Tag: Reviews (page 27 of 36)

Game Review: BioShock

Courtesy Take 2
Hope you survive your visit.

Like my review of Mass Effect, this is in preparation for my acquisition of Bioshock 2, which was released in stores yesterday. Now, I know a whole lot of people are all over this sequel and you’ve probably already moved on yourself, but until I too have gained enough of that arbitrary capitalist-fuel bank-managed digital data called “money” – because, let’s face it, most wealth is measured in 1s and 0s than it is in bullion these days – I’m still playing older games since I can’t afford the new ones. Except Star Trek Online.

Yes, I know that makes me dull, shut up already.

Our story begins in 1960 with a spectacular plane crash. The protagonist, Jack, is the only survivor. Amazingly, at no point does the perspective shift away from that of Jack, keeping us immersed in the experiences of living through a traumatic event, struggling to survive in the vastness of the ocean before we pick up anything resembling a weapon and the discovery of the vast underwater city known as Rapture. Once we descend into the hidden metropolis, accompanied at first only by the chilling introduction of the city’s themes and philosophy by Andrew Ryan, we are confronted with an environment both alien and familiar. There’s something special about Jack, and only by surviving the experience of wandering through Rapture and encountering its inhabitants will the truth be revealed.

Stuff I Didn’t Like

Courtesy Take 2
What? Pipe Dream? Rapture runs on Windows 95?

  • I know the game has a water theme going on, being at the bottom of the ocean and all, but circuitry is still circuitry even in a vaguely steampunk setting. Did the hacking system really need to be a clone of Pipe Dream? I mean it’s nice for all of the gibbering Splicers and menacing Big Daddies to wait for me to finish rearranging the flow of water (or whatever it is) to hack a turret so it’ll tear them to shreds, and it looks as good as anything else in the game, but considering how much of the game is focused on the action, including this kind of simplistic puzzle-solving is, to me, a little cognitively dissonant.
  • Speaking of action, this game is billed as a ‘spiritual successor’ to System Shock 2. I loved the hell out of System Shock 2, and not just because it was an immersively atmospheric shooter. There were elements of role-playing as well, from the beginning where you picked your branch of service to the specialization that came from collecting cybernetic modules. If you wanted to use the BFG 9000, and weren’t a Marine, you’d better’ve hoarded those modules since the start, mister. In BioShock, on the other hand, Jack can pick up and use any weapon or psi-power (“Plasmid”) he finds in Rapture no matter what it might be. A Chemical Thrower is every bit at home in his hands as the magical heat-seeking bees that live there after you pick up a particular Plasmid. It keeps the game flowing in an action-related sense but it could have added another layer to the game.
  • The Vita-Chambers that restore you to life are another hold-over from System Shock 2. However, in the previous game you had to find missing components on the level in question and install them at a specific location in order to essentially unlock a spawn point. In BioShock, Vita-Chambers are sprinkled liberally throughout Rapture, and using one doesn’t cost you a dime, while bathroom stalls charge you for their use. In an objectivist utopia, you’d think that a machine that does something so otherworldly as bring the dead back to life would cost you a fortune. But no, you just pop out of the thing after that Big Daddy stomped your face into the floor.

    Jack: “MY TURN NOW, BITCH!”

    Me: “Okay, now I’m kinda bored.”

  • There’s a moral choice system at work in the game, but your choices are “Savior of the Universe” and “Absolute Bastard.” There’s no room for you to be a normal, flawed guy just trying to survive.
  • The third act of the game is kind of disappointing, for me.

Stuff I Liked

Courtesy Take 2
“Why’s he shooting at us, Daddy? I just wanna play with him!”

  • The inhabitants of Rapture are a varied and interesting bunch. It comes to a point where you can pick out what’s waiting for you around the corner if you listen for a moment. The sound design in BioShock is top-notch. Like the aforementioned predecessor, a big part of the atmosphere is in the sounds made by the structures and creatures. Also, like Fallout 3, there’s some soundtrack dissonance to be had as something swing-era and gentle plays while you’re backing away from the Splicer hurling obscenities and bullets at you as you attempt to defend yourself. And the occasional public announcement really adds to the somewhat disturbing atmosphere.
  • The undercurrent of Ayn Rand’s philosophy running throughout the game makes the experience even more interesting. I’ve been trying to avoid spoilers, so I’ll just say that this feeling lasts for a very long time, up to and including your encounter with a pivotal character in Rapture’s history. After that encounter the game moves into its third act which, as I said before, kind of let me down.

