Okami

Developer: Clover Studio
Platform: Playstation2
MSRP: priceless

The Chef-d'oeuvre


It's amazing, as Sony, Microsoft, and Nintendo drag us kicking and screaming into the next generation of video game consoles, the Playstation 2 still manages to provide a home from some of the most artistic and innovative games released today.
Okami is the penultimate title released by independent developers Clover Studio. Their premier franchise was the Viewtiful Joe series, and their final title is the mediocre Godhand. They've recently closed their doors, no doubt due to financial issues; Okami is another game that just refuses to pander to the mainstream, and therefore has not sold well enough. Damn shame, if you ask me.

The first thing that strikes anyone when they begin playing Okami is the visual style. It makes unique use of cel-shading to create the look of a Japanese ink painting come to life. For some, it may take some time to adjust to the visual style, but it does lend itself to some truly picturesque scenes.
The game itself can most easily be compared to the modern Legend of Zelda series. It's a massive game, spanning well over 40 hours. It combines many different gameplay styles and elements, from sidequests to minigames, platforming sequences, stat-building, action adventure exploration, and the unique paintbrush mechanic. All of these different elements are executed beautifully and make this one of the finest games I've played in the past 5 years.
Your role in the game is that of a white wolf who embodies the spirit of the Shinto Sun Goddess, Amaterasu. An ancient evil is unearthed in the onset of the game, which resurrects Amaterasu (or for the sake of brevity, Ammy) after 100 years of slumber to combat said evil. Ammy and her annoying, diminutive, yet strangely entertaining partner, Issun travel across a mythological ancient Japan/Nippon in an effort to set things right. As a god, you quickly learn about the gameplay element that makes Okami so very unique: the Celestial Brush.
The Celestial Brush is a core component to the gameplay. By holding down a shoulder button on the controller, the game world becomes a flat ink painting on a scroll, and a ink brush hovers over the parchment. You may use the brush to draw on the landscape and effect the world or enemies depending on which brush technique you draw. I was concerned, at first, that this would be a simple gimmick, but it is used heavily and effectively throughout the entire game. Every boss fight, every dungeon, every city. The Celestial Brush is to Ammy, as all secondary items such as the boomerang and hookshot are to Link: crucial for progress. I was very pleased by how well it was employed throughout the game.
The only downside to the game that I found was the lack of voiceacting. Normally, I wouldn't consider this a problem, but unfortunately, all speaking is dubbed over with repeating gibberish while text appears below. I feel it ruins some of the atmosphere in the game, and covering up the amazing musical score to the game with this noise is almost criminal. Fortunately, I did learn to overlook it after the first few hours.
In closing, I must restate that this is one of the best games I've played in the past few years. I would recommend renting it first, since the first 4 or 5 hours are somewhat of a deal breaker for the game. Otherwise, this is a definite purchase. Great story, amazing variety in the gameplay, and a unique vision. Well worth the price of admission.

Personal Score after 1hr: 7/10
Personal Score after 40hrs: 9.5/10

Odin Sphere

Developer – Vanillaware

PS2

Once upon a time, games like Final Fantasy and Super Mario Brothers were just hatchlings in the big bad world of gaming. I wonder, back when these legends were taking there first steps while the world watched, if anybody was able to tell what they were really seeing, if anybody truly had any idea what kind of event was transpiring right in front of them, or if it took time and hindsight to see these games for what they truly were – a near perfect piece of art.

I wonder if I am looking at the same thing when I play Odin Sphere.

There are so many ways in which this game succeeds that this review is impossible to write with any justice being done. If you can take anything away from this review, I pray that it is this – buy this game. Buy it new if you can, and show the suits that this kind of elegance can survive in the piranha filled waters of capitalist video game entertainment. If you can, and you do, I promise you will want to tell people about it – you will want to be part of this exciting adventure that Vanillaware has so lovingly crafted.

Everything you see in this entire game is 2D, not a single computer generated polygon in there, and the careful craft that was used to build the world and the characters within it is evident in every movement, every sprawling stage, and every hand drawn cut scene.

