Slam The Controller 4

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In this week’s episode we talk about sandbox games, also known as open world games, and what our general impressions of them are. Specifically, we discuss Grand Theft Auto 4 and Red Dead Redemption.

Check it out and let us know what you think! If you want to send us a letter or question, feel free to email us at slamthecontroller@gmail.com or send me a tweet @skeptical_gamer. Thanks!

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Transformers: War for Cybertron Review

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Transformers: War for Cybertron fell short on some of the expectations I had. While I really enjoyed the multiplayer beta and even the final multiplayer experience, the single player campaign wasn’t enough to keep me hooked to see it to the end.

Right at the beginning of the game I was slightly confused when presented with a screen to select the chapter I wanted to start with. You have the option to start at chapter 1 or a few chapters in, I think 5 or 6. I was more interested to play as an Autobot but that was a later chapter and I wasn’t sure if I could come back, if I’d miss any of the story, or what would really happen if I made that choice. So, I started off on the path of the Decepticons at chapter 1.

I really enjoyed the flow of the combat system in Transformers. It’s not something that’s going to blow you away but it’s enough to be enjoyable. The choice of weapons, the ability to transform to use those weapons, and the overall flow of enemies was good. One aspect that I think could have been a big help was some sense of danger, without feeling like you have to play on the hardest difficulty. I tend to play all of my games on the default difficulty setting. In Transformers, I never felt a sense of danger unless I was deliberately reckless. You can easily sit back in the safety of cover and space, and take out the enemies. The AI didn’t appear to be too involved in making the combat sequences a challenge.

I feel like the color and graphical impact of the game could use some attention. I understand that Transformers has three decades of story to respect and frankly aspire to. But the lack of defining color throughout the chapters I played was a big issue for me. The backgrounds and environments seemed to practically melt together and didn’t feel like they were used to create a fun environment. Perhaps I’m asking for too much deviation and maybe it wouldn’t have fit in the world of Cybertron, and I understand that point of view, but it hurt the game experience for me and I think that speaks more than some level of deviation.

There was some serious work put into the multiplayer experience and it shows. The game provides a number of multiplayer modes that you’ve seen in other titles and serves them well. For me, I’ll find many more hours in the multiplayer where I’ll have a hard time going back to the single player at this point. If you want some good, classic mode, multiplayer shooting with an homage to your favorite childhood cartoon, then you’ll get that with Transformers.

I can’t say that I loved Transformers, although it’s a good game. I think with everything that’s out right now it’s hard to compete for play time. Transformers falls a little short in it’s single player experience for me. If you’re a die-hard fan of the series and the lore, you’ll really enjoy this game I think. If you’re like me, and the idea of Transformers is something you hold in high regard but haven’t gone back to see if it holds up today, it might be a letdown. If that second statement sums you up, I think it’s certainly worth a rent to see if there’s enough there for you.

This review is based on an Xbox 360 retail version of the game which Skeptical Gamer received as a review copy.

Slam The Controller 3

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In this week’s episode we talk about popular franchises from our childhood and why their gaming representation is traditionally underwhelming. With successes like Batman: AA and Transformers, will the trend finally turn around?

Check it out and let us know what you think! If you want to send us a letter or question, feel free to email us at slamthecontroller@gmail.com or send me a tweet @skeptical_gamer. Thanks!

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NCAA Football 11 Demo Impressions

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This week delivered the demo for NCAA Football 11 from EA. Over the years these games have become mostly roster updates and painfully gradual improvements to gameplay mechanics. Given how realistic and fluid NCAA Football and Madden have become in recent years, it’s not hard to understand why each year doesn’t bring a slew of new features and overhauls.

It can be a daunting task to simply think up a few outstanding ideas for these titles that don’t already exist. For example, check out what ESPN has listed as nine enhancements to this year’s edition of NCAA Football. While some are welcome changes, a few are so minor and even relevant to a handful of teams, that to call them features is a little much. That said, I welcome each year’s installment of NCAA Football and Madden. As a guy yearning for football season these titles release when the anticipation is nearly unbearable. So much so that I buy NCAA Football each year to simply hold me over for a month until Madden releases.

