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Reviews by thine chaos

All reviews submitted by thine chaos

Rating: 2 StarsReviewed by: thine chaos on 30 May 2009
X-Men Origins: Wolverine (Xbox 360)

X-Men Origins: Wolverine (Xbox 360) review

First let me start by saying that yes the graphics are good the damage physics are great and the gameplay can be fun at the start, but that is where the game starts to let you down. The level's never really change yes they may look different but in the end they are the same, no deviation, no exploration just one strait path. The bulk of the game consists of slashing a group of enemies walking in a strait path and then slashing more enemies, this dose not change throughout the whole game. For some (people who like games like devil may cry) this may not be a problem until they realize that the game in it's self is quite short (I personally completed the game in twelve hour's with all skills maxed out and all things collected and went through it a second time on the hard difficulty setting). Personally I think this game would have been more at home on the Playstation 1 with it's short length, repetitive gamplay and linier levels, the only thing that give this game the credibility that it has is the people that are more obsessed with graphics than gameplay and obviously the fans of Wolverine comic books and films. Overall Rating: Graphics: 4/5 Sound: 3/5 Gameplay: 1/5 Lifespan: 2/5
Rating: 4 StarsReviewed by: thine chaos on 20 March 2009
Afro Samurai (Xbox 360)

Afro Samurai (Xbox 360) review

"50% Style, 45% Substance, 5% Afro" Prior to the release of this game, I'd never even heard of Afro Samurai. However, there are certain words that instantly catch my interest, regardless of the context in which they're used. Upon hearing the combination of “katana”, “afro”, “violence” and “Samuel L. Jackson” I had a feeling that Afro Samurai would be right up my alley. Though I'm typically wary about jumping into an established franchise, not having any experience with the world of Afro Samurai serves as no hindrance to newcomers like myself. In fact, the game gives players everything they need to know from the start. There are two legendary headbands; the Number One headband is held by the best fighter in the world, who is seen as a god among men. In order to keep just anyone from challenging him, there is the Number Two headband. Whoever holds it is entitled to challenge the holder of the Number One headband. However, anyone can challenge the holder of the Number Two headband, thereby making their life a constant battle. As it turns out, Afro's father was the holder of the Number One headband, until he was killed and the headband taken by a man named Justice. Swearing vengeance, Afro sets out to acquire the Number Two headband and ultimately slay the holder of the Number One. The game is broken down into levels, each of which focuses on a particular part of Afro's history or journey and effectively moves the story along at a brisk pace. Despite the varied settings that these levels take place in, they all consist of the same thing – killing lots of people. At first glance, the game comes off as nothing more than a simple-minded brawler. Players will hack and slash their way through countless waves of enemies using light and heavy sword attacks as well as kicks. Afro also has a massive arsenal of combos at his disposal, and one of his more essential moves is the standard block. It doesn't take long for things to become much more complicated, and the game reveals itself to be very strategy oriented. Afro also has two other techniques which prove to be invaluable. Focus slows the world down in typical Matrix-esque fashion, and allows Afro to do some serious damage. By pressing an attack button, Afro will hold his sword out and the sword will start to shine. Releasing the attack at the right time can cut an enemy in two. In this mode Afro can also dodge enemy attacks by flipping around and slicing bullets out of midair, or send them back to their owners. The other technique is Overfocus. Like Focus, the world slows down, but Afro is not capable of any of the individual moves. Instead he is capable of mowing down countless enemies with single sword slices. To give you some idea of what this is like, I once activated Overfocus when faced with eight enemies and had killed them all in seconds. Knowing when, how and where to use all these fancy techniques are essential to surviving the game because each fight has the potential to be the last if you're not on your toes. Much like in Ninja Gaiden games, enemies are ruthless, intelligent and tend to attack en masse. They're also unusually tough, as the weakest grunt is capable of taking an extensive beating before succumbing to death. This also applies to bosses, only on an exponentially higher scale. However, they aren't as fun as just going up against base level grunts, namely because many of them have big attacks that can only be stopped through some random counter, which may only be found after dying several times and even then by pure luck. Interspersed between all this fighting, there are fairly frequent bouts of platforming. As is typical with this sort of game, it doesn't exactly work out well. Jump controls are iffy and a very simple jump can often go wrong for no good reason. Naturally, this can lead to some frustration but falling off a cliff doesn't always equate with death. Usually, Afro will just respawn nearby. However, it seems that if this happens during a fight – say Afro is hit and falls back off a cliff, then that actually counts as a death. There are a couple of other problems, both of which are pretty typical for this type of game. The first is that there simply isn't enough enemy variety. Enemies may be re-skinned from level to level, but their battle tactics and skills don't change in the least. Considering that you'll be forced to fight dozens upon dozens of the same enemy for a single level, it gets mighty stale in a hurry. Then there's the camera. The camera is usually player controlled, although control is sometimes taken away (usually not at any critical point). A player controlled camera is a problem for two reasons – first the action moves so quickly and changes direction so often that I was often struggling just to keep the camera oriented. Second, surviving typically requires every ounce of concentration you can muster, so being distracted to rotate the camera was quite irritating. When it comes to the visuals of Afro Samurai, they're as stylishly sharp as the katana Afro carries. I've often described games as having a comic book look, but compared to this game, all those pale in comparison. Afro Samurai truly looks like a comic book come to life, as shading lines are apparent along with many other little visual flourishes. Overall, it's a stunning game to behold, especially when Afro is fighting. Level design, on the other hand, isn't always as consistent. There are a few too many bland houses and pagodas to be interesting. Another interesting aspect of the games look is the fact that there is no traditional HUD. Things such as health are represented organically, which actually works. As his health degrades, an increasingly bright red aura will come over Afro, and it works the same for enemies. The Focus meter, is represented through a medallion that shines when it is charged up. The audio side of Afro Samurai comes with the same stylish finesse as the graphics. Many notable actors provide voice talent. Samuel L. Jackson does a great job as Afro's companion, Ninja Ninja and delivers his dialog in a completely off-beat way. There are also several other noteworthy actors, such as Kelly Hu and Ron Perlman. Music is also interestingly unique. The game makes good use of traditional Japanese music with a hip-hop twist, as mixed by the RZA. Believe it or not, not only is it not a terrible abomination of sound, but it's actually pretty damn good. THE VERDICT Coming into Afro Samurai I really had no idea what to expect. What I got was a game chock full not only of style, but of some pretty good gameplay to back it up as well as an interesting tale of vengeance. While there are a few problems which are typical of this style of game, it is ultimately good enough that it just might win over some new converts to the franchise. HIGHS - Visceral combat - Unique visual style - Great music LOWS - Camera problems - Bad platforming sections - Not enough enemy types
Rating: 4 StarsReviewed by: thine chaos on 20 March 2009
Castlevania: Judgment (Wii)

