSO is every gamer's dream—join up with three other players from other parts of the country (or the world, once the Japanese servers get linked up) and go on an adventure to kill enemies, level up, and maybe find ultra rare weapons and items. However, like most utopias, the world of PSO sounds much better in theory than it does in reality. Unlike games with computer-controlled allies, every other character on PSO (aside from the monsters, of course) is controlled by another human being—complete with all the flaws and foibles most people seem to possess in abundance. These character flaws come into play regularly for some reason, leading those of us who are older, kinder, or just simply polite to wonder just what's wrong with people.
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