NCAA Football 11 is more of what you want as a fan of the sport and college football specifically. There’s not a lot to say other than it’s a seemingly worthy entry into the series. One component to either football title that I key in on every year is the feel of the running game. The passing game and defensive control generally feel very similar to me year to year. The running game, however, tends to shift from year to year. Some years I’ll find the running game to be too stiff and not quite responsive enough to simulate the elusiveness of a great running back. This year’s installment really has done an exceptional job in the running department. Even down in the trenches I feel like I can find a small hole in the line, break free of an arm tackle, and bust off a large gain. In some versions running into a small hole at the line of scrimmage is effectively a 1 yard gain at best. This year, it feels like the realism of creating big plays from bleak situations is possible in the running game, and I’m really excited for that.

This year also feels like an emphasis was made on the wide variety of offensive styles seen in college football. The demo points them out clearly when making your game choice and the video above does a good job of breaking them down. I haven’t spent enough time evaluating the implementation of each in the demo but their emphasis in the demo is inspiring. Hopefully that becomes a real selling point in creating a more simulated experience.

Slam The Controller 2

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This week’s episode is all about E3 and what we took away from what was shown. We discuss who we thought had the best showing, which motion control scheme we’re most interested in, and provide some commentary on all of the titles shown during the major press conferences.

Check it out and let us know what you think! If you want to send us a letter or question, feel free to email us at slamthecontroller@gmail.com or send me a tweet @skeptical_gamer. Thanks!

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Slam The Controller 1

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I’m happy to announce the 1st show for our new podcast, Slam The Controller! Slam The Controller is a podcast where Kevin and I discuss video games and provide our opinions on what we’re playing and what’s going on in the industry. This week we spend some time introducing the show, discussing what we’ve been playing recently, and finally jump into some expectations for E3.

Check it out and let us know what you think! If you want to send us a letter or question, feel free to email us at slamthecontroller@gmail.com or send me a tweet @skeptical_gamer. Thanks!

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Transformers: War for Cybertron Multiplayer Beta

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I spent some time in the multiplayer beta for the upcoming Transformers game, Transformers: War for Cybertron. High Moon Studios looks to have done an excellent job recreating the Transformers experience. The map I played looked really good and was extremely unique. Your character feels like a real bad ass with tons of offensive fire power, but you don’t feel like you can be steamrolled on the defensive side. So far, that balance seems good but certainly there’s more to be found there as the progression of multiplayer happens.

Perhaps most important in creating a Transformers experience is how your character actually performs transformations. Let me tell you, they nailed it. Jumping with A and pressing the left stick to transform is just amazing and really works. The sound is authentic and will bring back some memories from your early childhood if you’re about my age.

I was really surprised by the depth of the multiplayer experience we’ll get at retail. For the beta, there are only two modes available; Team Deathmatch and a mode where you gain points by capturing and holding points on the map (it’s name escapes me at the moment). At retail, there are a handful of other game modes that will be available. Because the game feels and plays a lot like Gears of War 2, at least in terms of controls, it’s really the multiplayer experience that I wanted with Gears of War 2. I’m glad to see that Transformers: War for Cybertron is seemingly stepping up to the plate in delivering a solid multiplayer experience.

We’ll have a lot more on this title in the coming weeks. Skeptical Gamer is getting a review copy and will have an official review. We’ll also be talking about it on Slam The Controller. Stay tuned!

Blur Review

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Blur is a complete thrill ride. Bizarre Creations took the combat of Mario Kart, the insanity of Modern Warfare 2′s multiplayer, and turned out one exciting action racing title.

In single player, the goal of Blur is to place in the top 3 of each event and acquire as many “fans” as possible. Fans are the games notion of experience points. As you progress through the game, you are doing so by acquiring fans. You can do a number of things to gain fans including winning races, disrupting your opponents, and completing mini goals during actual races.

The game looks great and plays exceedingly smooth. Blur has a very helpful and timely tutorial system that will provide cut scenes as you encounter new gameplay mechanics. The menu presentation gives off a very futuristic look and really provides a nice interface to the game. I found everything about the graphics, sound, and overall presentation to be really solid.

Blur has a very tight integration with Twitter, Facebook, and Xbox LIVE. Viewing a car in the showroom and want to tell your friends? You can. Just put up a crazy number of fans in the demolition event? Let your friends know instantly. It may seem like a novelty but for something that’s available but not in your face, I think it was implemented well.

A specific feature that I really enjoyed was the ability to see how your friends did on specific events. After a race, you can see how many fans your friends acquired, and challenge them to beat your new high score. It really gave me a feeling of competition with my friends — in the single-player mode. Trust me, I kept track of what scores Kevin had and worked to beat every one I could. That feature, while small, provided a lot of fun for me.