Odin Sphere is what happens when pure art meets the new age, and the progeny is gorgeous. It’s not possible to review this game without mentioning the visuals, and by mentioning, I mean climbing to the top of your abode and shouting out into the heavens – this game is the prettiest game – EVER. Any pictures you might see do not and cannot do this game justice – find a video if you can. EVERYTHING on the screen moves. Through the many layered backgrounds to the characters themselves, everything is constantly in a state of movement, and the screen just swims with the beauty of it. The characters are made with such intricate loving care, and when one stops to talk with another character, and you can see the characters just standing there, breathing – it is awesome. They appear to be alive, much more so that 99% of the best 3D out there.

The gameplay is action RPG in style, on a side scrolling 2D stage. Each character (there are five playable) has a variety of moves and each has a quite unique feel to them. Like a good Street Fighter game, the different characters actually PLAY differently, through feel and theme, which helps differentiate them as well as keeping the gameplay fresh when playing through another character.

This isn’t a game where you simply slay monsters, gain xp and level up, oh no, there are systems to everything. You do not simply kill and gain strength; instead you may specifically use the energy from slain enemies to enhance your weapon and thus gain offensive strength and access to new super moves. Or, and this is where the games subtle genius truly shines – you may use those energies (called Phozons within the game) to grow plants from planted seeds you get from enemies. Different plants grow different fruits, and these can be crassly used to increase your HP, and thus your defensive capabilities. But once you start getting into the seemingly shallow systems, you start to realize the immense depth to them – the fruits can be used along other ingredients to make different dishes, and increase your HP by large amounts. The fruits can bear seeds of their own, creating a cyclic system, seeds can be fed to chickens, which can grow and lay more eggs, and then give you chicken meat, which then leaves bones, which can be used to make potions……it just goes on and on. I have never seen anything have such simplicity, while having so much depth. It is just beautiful.

Another very important factor in the game is the making of potions, and like all the other pieces and parts, this little system has depth of its own, and works in tandem with the other systems. Like an antique clock, all of the intricate pieces of this fine machine work together with a quiet elegance. While running around the stages, you will come across vegetables that can then be used with the base ingredient of all the potions in various quantities to make up to 26 different potions. And do not be fooled, the potions in this game are NOT a filler or an afterthought or a time sink – they are the difference between an hour of fighting a boss, screaming at the screen – and gracefully beating his ass. The variety of the potions is just right, making it feel that there are always new potions to find, while being small enough that they are manageable and can all be unique and powerful.

The guys and gals at Vanillaware have really done an excellent job of creating a game that can appeal to two very different types of gamers. If you are a twitchy, action/fighting game sort of player, you can get through much of the game on that skill alone – and you will have to delve into the game’s systems of leveling very infrequently. But likewise, if you are more of a thinking man’s gamer, going the route of traditional RPG by building up your character and managing your inventory, well then you can progress through the game by that method. Either one will work, and each one will bring a different feel to the game as a whole.

The difficulty of the game can be frustrating at times, especially some of the boss encounters, but the learning curve is just right, and often you will find that all you needed to beat that boss was that one specific potion, or to just learn that one attack pattern. After all the violence directed at my TV was done, I found the difficulty to be just right – challenging, and at times frustrating, but in the end fair. When I had finally slain a boss, I felt as though I had earned it.

The game is also gentle with you when you fail, you may continue to replay the section of the stage that you died in, without losing any items or anything, and you can always leave the stage, and gather a few key ingredients to make the potion that might make everything easier. You get better too, as evidenced by the separate play times listed for each character. My first character took me 13.5 hours to beat her game with. The second was 8 hours. The third was 7, and the fourth and fifth were both right around 6 hours. This says a lot about the game – the fact that even though you are starting at level 0 with each new character, you are getting better at the fighting and using the systems to your advantage – and it shows.

The story is top notch stuff, and 99% of the voice acting is Hollywood caliber. You can also set it to be voiced in the original Japanese dialog with English subtitles, which brings a nice ambiance to the game as well.