Castlevania: Judgment (Wii) review

"A mostly successful foray into the fighting genre for the Castlevania franchise, though not without its problems." Castlevania has always been a remarkable gaming franchise, ever since its most notable entry and shift in playstyle (Symphony of the Night, which spawned the term "Metroidvania.") With the recent chain of successes (three DS titles and two notable DS titles) with the franchise, IGA decided to experiment and branch out into previously unearthed territory for the series: a fighting game. As a result, one can now teach an old Belmont new tricks! It provides the ultimate in fanservice, but how does it stand up to the current generation of games? Graphics - 7/10. One does not normally turn to the Wii for graphics, and as an old Nintendo fan, I will be the first to admit that. First impressions of the game dictated that character models would look absolutely horrible - a renowned artist from Death Note drew up the stills. As a result, we have Shanoa the nun, Simon Belmont the S+M whip wielder, an over-boobed Carmilla, an overly-girly-looking Alucard (yes, even more so than before,) and a cross of what looks like Voldo from Soul Calibur and a roll of toilet paper for the former (current?) pirate, Grant Danasty. Once you load it up, that all goes out the window. Character animations are fluid with very few gripes in how the characters look in action. Yes, you even get to ignore Carmilla's and Sypha's rack (unless you're Maria Renard, of course) in favor of how smoothly their animations chain together. It's no Soul Calibur IV by any stretch of the imagination, but for a series mainly dedicated to action, you can't ask for much better. Next one comes to the stage graphics and the camera, and what seems to be the biggest graphical gripe in the game. While I personally have not experienced TOO much difficulty in the camera, I can see how it can be irritating, but at the same time, with how mediocre it is, it has the potential to become a gameplay element - for instance, when Maria charges up her Tsunami attack, if she is facing the camera when releasing it, the player will be able to play mindgames with another human by shifting her position or launching a long-range attack or sub-weapon while it travels. Since Maria relies on set-up and counterattacks, Music and Voice. - 9.5/10. This is where fanservice REALLY begins to shine: a great number of recognizeable tunes has been added to the game. Including the ubiquitous Vampire Killer, Beginning, Dance of Illusion, and Bloody Tears, other tracks have emerged from the archives such as Iron Blue Intention, Dracula Castle, Clockwork, and Mad Forest. Fans of Castlevania music will NOT be disappointed in the soundtrack. One may, however, be disappointed in the English voice actors. Dialogue seems hilariously overstated at times for certain characters - personally, I was looking forward to another strong showing after Order of Ecclessia. After all, the same voice actor for Shanoa in that game (Michelle Ruff) made a strong showing, but in Judgment, as Maria she is shrill and annoying, and as Shanoa, she sounds completely dead inside. There are some diamonds in the rough when it comes to emotion in the voice, notably in Carmilla and Grant, but it's mediocre on average, which brings the sound category down a half point from a perfect 10. Mechanics, Game Balance, and Control. - 8/10. Controls seem, at first glance, a daunting task to learn. Movesets for the 14 characters are rather limited until you pick up on the nuances of it, especially with the importance of various cancels and evasion moves. Button mashers can be heavily punished with certain characters, while seeming overly strong in others - after all, there is only one standard attack button, with the only variations in attacks appearing if you hold the "special" button and/or tilt the control stick while attacking. Standard attacks, however, are able to cancel into jumps, special attacks, or unblockable attacks, and this is where the meat and potatoes of the fighter come into play. Opponent guarding too much? Try to elongate your natural combo by pitching a vial of holy water to possibly break their guard and put the pain on them, or cancel your attacks and throw an unblockable into the mix so they're forced to dodge or react. I'm certainly not the first to admit, however, that the game is not balanced. Certain characters natural comboes allow for easier ground-to-air mixup games, whereas the stats of other characters, for example Golem's horrific standard movement and attack speed allows him to be easily punished, even with super armor frames, make or break a character in matchups with others. One common gripe is about super moves - everyone's super move damages your enemy by approximately 60% of their max health, and certain characters have far too easy a time landing the initial hit (Carmilla, Grant) while others have to pray for a clock subweapon and 10 hearts just to initiate and land the hit (Aeon, Death.) That segues into another point: subweapons and stage-object interaction. Each character can perform a special action on objects in a stage (such as the Belmonts throwing a torch with the whip, or Grant placing a knife trap to stab the enemy if they get nearby one) or simply break the object to obtain a powerup. Powerups include a random subweapon (each character has a certain selection pool to choose from,) a multiplier tool (allows you to throw two or three subweapons in a row,) or hearts, which are your subweapon's ammo clip. Subweapons can tie into comboes, and just like special attacks, can be charged up to consume more hearts but create a more powerful effect. These attacks become an integral part of play as one grows more and more comfortable with the game. The gist: despite every character possessing a shallow movepool, the sheer variety of attack and defense created by cancelling and subweapon usage allows for a simple fighter to have a surprising amount of depth. Story - 7/10 - There are several modes in Castlevania: Judgment, the most noteable of which is the titular Story Mode. Essentially, thirteen warriors from various eras along Dracula's timeline enter a rift in time and meet a time-obsessed warrior named Aeon, who informs them that their hearts desire shall be fulfilled if they pass the trials... being, of course, to pummel the snot out of various warriors from the Castlevania timeline, including: Simon Belmont, Trevor Belmont, Sypha Belnades, Alucard, Grant Danasty, Maria Renard, Shanoa, Eric Lecarde, Cornell the Werewolf, Carmilla the Vampiress, Golem, Death, and of course, Dracula himself. As the stories complete, more stories will unlock, and... well... that's going into the realms of spoilers, and what fun is that? Fighters aren't known for their depth of storylines, but this fares rather well, especially given that is JUST the story mode - Arcade Mode and Castle Mode have their own quirks to them. Buy it or Rent it? - For the casuals, rent. Castlevania freaks, for the most part, will enjoy many of the throwbacks and nostalgia value from the music, subweapons, and some of their old favorite characters coming out to play (sadly, no Soma or Richter,) but unless you plan on playing heavily on the (as yet laggy) online modes, or have a couple close friends or roommates that love CV as much as you do, it doesn't justify the full price tag... yet. Wait for a price drop if you find you enjoy it and then pick it up; you'll be pleasantly surprised at its depth.
Rating: 5 StarsReviewed by: thine chaos on 20 March 2009
MadWorld (Wii)