Stuff I Loved

Courtesy Take 2
Rapture itself makes up for a lot of shortcomings.

  • I’ll begin my gushing with the art direction. A lot of games rendered for current consoles look good, but BioShock‘s setting, characters and sequences all feel remarkably fresh and hauntingly nostalgic at the same time. There’s an old-fashioned sensibility about Rapture, the clothes people wear there and even the weapons you pick up that really reinforce the period feel of the game.
  • The storytelling in this game is outstanding. From the overall arc of the plot (even if it does waver a bit at the end) to the characterization of major NPCs, the game is written extremely well. If the art and sound design weren’t enough to draw people in, the plight of the people who speak with Jack and the emotions they convey drive the point home and yank us into the experience.
  • Jack begins as your standard-issue silent protagonist. But the more we get into the game, the more we realize that he is a fully-realized character, and there’s that one sequence that helps us feel moments hesitation and even fear despite facing down Big Daddies and surviving quite a while in Rapture’s hostile environment. He many never say a word, but we get to know Jack pretty well, and our connection to him begins to extend beyond his role as a player surrogate.
  • The Big Daddies and Little Sisters. Not only are these folks icons for the entire game and its dissonant themes and mood, but they’re extremely well realized characters that, again, need very little dialogue. We never see the face of a Big Daddy, as they convey emotion through body language and whale-like sounds alone. Little Sisters, barefoot in pretty dresses, are all the more menacing for their unassuming appearance, especially when they start screaming for our blood when we open up on their colossal protectors. We need them, though, and the mysterious substance they collect from the dead, and as much as you might hate them and choose the ‘Harvest’ option every time, seeing them sobbing over the inert body of a Big Daddy, for me, tends to give a moment’s pause. How much is survival worth? Is it enough to merely survive, or should we struggle to do something more, to be better than an animal vying for the right to exist? It’s a question that is posed to the player without a single mention of such a line of thought in any of the written or spoken messages in the game. Then again, that could just be me.

Bottom Line: I adore BioShock. In spite of the things I don’t like about it, the little bits from System Shock 2 that could have made the game even better, this is a solid, well-produced and fantastic shooter that manages to be more than just another run-and-gun title. It’s got something to say. It’s actually about something. And that’s more than most shooters could ever hope to claim.

If you haven’t bought it already, it’s worth the money.

IT CAME FROM NETFLIX! Flash Gordon

Logo courtesy Netflix.  No logos were harmed in the creation of this banner.

[audio:http://www.blueinkalchemy.com/uploads/flash_gordon.mp3]

FLASH! AH-AHHHHH! Savior of the universe!

If there’s a song that better encapsulates both the plot and mood of a film, I’ve yet to hear it. Flash Gordon is based upon two things: a science fiction comic strip, and the 1930’s adventure film serial starring Buster Crabbe. Long before the likes of Star Trek: Deep Space 9 and RDM’s Battlestar Galactica came along as pioneers in the realm of ‘darker and edgier’ science fiction stories, a trend that Flash would himself follow, the use of older material like this was more about a homage than a revision. However, Flash Gordon comes to us with one intention in mind, one that lies at the root of the reason why we see movies in the first place: to have some fun.

Courtesy DEG
Evil: It’s A Growth Industry!

Flash Gordon‘s story begins with a simple question: “What do despotic galactic overlords do when they get bored?” If you’re Ming the Merciless (Max van Sydow), you toy with the eco-system of a planet that can’t fight back. In this case, Ming picks on Earth. NASA informs the public that the phenomena making Mother Earth scream obscenities are perfectly natural and nothing to worry about, but mad scientist Hans Zarkov (Topol) is the only man sane enough to recognize this abusive weather as an attack from outer space. At gunpoint, he brings two people who happened into his lab along on his journey to halt the attacks: journalist Dale Arden (Melody Anderson) and football superstar Flash Gordon (Sam J Jones). In short order, the Earthlings find themselves among the planets of Mongo, and when Flash realizes who this despot is and what he’s about, he sets his sights on kicking this guy square in his Merciless Mings.

Courtesy DEG
Flash! And the most impractical sword in the universe!