Now, as much as I would like to leave out any negative comment about this game, I feel a duty to the developer to point out a few tiny things. Slow down. That’s right, SLOW DOWN. I was hoping we had seen the last of this nasty critter when the N64 was laid to rest, but alas, it is alive and well in this game. Now, it doesn’t happen often, and when it does it isn’t bad enough to cause a death or unwarranted damage, but it IS annoying when it comes around. That said, the game is beautiful enough to completely ignore the occasional slow motion boss fight, and I found that most of the time, I didn’t even notice it – so engrossed was I with the spectacle on my screen.

Another little qualm was that when you beat the game with all five characters, there is a special chapter that you get to play through afterwards. It is truly amazing, with some incredible boss fights and great story endings and whatnot – wrapping up the whole package of Odin Sphere very nicely. One of the nice things is that when you begin this last area, you have to play with all five characters, and you get to use them as they were – with all of their levels and gear intact. You can even go back to their respective games and continue playing them, to build up their strength for the final battles. Well, when you choose to go back and play them some more, you have to start at the beginning of their games. This is really counterproductive because many of the key things you need to build up your strength aren’t found until later levels. To get to them, you will have to play for another 3-4 hours for each character. This was something that could have been changed.

All in all, pound for pound, this is one of the greatest games I have ever played, and I anticipate that years from now, much like when I think back on the old Final Fantasies and Shining Forces, I will still remember Odin Sphere with fondness. This game made me feel like a kid again, which is a special kind of magic I thought lost to us. I thank you, Vanillaware, for reminding me why I fell in love with this industry in the first place.

Score = 98%

Subjective Score = 98%

Titan Quest + Immortal Throne (Expansion)

Developer – Iron Lore

PC

Titan Quest is a standard Diablo 2 clone, and that usually leads to a checklist of expectations: Dungeon crawl style gameplay – check. Character advancement and leveling – check. Myriads of monsters running around gorgeous locales – check. More loot than you could possibly know what to do with – quadruple check. That’s right, quadruple check.

When I say Titan Quest has more items in it than any other RPG I can summon to mind, I need you to know how serious I am – and for people that play and enjoy RPG’s, the loot system is one of the most important factors in a game. It brings replay value. It brings a sense of accomplishment. It gives you a tangible reward – evidence of your character’s growth and rise in power. It brings a carrot on a stick to motivate you through the occasional droll level, or to get that past that exceedingly annoying boss encounter, you know, the kind that makes you want to hunt down and kill every last developer on staff at the company, with your bare hands.

Players like loot, there is really nothing like wading into a room full of baddies, and when all the smoke clears, seeing a screen literally FILLED with various weapons, armor, scrolls, trinkets, recipes and potions. It’s a good feeling. Of course, a game can’t get by on loot alone, regardless of the quantity.

Lucky for us, the game is more than just a large list of gear, there is actually some substance here. The game has you playing the role of a random, run of the mill Greek/Roman style adventurer (male or female). The world is in shambles, with monsters that have emerged from ancient myth to destroy/conquer the world, yadda yadda yadda. Strangely enough, the story soon picks up, and gets quite enjoyable, despite the cliché nature of it. Nothing that is going to win awards mind you, but it ain’t no slouch either.

You pretty much hit the ground running in this one – the first area you see is on fire and under attack, and after about 30 seconds of conversation with an NPC or two, you are right in the thick of it, slicing and dicing (or shooting arrows or fireballs, if you’re one of THOSE people). Those first few minutes really set the speed for much of the game. The game does a great job of pacing – making you feel rushed and frantic when it needs you to, but letting you relax and breathe for a moment when the situation can benefit from the calm, all the while being directed by a top notch soundtrack.

The gameplay itself is very VERY simple, with 90% of the game being played with the mouse alone. This is not to say that it is shallow, it just has a very intuitive feel to it, and within the first 15 minutes, you will have forgotten you are even holding a mouse. Once you begin building your character, you will begin utilizing the clickable buttons on the bottom of the screen, these are where you activate abilities, and use items. They can also be mapped to different keys, so for you ASDW guys, you can have quicker access to your favorite abilities, without having to bring the mouse down.

