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.

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