The central gameplay mechanic in Blur is to use power ups to destroy your opponents, or maintain your lead. Your car is equipped to hold up to 3 weapons at any one time. You can cycle through them and use them in any order you’d like. The decision to let you hold on to 3 weapons really created a feeling of strategy. When I’m towards the front of the pack, I’ll seek out the shield, repair, and mine power ups to be more defensive in my approach. Likewise, when I’m working my way up to the front, I’ll find missiles, lightning strikes, and other offensive weapons. I think Bizarre Creations did a wonderful job with the power ups.

The career mode is broken down into groups of races that culminate with a one-on-one battle. At specific fan counts, you will unlock more events with new challenges and “bosses” that need to be beaten. As I progressed, I chose to finish every race in each group before moving on to the next level of races.

Blur’s career mode is a deep journey that contains many hours of content to unlock and conquer. Throughout your journey up the ranks you’ll find various race types, much like what is presented in DiRT 2. I found the variety of race-types to be quite good and a nice balance for the game. I never felt bored with a specific type of event. Instead, it was refreshing to see the variety it felt well paced. In addition to gaining cars, tracks, upgraded tiers of cars (i.e., Forza 3), and event types, you’ll also unlock mods that will help you wreak more havoc.

Multiplayer is where the game shines the most. It’s a crazy experience to find yourself in a room of 20 racers. Things are happening so fast and you’re so focused on destroying everyone around you, that sometimes the driving aspect takes a backseat to the action around you. While you may balk at that last statement, it’s really not a bad thing. Think about old school games like Twisted Metal. Granted, Twisted Metal was not a racing title, but it provided such an immersive experience and Blur captures this really well I think. Especially in multiplayer. A traditional racing title loses a lot of appeal online because generally only the hardcore fans stick around. Blur provides a lot of depth that your average gamer will enjoy and find fulfilling.

As with the career mode, the multiplayer experience provides a number of treats to unlock for the dedicated few. Much like your average first-person shooter, Blur provides a rich leveling system that rewards your hours of play time. There are also mods available in multiplayer and you’ll unlock new cars as you progress through the 50 levels. If you stick with the game, it will reward you with many reasons to keep pushing forward.

Blur is a solid action racing title worthy of a purchase by anyone interested in combat or action racing titles. I’ve really enjoyed the game to this point and plan to continue playing it moving forward. If you’re not traditionally into racing games, or think it may not quite be for you, I would say give it a rent or check it out at a friend’s house. You might be really surprised by what you find in Blur.

Rating: 8

This review is based on an Xbox 360 retail version of the game which Skeptical Gamer received as a review copy.

Sonic & Sega All-Stars Racing Review

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Right off the bat I will say this. Saying that Sonic racing is a rip-off of Mario Kart is like saying Virtua Fighter is a rip-off of Street Fighter or Forza is a rip-off of Gran Turismo or the 2K sports games are rip-offs of the EA sports games. Mario Kart is a kart racer and Sonic All-Stars is a kart racer.

So with that out of the way, I think Sega has gotten it right with this game. There are several things I really like more than Mario Kart. First off, the control of the karts is exactly the way I want it. I like the cars or karts in any racing game to stick to the road with just a little bit of drift. Some games have too much and all the tracks feel like a sheet of ice. So I really felt like I had control and could really make the kart do what I wanted it to do to be competitive. You could have someone bump into you and not get shot off the course or into a wall.

The weapons are fun and all useful. I love the all-star weapon/power-up. You never know when you are going to get it till you do. Let me stop for a minute. Like Mario Kart, as you race there are weapon/power-ups that you can pick up that then tell you the item you have and then you can trigger the power-up. The all-star power-up does major damage and can usually push you to the front of the pack if you are behind. It’s also easy to see what power-up you picked up and all of them respond well.

The game also has your standard boost pads that do the job well and seem to be placed in good spots. I think this game has a great sense of speed. Some games seem slow till you hit a boost. Sonic/Sega ASR feels fast and then almost out of control fast when you hit a boost pad.

The graphics look great and for being on the Wii, the game performs well with a solid frame rate. The track design is fresh and colorful and many tracks are themed toward a character in the game. All the modes you would suspect are here including a battle mode. I played my wife via split screen and I thought the game still looked and ran great.

I think sound in any game is important. In racing games it is even more so. The karts all had different sounds and power-ups had a very distinct sound. All the music is happy and cute. There is an in race announcer that does just enough without being annoying. It all blends together for an immersive experience that’s not just a continuous humming noise.