The game doesn’t have a class system per say, instead they have specialized schools that you can opt into (think of them like classes), but you can only choose 2 and you can never go back once you have decided. I think I played 75% through the game before I was bold enough to pick my second school. The schools themselves bring access to special moves, spells, and my all time favorite – passive abilities. Once you begin delving into your respective school(s), you will really start to see a character emerge, having been given style and form from the abilities granted in the schools.

The expansion, The Immortal Throne, is really just more of the same (which is good), with a few little extras. For one, you have access to caravan drivers – NPC’s that will store your extra stuff for you. I played the game for the first time with the expansion already installed, and I can tell you that I cannot even imagine the horror of attempting this game without the storage. If you are thinking of picking up the game, my advice is to get the expansion too – for the caravans alone it is worth the money.

There is an extra slot on your paper doll too (character equipment screen), one for extremely powerful trinkets that are exclusive to the expansion, and well worth your time. You have to build them too, which brings a slight “collector” aspect to the game, without the ingredients being annoyingly difficult to attain. There is also another school to choose from – The Dream Master, who is a blast to play.

All things considered, this game is well worth the money and the time, if you are interested in the genre. It isn’t pushing the envelope of hack and slash by innovating on the genre, but then again, it isn’t trying to. It is trying to bring you a fun romp through an ancient Greek style world as a mythical hero in the making – and it succeeds on all counts. If you enjoy this type of game, you will love this one. If you are new to the genre, or thinking of experimenting with it, then this is a great chance to be inducted into the club with style.

Grade = 94%

Subjective Grade = 94%

Michael - Intro

My name is Michael North, and I am a 27 year old gamer with a full time job, family obligations, and a few other hobbies, all vying for my limited time. Given my current time constraints, which seem to be a growing trend as yesteryear’s 8bit gamers become “adults”, I am very selective with the games I play. I’m not the guy that gets to play 30 hours a week of video games – I’m the guy that narrowly manages to slip in 2 hours on a slow night after work. Hopefully my situation will serve to help some of you readers out there identify with my reviews a bit better, knowing that sometimes I simply can’t play a game the way it was designed to be played.

I play primarily RPG’s, in all their forms, but occasionally I will break out from the genre if a game is particularly intriguing or innovative (Killer 7 anybody?). I have a special place in my heart for games that let me build up my character, and the more diverse the options – the better. I also took many 3D Modeling classes in college, which I feel helps me understand the nuts and bolts of a game from a different perspective.

That being said, I have been playing games since I was old enough to press that one glorious button on my Dad’s Atari, and with the exception of a few dark years of MMO’s taking over all aspects of my life, I haven’t stopped playing console games since. I have only recently fought my way out of the pit of MMO gaming, and what did I find upon reaching the light again? The Second Renaissance of gaming.

We, you and I, right now, are in the beginnings of a titanic event in the gaming industry, the likes of which have NEVER been seen before. We are standing on a precipice of innovation and potential that literally takes my breath away – the feeling is so profound. I hope you stick around with us for it; it’s going to be an amazing ride.

Review - Catan

Xbox Live Arcade
New Release
$10

In this country, most grown-ups don’t play games, especially board games. Our culture tends to dismiss them as kiddie stuff, I guess because having fun is unseemly. As a result, most people have never heard of a German board game by the name of Settlers of Catan. However, within the boardgaming nerd community, there is a consensus that Catan is one of the best board games ever, right up there with Poker and Chess. And now, with the input of the original’s designer, Klaus Teuber, Big Huge Games has ported Settlers of Catan to Xbox Live Arcade, and the results are wonderful.

If you’ve never played the original game before, buy this game. Find either a copy of the original or download the Xbox Live game. This game just blows Parker Brother’s entire lineup out of the water. It takes about an hour to play, never lags, and doesn’t eliminate players. Furthermore, the board is built out of random hexagonal tiles, so it doesn't get dull because every game plays very differently. I won’t bore you with the specific mechanics, but trust me they are simple, clever, and very, very fun. I’ve shared this game with as many people as I have been able, and I have never found a person who didn’t enjoy it.

If you have played the original game, I assume you are a fan. And if you are a fan, this Xbox port is totally worth ten bucks. The interface is attractive and easy to navigate, and trading is a simple and elegant interface. There are 16 AI opponents, each with their own play style and they are good, competent opponents. Basically, if being able to play Settlers whenever you want, against either good AI or against players online sounds good to you, I assure you that it is well implemented in this game.

