The climactic campaign duels can be ranked alongside some of the series’ adrenaline- pumping highs
Developer In-house (Studio Liverpool) Format Vita
Release: Feb 15, 2012 (US) »
As Sony embraces the future with its new Vita handheld, Studio Liverpool rewinds the timeline of its poster-child sci-fi racer. Now grounded in a more relatable near-future setting, Wipeout 2048 trades the futurism of, say, Wipeout HD or Fury for an earthier tone than fans may expect. As such, many tracks have wide lanes and are surrounded by contemporary-style architecture, drawing on the modern more than the imaginary.
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Final Fantasy XIII-2
Platforms: X360 & PS3
Final Fantasy XIII’s Active Time Battle (ATB) system was one expertly crafted change to the formula that came alongside some less welcome others. Key among these was that the usual sidequest-packed open-world structure had been replaced with a linear journey that offered the bare minimum of distractions. The reaction to FFXIII from fans and the press was mixed, which brings us to FFXIII-2, the sequel that Square Enix claims will give players what they wanted from the previous game. But while FFXIII-2 is a polished production that certainly diverges, unfortunately it’s also a baffling, boring and swampy thing to play.
It opens with a stunning cutscene in which Lightning – FFXIII’s hero, who’s now playing the role of warrior goddess — does battle with a cackling evildoer. The sequence in its entirety takes about 20 minutes to play out, during which you’re given limited control for brief stretches. This is a sign of things to come: a battle that is impossible to lose, a helping of QTEs, and some terrifically dull monologues. But FFXIII-2’s opening is so visually astonishing, featuring a gigantic city formed from crystal, monstrous armies clashing, and Lightning’s dazzlingly choreographed advance through it all. that it’s impossible to look away.
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We’ve become so accustomed to having our hands held by today’s breed of eager-to-please games that being let off the leash can feel disorienting. Aren’t we supposed to be following this path to that building? Should we really be poking about in this cave when we know that the real action is over there? Isn’t all this messing around going to… well, break something? And yet freedom to do what we like within an interactive space is as invigorating now as it was in 2001 when GTAIII broke the mould for realtime gameworlds. (What, after all, would Skyrim be without its desire to cut you from the apron strings and push you out of the door?) Which is why the existence of a new Far Cry is something to be excited about.
(more…) «Soaking up the sights in a holiday location to die for»