Forget the grayish browns and brownish grays that predominate most modern science fiction story. Flash Gordon is bursting at the seams with bright colors, shimmering costumes and characters that have some memorable features right down to the bit players. In addition to being a treat for the eyeballs, the whole affair has a campiness to it. The only thing terribly serious about the film is how much its tongue is stuck in its cheek. But it’s not taking the piss out of science fiction in a mean-spirited way. It feels like a send-up rather than a parody, a loving callback to the things people love about reading the strips in the newspaper – remember newspapers? – and seeing Buster run around in those short pants of his. I think the most important thing about Flash Gordon, though, is that everybody seems to be having fun. From Max van Sydow’s deliciously malevolent Ming to Timothy Dalton’s swashbuckling sylvan prince, the whole cast seems to be going along with the ridiculous nature of the film’s premise because it’s the most fun they’ve had since they decided to make a living pretending to be other people. I mean, they gave Brian Blessed wings and a large blunt weapon – how can you not have fun in that get-up?

Courtesy DEG
Seriously. Look at that man’s grin.

This is a film that, by today’s standards, would not work as a legitimate science fiction adventure. I think we’ve become a bit too used to the sort of gritty pseudo-realism present in Avatar or District 9. Even the Star Wars films, once known for high adventure among the stars for better and for worse, became darker as they wore on in recent years, along with becoming less coherent. Now, I don’t mind science fiction staying tethered somewhat to the realm of the possible, but the fact that Flash Gordon zooms directly towards the border of the ridiculous and crosses it without nary a backward glance makes it surprisingly refreshing. This story has no deep message, no philosophical bent, not even that much of a plot. But unlike the works of Lucas, this feeling is intentional, and while it’s been said you can’t do camp on purpose, Flash Gordon camps things up so much, it’s hard to imagine the filmmakers not knowing how outlandish the end product would be.

Courtesy DEG
Do I even have to mention Princess Aura? Define “hubba-hubba”.

Entertainment, especially in escapist forms like movies and video games, is about having fun. It’s about losing oneself in the experience provided by the medium. Sometimes you can lose yourself in a deep and touching story, but there are also times when you as an audience member just want to sit back and enjoy the show. Flash Gordon doesn’t punish you for trying to think during the movie the way other badly made films might – rather, it elbows you in the ribs and tells you we’re here to have fun, not to wonder how Flash can survive on a rocket cycle in space with no enclosure or exactly how the physics of Mongo work. Yeah, the plot is thinner than a thread-bare shoestring and the special effects might seem laughably produced in comparison to modern robust CGI suites, but you know what? In this case, none of that matters. Flash Gordon is all about having fun, and that’s why we watch movies. If you’ve forgotten that, gentle reader, put this on your Netflix queue right away. If nothing else, you have an excuse for playing Queen’s music at high volume, and if you don’t think that’s fun, check your pulse. You’re probably dead. And only Flash can save you now.

Josh Loomis can’t always make it to the local megaplex, and thus must turn to alternative forms of cinematic entertainment. There might not be overpriced soda pop & over-buttered popcorn, and it’s unclear if this week’s film came in the mail or was delivered via the dark & mysterious tubes of the Internet. Only one thing is certain… IT CAME FROM NETFLIX.

IT CAME FROM NETFLIX! The Hurt Locker

Logo courtesy Netflix.  No logos were harmed in the creation of this banner.

[audio:http://www.blueinkalchemy.com/uploads/hurt_locker.mp3]

Alfred Hitchcock once said that there’s a big difference between surprise and suspense. I hope he won’t mind if I paraphrase a little. If I were sitting here talking about movies, and my desk were to explode because someone planted a bomb here, that’d be a surprise. Now, if you as the audience knew there was a bomb under my desk, and I sat here for the next six minutes or so blathering on about a movie, only to get up and walk away without the bomb going off, that’s suspense. And we wouldn’t necessarily need jump-cut shots to a ticking timer or dramatic music playing. No, just an establishing shot of the bomb being placed, then me coming in and sitting down to do another one of these recordings, without any other trappings or clever gimmicks. That’s good storytelling, right? Right. The makers of The Hurt Locker know suspense from surprise, and have created one of the most suspenseful movies I have ever seen in my life. It stars Jeremy Renner, Anthony Mackie, Brian Geraghty, Evangeline Lilly, David Morse, Ralph Finnes and Guy Pearce.

Courtesy Voltage Pictures
“…Oh boy.”