Keeping your cards secret is an important part of the game, and so the one thing you are unable to do with this version of Catan is play a game with people on the same Xbox. And since playing together with your friends is the best way to play Catan, this computerized game is not going to be as good as the physical version.

I’d like to think that this game will lead to a large mass of eager Xbox Live Arcade players buying the board game. And showing it to all their friends. And branching out into other games. I’d like to think that this game will single-handedly lead to a board game revolution in this country. It would be a fun revolution.

E3 - The Xbox Live Arcade Trailer


Well, E3 '07: The Trade Show That Wasn't has come and gone. A few years ago, back when we were living in the present, we'd have to wait a month or two to get coverage of the bloated, glorious Trade Show from the video game magazines. But now that we are living in the future, E3 is boring but we get our show highlights downloaded straight into our consoles. It is a tiny E3 in your living room!

There were lots of trailers to watch, and there were some stunning looking spots for some promising games, but the trailer that blew me away was the trailer for Xbox Live Arcade's upcoming offerings. You can watch it here. It was a peppy little showcase for 20 or so games soon to be available for download for XBLA. In two short, joyful minutes this trailer affirmed everything I love about video games.

You see, this preview had games of every possible stripe. There were old games. New games. New takes on old games. The trailer just kept moving from one mad, beautiful game to the next. Some looks great, some looked awful, some were fresh and innovative, others were classic, inducing nostalgia. And no two looked alike. One had tiny soccer-playing men, others had Mechs, rolling cubes, improbably fast
hedgehogs, space giraffes, colors, numbers, words, anything was possible because with video games, anything IS possible.

Putting all these disparate games together in one reel sparked in me this sense of continuity, a real feeling of connection. Amongst these games were games that had appeared on the Sega Genesis, on Macintosh computers, or in the arcade. There were new takes on old games and fresh innovations and games that hadn't started as video games. But they all shared a single thread, the thing that makes video games
magic: They all tried to be fun. And games need follow no other formula.

Bully

Released 2006
Playstation 2
I paid $20


I love the concept of social games like the Sims and Animal Crossing. The concept, not the actual games. Those have all been not at all fun. Along comes Bully. While it runs on a variant of the GTA engine, it doesn't play like a normal sandbox game. It is a social simulator, a spiritual peer to Animal Crossing. However Bully has action, a storyline, and a mean streak.

Bully has you playing a year in the life of Jimmy Hopkins, a 15 year old with a bad attitude, recently enrolled at Bullworth Academy. Your goal is to navigate through the social waters of Bullworth, a hell on earth environment where dog-eat-dog is the rule of the land, and everyone is constantly being tormented by someone else. Needless to say, it bears more than a passing resemblance to the typical high school experience.

The game starts with Jimmy being dropped off at Bullworth. As he enters the school, he is surrounded by kids taunting each other, chasing each other, crying. It is a nightmare given form. He soon befriends Petey, a pushover, and Gary, a scheming sociopath. Gary has a plan. Gary wants to take over the school.

Gameplay itself is nothing special. The missions are pretty mundane: fetch this, protect her, beat up him, etc. Combat amounts to little more than mashing down on the square button. If a game where nothing more than the mechanics of play, then Bully would merely be a very watered down GTA knockoff.

Fortunately, Bully isn’t really an action game. It is a dark high school simulator, and the joy of it is in the little details. As a student, Jimmy has classes to attend, and a curfew to keep. Get busted and you’ll have to attend class or detention. Stay out too late, and you’ll pass out. Classes are minigames, that teach Jimmy new skills upon completion. As the year progresses, the seasons change, complete with holiday decorations. These details, and many others, make Bullworth feel like a real school, albeit one with the drudgery stripped away.

At the heart of the game is the miniature society found within Bullworth’s walls. Each student is a distinct character with his or her own personality. At any time you can have Jimmy interact with any of them, with the option to either be friendly or to be hostile. Most students belong to a clique, and how clique members respond to Jimmy changes as he gains and loses favor over the course of the game. It captures the feel of a small community.