So let’s talk online. The Wii doesn’t get much love for its online network but I have never had a problem with it. It works great and I haven’t really experienced any lag. So this game does online racing really well. The problem is I never had a full grid of online competitors. So it’s hard to judge how well the online could be and how much fun you could have. I really believe that the future of racing games is online, just like other sports games. But racing against 1 or 2 other racers made me think this game really best served by its single player or split screen.

BOTTOM LINE
I think Sonic/Sega All-star Racing is a great kart racer that not enough people will pay attention too. That’s a shame because this game would certainly scratch an itch if you love kart racers but don’t have a Wii (available on xbox360 and PS3) or if you have played “the other kart racer on the Wii “ to death. This is a great family game. Kids can have a great time with this game, playing with friends or mom and dad. There are a lot of racing games out right now, but check out Sonic/Sega All-Stars Racing.

Rating: 8

UFC 2010 Review

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I sat down with the UFC 2010 demo when it was released and wasn’t very impressed. It felt so much like UFC 2009 to me that I had no intention of buying the game. I caved last weekend and ended up buying the game, and quite frankly, I’m glad I did.

I’ve spent a little over 10 hours with UFC 2010 in the last week. My initial instinct was to create a fighter in career mode and go from there. I really haven’t looked back since. I was sucked into the experience of career mode and have been really impressed with it. When your fighter is created you’ll start out as an amateur with an opportunity to compete in a few fights that don’t affect your record.

Between fights, you’re given a number of weeks to train in specific aspects of the MMA game. Each training session will consume a week of time. So the opportunity is there to craft and mold your character into the kind of fighter you want them to be. If you want your fighter to focus on their stand up, you can do that. Likewise, if you want a submission specialist, you can do that too.

In addition to training sessions that award points that you spend on specific attributes, you can attend a training camp with some of the top camps in mixed martial arts. The training camps will give you the chance to learn power moves for use in your fights. For example, I spent a few weeks training with Greg Jackson’s camp learning two specific power moves. These moves are real moves that fighters from that camp are known for.

Once you decide to turn pro, you’ll start in a promotion that’s minor league compared to the UFC. As you fight, gain experience and stats, you’ll hopefully work your way up and receive an invitation to fight in the UFC. Once in the UFC, you’ll fight on under cards for Ultimate Fight Nights. You’ll work your way to the main card, eventually the main event, into UFC pay-per-views, and so on. What’s important to note is that as you lose, you’ll really drop in the rankings and can lose real progress. It can be somewhat frustrating to go from a main event PPV fight to an under card UFN with just one loss.

After each fight, you’re given four options for your next fight. Deciding who to fight is a seriously important decision. If you take a fight simply too high above your skill, you’ll likely lose and fall even further down the rankings. Strategic fight choices are really important in UFC 2010. Remember, between fights you’ll get anywhere from 8-13 weeks to train. That’s a lot of time to use to improve your fighter’s statistics and have a better chance against the top fighters.

In my time playing the game, I have amassed a 29-12 record and was just recently the light-heavyweight champion. Like in the UFC, in UFC 2010, you’re not going to go undefeated and anyone can beat anyone given the right game plan and staying patient. UFC 2010 delivers a highly realistic experience in that regard. At the same time, it’s a video game, and people hate to lose. I think the fact that you’re simply going to lose will frustrate some people out there. But taking it for what it is will provide you with hours of enjoyment.

After the loss of my light heavyweight title, I decided to give multiplayer a try. My experience with the online system is quite limited, so please take it as such. I’ve fought a few matches and they all ended the same way. A quick take down by my opponent, followed by a ground and pound TKO. No attempts at stand up, no submissions, and really only an effort for a quick take down. My initial impression is that ground and pound is highly overpowered online and everyone knows that and takes advantage of it. I want to play more and would like to play with people interested in more of a simulation fight.

To this point, I haven’t had an opportunity to experience the other game modes. I’ve heard good things and will see them at some point. Career mode alone is worth the price of admission for UFC 2010. Anyone with any interest in the UFC will simply love the experience that UFC 2010 provides. Those not into UFC and MMA may not have such an experience. The game is exceptionally deep when it comes to fight mechanics. So deep that after 10 hours and over 30 fights, I’m still learning. Your casual player will likely be too overwhelmed by that. UFC and MMA fans, well, it’s just damn good fun.

This review is based on the Xbox 360 retail version of the game purchased by Skeptical Gamer.