The Hurt Locker follows the Explosive Ordnance Disposal unit Bravo Company during the summer of 2004 in Iraq. Staff Sergeant Will James (Renner) is a soldier who defuses bombs. He’s one of the best, even if his methods can seem a trifle cavalier or even reckless to others, especially Sergeant J.T. Sanborn (Mackie), who is charged with James’ safety during his operations. Yet this seeming bravado is just the first impression of a brilliant professional who understands his role in the grand scheme of modern warfare and also carries a great deal of compassion for those around him despite his outward appearances and behavior. As Bravo Company embarks on one potentially deadly mission after another, we are drawn into their lives and shown the environment in which these men toil, from the desolate wastes of the desert to the equally deadly streets of Baghdad.

There are some movies that, when a war is mentioned, I think of almost instantly. World War 2 brings Saving Private Ryan to mind. Discussions of Vietnam trigger memories of Full Metal Jacket. I spend just as much time remembering Jarhead as I do my own childhood experiences when the first Gulf War is mentioned. The current conflict in the Middle East remains a muddy, ill-defined struggle, but The Hurt Locker brings the lives of the participants into sharp relief. This film is every bit as intimate as it is intense. It never becomes political or preachy, focusing entirely on these men and the situations into which they put themselves day after day. Like the other films I’ve mentioned, we see these soldiers not so much as swaggering macho heroes but more as flawed, driven human beings who are all the more heroic because of their shortcomings.

Courtesy Voltage Pictures
“This one, I’m gonna disarm with the sheer power of my massive balls.”

This film is almost entirely without a musical score. The scenes involving the defusing of explosive devices and stalking an enemy sniper are possessed of a chilling stillness, which builds the tension with each passing, quiet moment. The shots are not cut short to try and jar us into a tense feeling artificially, but are left long on the faces and fingers of the protagonists, ensuring we understand who is doing what at which point in time and thus becoming more invested in the outcome of the scene. And in an odd yet telling juxtaposition, one of the film’s closing scenes that takes place in a suburban supermarket, far from the front or anything resembling danger, has an extremely similar stillness about it.

A lesser team of storytellers might pack a film like this with explosions from end to end. But considering this is a story about soldiers tasked with disarming ordnance, rather than setting it off, one of the many factors of The Hurt Locker that works so well is the fact that we are aware of the fact that any of the bombs we see might go off. Hitchcock would be proud, as writer Mark Boal and director Kathryn Bigelow build layer upon layer in every scene to mount the tension to an explosive potential not unlike that possessed by the bombs themselves. It’s also established very early in the film that these are not the sort of explosions that our heroes can have much hope of outrunning. There are no rushing fireballs chasing our heroes down corridors here, no shiny CGI to make these explosions look larger than life. They don’t have to be larger than life: they are awesome, deadly and downright ugly just as they are. You don’t want to be anywhere near them, yet the men and women whose daily lives inspired the story of Bravo Company choose to get right next to them every single day.

Courtesy Voltage Pictures
“I popped that smoke myself. Why? Because covering fire is for pussies.”

This is one of those movies I’m sorry I missed in the theater. Not because I think it would be more impressive on a big screen, since it held me in rapt attention from start to finish on my television just as it would in a cinema. No, I would have liked to given these artists more monetary support. The talent on display in The Hurt Locker, from Jeremy Renner’s star-making performance to Katheryn Bigelow’s near-perfect direction to Mark Boal’s captivating screenplay, is a wonder to behold in a cinematic environment where gimmick is king and stories are often sacrificed on the altar of CGI and cheap adaptations. Whatever your feelings might be about the conflict in Iraq, the United States military or a movie that didn’t do all that well at the box office, you owe it to yourself to see this movie. I think it’s a strong contender for Best Picture at the Oscars, provided James Cameron doesn’t buy the committee five-star dinners and oral sex with his massive box office returns.

The bombs in the film are designed to blow up human targets. If you’re anything like me, you will agree The Hurt Locker is designed to blow your mind.

Josh Loomis can’t always make it to the local megaplex, and thus must turn to alternative forms of cinematic entertainment. There might not be overpriced soda pop & over-buttered popcorn, and it’s unclear if this week’s film came in the mail or was delivered via the dark & mysterious tubes of the Internet. Only one thing is certain… IT CAME FROM NETFLIX.

IT CAME FROM NETFLIX! Gattaca

Logo courtesy Netflix.  No logos were harmed in the creation of this banner.