MadWorld (Wii) review

"This is one grusome game. . . and I love it! Wait. . does that make me sound sick?" Ever have a bad day at work? Ever get into it big with a customer who did nothing but complain about your service when you knew it was prompt and courteous? Ever just want to behead someone after sticking a sphere through someone's head? If you answered yes to any of these questions, then my friends, you will love this game. . Let me tell you why. Let me start by saying that the presentation of this game is quite awesome indeed. It uses black and white artwork to give the game a unique/ comic type feel to it. The only time the color changes is when you rip some poor shmuk to pieces with a substantial amount of blood filling the screen seeing hardly anything but red. Another thing I found interesting about this game that during the gameplay, you are given the oppurtunity to play in-game minigames. And they are VERY fun let me tell you. I do not wish to spoil any of them for you so you will have to do so yourself. But you will love them I can assure you. One last thing I found interesting is that humor. Although it may be crude, it is VERY appropriate and suits the game very well. You play as Jack; a blood thirsty, diehard killer who is all about entertaining his fans the only way he knows how. When it comes to gameplay, the controls are easy to get used to, but difficult to master. There are many MANY combos and finishes to behad. The only real problem that I have with this game is that the camera can be a pain to control. Instead of moving it yourself with a certain button, you can only set the camera angle behind jack with one push of a button. It is a burden, but can be forgiven as you progress through the game. It is that fun folks. . .trust me. One last thing I had against the game was that the lock on feature was kind of clunky. . . (yes I understand IGN said this as well) but its the truth. You have to hold the lock on button down instead of tapping it once. I just wish it was more like the "Legend of Zelda" lock on feature. It would have been perfect. I also wish there was some kind of online (such as multiplayer co-op, competetive, or even leaderboards to see where you are compared to other players). My final thoughts of this game are as follows: In conclusion, this game is a very, VERY fun game. Parents be advised though, this is NOT a game for children. It is very violent and has very foul language indeed. Buy or rent? This is an immediate buy. This game is just what the Wii needed to get Nintendo's fans going again. I love this game! I am sure you will too