It is a little disappointing that your standing with the cliques is wholly based on the results of your scripted missions. And the social mechanics, which have be overlaid onto an action game engine, aren’t as deep as it feels like they could be. But the game has enough depth, that I found myself getting pulled into the world of Bullworth Academy.

Bully has received a lot of media attention as various parties attacked it as a bullying simulator, but they're missing the point. Jimmy is certainly a thug, but at a school where the motto is Canis Canem Edit (dog eat dog), that hardly makes him unique. Thugs are everywhere, and Jimmy spends as much time fending off attacks from other students as he does causing trouble. As do all the characters. All the students at Bullworth are lashing out against others, out of a constant state of fear and insecurity. Jimmy is just playing by the rules. When one asks who is the bully in the title, the game’s sly answer is “Everyone.”

Those expecting a solid action title or a deep sandbox game might be disappointed by Bully’s gameplay. But if you want a game that is halfway between Animal Crossing and GTA, peppered with blunt satire, check it out. It isn’t going to be a game for everyone, but I was charmed by the game’s style.


Objective Rating: 78
Subjective grade: A-

Role Playing


I’d been in a bad relationship for almost 15 years: A relationship with video game RPGs. It has taken a long time, but I’ve finally realized that I wasn’t getting what I needed out of our relationship and now I'm trying to move on. It wasn’t the fault of the genre, really. I just kept expecting RPGs to fulfill my needs in a way in which they were never meant.

Now that the love is gone, I’ve noticed that I hate the RPG genre. I hate being stopped every three steps for a random encounter. I hate the monotony of the combat. I hate having to talk to every damn villager. I hate micromanaging spells and equipment and skill progression. I pretty much hate every thing there is to do in these freaking games.

And yet, I kept messing around with them for years. I’ve started things up and not finished over a dozen of these games. I’ve repeatedly, over the years, spent weeks being confused as to why I wasn’t enjoying the game I was playing, before wandering away, always with the intent to return and finish later. To date, I have only actually completed one traditional eastern RPG: the original Final Fantasy.

It was only in this past year that I have realized the terribly obvious fact: I don’t like RPGs. How could I spend 15 years not noticing this incredibly obvious thing? Why did I keep playing them? Why didn’t I know better?

I think the thing of the matter is, there is a coolness to the RPG genre. Now, clearly, I don’t mean that RPGs are in any way actually cool, assuming you define “cool” in the classic sense of you are more likely to get laid if a potential mate sees you participating in the activity. GAMING ISN’T COOL, KIDS. That said, if you’re a nerd, RPG’s have a very tangible appeal. These games let you have epic scale adventures that are also (somewhat) non-linear. You can watch your characters start as wussbags and build them into godslayers. And the choices you make in the game might affect the final outcome. That’s pretty appealing, and back in the cartridge-based days of yore, a pretty good trick.

But the thing is, RPGs are perhaps the most inefficient way to have fun man has ever invented. You play these accursed things for the stories (which are usually bog-standard fantasy boilerplates.), but rather than just tell you the story, the game makes you play the dullest, repetitive, math-iest “game” you could imagine before doling out a small part of story (traditionally told by slow scrolling, badly translated text). And then you get to undergo a few more hours of random encounters and equipment micromanagement. There is fun to be had in this, but it is at staggeringly low levels. Meanwhile, these things take what? 40 hours? 80 hours to get through? That is 80 hours that could be spent playing with your friends, taking in a concert, making out with someone pretty. We've only got so many hours in our lives, people!

If you like juggling numbers, get a job as an accountant. If you like crappy epic fantasy, read a Dragonlance novel. Don’t play RPGs. Playing these games requires a special kind of stupid. A kind of stupid that I now recognize in myself, and that I’ve moved past.

Except.

Except, RPGs are turning a corner, aren’t they? Knights of the Old Republic was a fun, immersive game that rarely felt like resource management. I’ve heard amazing things in the same vein about Final Fantasy 12. And Mass Effect is right around the corner and just might blow all of our minds. RPG doesn’t seem to mean what it used to. They just might be growing up. So, what now? Just as soon as I walk away from the relationship, it looks like RPGs might finally be getting their act together, changing their ways. Do I give them another chance? Or do I make a clean break of it?