[audio:http://www.blueinkalchemy.com/uploads/gattaca.mp3]

In the early days of science fiction, the aim of its creators was not to impress the audience with bombastic explosions or cutting-edge computer graphics. While the overall goal was to entertain and engage and thus earn a living, they didn’t have the aforementioned crutches upon which to lean. They had to rely solely on the power of their vision, their skills as storytellers and the ability of their ideas to engage. Gattaca has no ray guns, no explosions, no exotic alien creatures, none of the trappings of what really make something stand out as ‘syfy’ fare – but when it comes to classic science fiction in theme, mood and execution, writer-director Andrew Niccol shows us how the likes of H.G. Wells and Jules Verne defined the genre. The film stars Ethan Hawke, Uma Thurman, Jude Law, Alan Arkin, Tony Shaloub, Gore Vidal, Loren Dean, Xander Berkeley and Ernest Borgnine.

Courtesy Columbia Pictures

In the not-too-distant future, the study of genetics has grown to the point that children can be custom made through liberal eugenics, and that such children are favored over those conceived purely out of love. Vincent Freeman (Hawke) is one of the latter, and when his parents discover his 99% probability of death by heart failure around age 30 coupled with myopia which has all but been eradicated, they guarantee their next child will be more ‘perfect,’ or more ‘valid’. Valid is the term used for children created through the ‘proper’ eugenics, while those like Vincent are called ‘in-valid’. Despite this, however, Vincent is determined to achieve his goal of going into space. To do this he adopts the identity of recently crippled but brilliant Jerome Morrow (Law), and becomes employed by the space-exploring conglomerate called Gattaca. A year-long mission to Titan looms on the horizon, and Vincent’s first in line due to his fake genes and true desire, but the murder of the mission director could put an end to his dreams forever.

Courtesy Columbia Pictures

Taken on its own, Gattaca is a very smart drama. As a movie, it is well and tightly written with good performances from the actors. The art direction bears particular mention. The look and feel of the film is hauntingly postmodern, showing the use of electric cars and advanced gene scanning equipment against the backdrop of ‘brutalist’ architecture that was prevalent in the 1950s. It lends a familiarity to the story that draws the audience further into the nuanced and well-paced plot. But the virtues of Gattaca don’t stop there. This isn’t just a science fiction drama. It’s a science fiction drama about something.

Courtesy Columbia Pictures

The film is steeped in symbolism. It plays upon themes of discrimination, destiny, friendship, societal control and sibling rivalry. This is an examination of human nature, and the influences that define, drive and shape the human spirit. While the film is quite clear on the stance it takes with these issues, it never becomes completely overbearing in conveying its message. The story and themes are handled with elegance, downplaying most potential bombast with human emotions that feel real. This might make the film seem bland or lifeless to some viewers, but the plot, acting and thematic elements make Gattaca a taut, stunning dramatic thriller.

More than anything else, Gattaca reminds us that the only true obstacle an individual has to achieving their goals is themselves. It is far too easy for society or an employer or even one’s family to lay out boundaries for the individual, saying “This is where you belong, who you are and what we expect of you. Nice people do not deviate from their boundaries.” When politeness and conformity are the norm, an individual can feel compelled to swallow their dreams and follow procedure and protocol for the sake of avoiding confrontation. But the truth of the matter is that the dream of the individual is a precious thing, and as a society becomes more regimented and compartmentalized, those dreams are often casualties in the silent but deadly war for the human soul. We have to fight for our dreams, to keep them alive and bring them from our imaginations into reality, and there is going to be opposition every step of the way. Gattaca shows us that even the most imposing obstacles are surmountable, and as I have said on numerous occasions, we only truly fail in our struggle to be who we want to be if we quit and allow others to tell us who we are, rather than insisting on our right to exist, live and thrive on our own terms.

I apologize for the soapbox nature I just got into, but suffice it to say that Gattaca is more than just a good-looking science-fiction drama, and if you agree with any of the points I’ve just made, about storytelling or otherwise, it’s worth your time to watch this film. It’s available via Netflix’s instant queue, so even in this there’s truth to be found. In the end, the only thing truly stopping you… is you.

Josh Loomis can’t always make it to the local megaplex, and thus must turn to alternative forms of cinematic entertainment. There might not be overpriced soda pop & over-buttered popcorn, and it’s unclear if this week’s film came in the mail or was delivered via the dark & mysterious tubes of the Internet. Only one thing is certain… IT CAME FROM NETFLIX.

Game Review: Brütal Legend

Courtesy Double Fine
What isn’t awesome about this artwork? NOTHING THAT’S WHAT.

I, like Yahtzee, love Tim Schafer. We’ve taken turns talking about how great he is. I grew up on games like Day of the Tentacle and I adored Full Throttle. Psychonauts quickly grew on me (after my fingers healed up) and when Tim finally returned with Brütal Legend, I was very excited. Having played the game, I still think he’s a genius. The game, on the other hand, I’m a bit less passionate about, but I’d be lying if I said I didn’t have fun playing it.

Eddie Riggs is a roadie. He’s not a front man or a guitarist or anything of the sort. I mean, sure, the man can wail on an ax with the best of them and knows good music when he hears it – and cringes when he hears bad music – but he’s a roadie. He stays in the wings and helps a band look good. He can fix, build and do just about anything, but he never wanted to be in the spotlight. Until a spotlight fell on him, that is. Several spotlights, in fact, and a whole lot of set design. His near-death experience took him to another world instead of a hospital, a world of pure heavy metal imperiled the forces of darkness and the onslaught of screechy hair metal. It’s Eddie’s job to take command of the resistance and lead them to victory. The final goal of that victory, to liberate the world or blow it to smithereens, is kinda murky. Prophecies are like that.

Stuff I Didn’t Like

Courtesy Double Fine
“C’mon. Just three little words. Say it. ‘Nickelback sucks.'”

  • Unlabeled maps make the baby Jesus fume with rage. I’m not asking you to tell me exactly where everything is if exploration is one of your selling points, and I do love to explore. No – just tell me where things are after I find them. When I pass something, unlock a new area or catch sight of a landmark, jot that down on the map. It shouldn’t be that hard. Why am I only seeing Metal Forges and sidequests on the map when I bring it up? How does that help me?
  • Likewise the in-game tutorials aren’t terribly informative. I had no idea how to unlock the various draconic gargoyle statue things littered around the landscape until I looked it up on a fan site. Nobody in the game told me what they were for or how to free them, just that I had to. And I still don’t know how to switch around the faces on Mount Rockmore.
  • A lot has been said about the game’s RTS gameplay. As someone who’s played a variety of RTS games, from the original Command & Conquer to StarCraft, I had a few quibbles about it myself. The inability to see the battleground from above felt like a major hindrance, selecting individual units took longer than I felt comfortable with since most of the enemy was running up to pound my face into the nearest hard surface, and blending the third-person adventure controls with RTS controls felt hasty in its construction and shifting gears from beating ass to issuing commands broke the flow of combat somewhat. I don’t object to the existence of RTS in this game – just its execution.

Stuff I Liked

Courtesy Double Fine
“Dig the wheels, baby? I got ’em from this crazy mumbling dude in a dress.”

  • That said, I love the idea of being with my troops during the battle. When I first heard General Lionwhyte wailing away as he floated there on his hair-wings, my first thought was to run over to him and shut his pasty whiny ass up. And that’s exactly what I did! No need to sortie other troops, I just zipped over and started unloading on him.
  • The art direction of the world is pretty cool. It feels like the studio over at Double Fine is wallpapered with old Queensryche and Megadeth albums and that’s what the artists used to make this world feel awesome.
  • The riffs you learn to summon your car, raise forges and do other things is reminiscent of color-matching in Rock Band and are satisfying to pull off, especially in the middle of a stage battle.
  • I like Jack Black and I don’t care who knows it.
  • Switching between the melee and ‘magic’ attacks you have is very smooth, and it makes combat more interesting.
  • I like the characters. They’re not overly deep and complicated, but they’re cool and the voice acting is nicely done, which leads me to…

Stuff I Loved

Courtesy Double Fine
“It’s a fucking robe, you fucking prat!!”

  • Ozzy, Lemmy, Lita and Rob Halford. ‘Nuff said.
  • Oh, you want more? The soundtrack will kick your ass. It is awesome. I loved zipping around the landscape in the Druid Plow rocking out to metal. Dropping the Plow into the middle of a fight and kicking on a different tune to pump you up more helps get through some of the tedious bits of the RTS engine. It did for me, at least.
  • The bit at the beginning where you can choose the amount of swearing & gore makes me laugh every time. It would only be better if the censoring was in the style of Metalocalypse, laying guitar stings over the curses.

Bottom Line: Brütal Legend is one for metal fans and fans of Tim Schafer. Hardcore RTS fans, people expecting a sandbox game mixed with God of War or folks who can’t stand Jack Black aren’t going to enjoy this. I did, though. Rent it if you like badass music and a unique gameplay & story experience, buy it if you like the game after playing it.

And for the record, I was digging on the character of Lita more than Ophelia.

Courtesy Double Fine

I’m not entirely sure why. Just something about her.

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