Prey

Platforms: Xbox360 and PC Version reviewed: Xbox 360


"Let's see who's on the line..."

Another game that I had low hopes for, but ended up pleasantly surprised. What could have been the ultimate letdown, turned out to be quite a competent shooter. It has a unique twist or two to help it stand out in the crowd as well.
Visually, the game relies heavily on the normal mapping techniques that wowed everyone 2 years ago on the original Xbox. There are a few touches here and there that make it look more "next-gen", but it isn't quite there in my opinion. Everything is crisp and vivid, but relying so much on normal mapping tends to make everything feel like an action-figure after a while. It gets the job done, but doesn't really immerse you.
Gameplay is pretty standard fare FPS. The twists I mentioned come in the form of unique weaponry and... unusual physics. The portal technology had a few high points, but rarely lived up to their potential (see Valve's upcoming game "Portal" for an example of how they should have been utilized). Walking on walls and ceilings are interesting the first few times, but eventually the disorientation can become rather annoying. Overall, the game is easily accessible for casual players with its simple controls and basic gameplay.
Story plays a major part in Prey, and it does hit all the right marks. Likable characters, reluctant hero, and a solid, legitimate ending. The story won't win any awards, but it doesn't feel tacked on.
The major detractor is that the game is just too easy. You will probably realize after you 'die' once or twice, that you are technically immortal. When your health is exhausted, you spend a few seconds shooting phantoms in the netherworld with your bow, and pop right back into the battle right where you died, full health. The only reason not to finish the game is if you just get bored. The puzzles are simple, and again, you can't actually lose.
In the end, the game really is only worth a rental.
The multiplayer adds little to nothing to the package. It is barebones. Deathmatch and Team deathmatch. Welcome to 1998.
For a game in development for around 8 years, I expected more from the multiplayer. Both Half-lifes, both Halos, and every single Splintercell game has come out since the first gameplay videos of Prey multiplayer were shown ages ago. In all that time, they made around 8 maps, with 2 gameplay modes. Very sad.
As it stands, Prey is a game that's just "pretty good." We should be happy with that. Asking for more might have meant we wouldn't have seen the game until after 2010 on the Playstation4. Check out the demo on Live Marketplace for a healthy sample of the game.

Personal Grade: B
Objective Score: 55%

Adam




My name is Adam and I'm a bit of a gadget and video game junkie. I'm 26, and like Isaac, I've been playing console games since I was old enough to hold a controller. I still have my Atari 2600 with the receipt dated exactly 2 weeks after I was born. I clearly remember watching my mom play Circus Atari and being mesmerized by it.
When it comes to my modern day playing habits, I do have a full-time job, attend college, and I do make attempts to remain social with friends and family. However, I still play typically around 10 hrs a week.
I enjoy pretty much any genre, the only real exception would be sports sims. Can't really see the appeal there. I'm currently hooked on World of Warcraft, and have also spent some time with other online RPGs such as Final Fantasy XI and Guild Wars. I've put 170hrs into Oblivion and still haven't gotten bored. I've beaten the original Resident Evil over 20 times and could do it practically in my sleep. I've seen every ending to the original Chrono Trigger, owning it both on SNES and Playstation. The first game I ever finished was the original Metal Gear on NES. I finished it on April 10th 1989 at around 5am (I had a report due that day in Social Studies). I have 106" HD projector specifically for gaming. I'm obviously pretty committed to enjoying my hobby to it's fullest extent.
I can't say I have a favorite genre, but I suppose if you need an idea of what types of games I really love, I'll list some of my all time favorites. This should help you decide whether my reviews will help you decide on a game or not.
Thanks for reading!

Shadow of the Colossus
Beyond Good and Evil
Splinter Cell Chaos Theory
Metal Gear Solid 3
Super Metroid
Castlevania Symphony of the Night
Final Fantasy Tactics
Final Fantasy VI
Riven
GTA San Andreas
Oblivion
Chrono Trigger
LOTZ A Link to the Past
...and on and on and on. You get the idea.