Reviews

Nier

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What a badass.

What a badass.

Nier.  Despite being one of those games whose name you will never forget (but will still always follow with “…or however you say it”), is a little-known Action/Adventure/RPG published by Square Enix.  I picked it up about a year ago for about £15 and, regrettably, it found its way into my backlog; pushed to the back of the shelf by blockbuster titles like Assassin’s Creed II and Fable III.  Thankfully, once they were out of the way and I allowed myself and Nier some quality time together, it really began to shine.

You play the eponymous Nier, a man who lives in a small village with his daughter Yonah.  Set 1,300 years from now, society has seemingly all but collapsed; people have returned to living in small groups, hounded by dark creatures known simply as “Shades”.  Yonah is slowly dying from a mysterious illness known as the “Black Scrawl” and Nier must hunt and kill Shades in order to save her.

Your character’s relationship with Yonah is the story’s main focus, with letters from your daughter appearing on each loading screen and several of the game’s sidequests tasking you with collecting gifts for her. These moments are surprisingly powerful for something so simple; the irony of Nier’s quest to save his daughter’s death being the cause of him missing out on her life is never far from the player’s mind (or, at least, it was never far from mine).  As with many a good story, it’s hard to go into more detail without revealing the very twists, turns and surprises that make it interesting in the first place — but I promise it’s good!

I’m not going to pretend that Nier is a game that will be to everybody’s tastes.  At worst, it is a 15-hour hack-n-slash with a handful of spells and only four gameplay areas; at best, it is a 30+ hour epic with a fantastic soundtrack and a gripping storyline.  Many interesting stories lie tucked away in optional sidequests, rewarding you with character development only after hours of seemingly endless delivery quests; a number of the game’s most emotive scenes are told simply through text (reminiscent of Lost Odyssey); and there is a great deal of additional content that can only be experienced by reaching the game’s conclusion a whopping four times.

But, with all that being said, I’d still recommend it to most of my friends.  Short enough for sufferers of the gaming equivalent of ADHD, yet long enough for those seeking something a little bit deeper than the average game… Nier somehow manages to pull off something quite rare — what you get out of it really does reflect what you put in.

Alan Wake

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Alan Wake is probably best described as an action-adventure/psychological thriller; its a third-person shooter with elements of The Twilight ZoneThe X Files and — perhaps most importantly – Twin Peaks. The game follows an author with writer’s block, the eponymous Mr. A. Wake, as he struggles to find his wife and wrap his head around a number of strange visions that plague him shortly after his arrival in the town of Bright Falls. Despite its strange premise, the storyline is brilliantly crafted and actually makes some weird kind of sense — it also leaves you wanting and asking questions, which is no doubt how Remedy intend to sell the upcoming DLC.

This is not a game you should ever consider playing if you are the least bit afraid of the dark.  Ever.  During the day, everything is fine — as Wake, you are able to explore Bright Falls and learn more about its inhabitants.  At night, however, everything changes and the very darkness itself comes alive, corrupting people and inanimate objects alike.

Oh Deer.

Oh Deer.

This is where Alan Wake‘s major game mechanic, using light as a weapon, comes into play; anybody “taken” by the darkness is protected from harm until you have worn down their defenses with your torch.  As simple as this sounds, it makes things very tense — even if your shotgun is full of ammo, it’s useless if your torch is out of batteries.  The only sensible alternative, running away, is of no use either; the darkness is everywhere.  Only in light can you be sure you won’t be ambushed.

The other thing that makes the game stand out is the manuscript pages that Wake is tasked with collecting.  The events that befall Wake eerily reflect his newest novel, which he doesn’t remember writing, and so these pages offer a glimpse of what’s going to happen next.  Removing the element of surprise sometimes makes a few of the game’s reveals less exciting, but mostly they increase suspense.  For example, one page ends with “… and then I heard the chainsaw”; with no way of telling when the chainsaw is coming, it’s difficult to relax.  It also encourages you to keep playing — though you know what is going to happen, you often don’t know why.

So where does it go wrong?  Well, Alan Wake‘s biggest fault is probably that it seemed to have been delayed forever.  For anybody who, like me, pre-ordered the game three years ago, there is absolutely no way that it will ever be able to live up to what it could/should have been. It is impossible to wait that long without developing unrealistic expectations.  There were a few things that got to me, but I’m probably being really picky…

The first complaint relates to one of the many diversions from the game’s main storyline, namely the ability to watch a series of Twilight Zone-esque programs called “Night Springs”.  These live action shorts are quite entertaining, but they don’t feel very polished.  For some unknown reason, Remedy employed two separate groups of people — voice actors and “likenesses” — which results in everything looking (and feeling) fake.  It is bad enough that the lip sync is out, but the fact that facial expressions do not match vocal delivery is impossible to ignore.

It’s also difficult to understand why the game both punishes and rewards you for exploration.  As mentioned previously, the darkness is everywhere, and straying too far off the beaten track usually results in an ambush.  When running low on ammo, or when growing bored of fighting, it’s often tempting to stick to the paths and run towards the next light. On the other hand, ammo caches, radios, TVs, coffee thermoses and manuscript pages are always well hidden; if you want to collect everything, you should be prepared to shine your light at every wall, explore every nook and cranny, and fend off more taken than you can shake a torch at.

Finally, I found myself growing increasingly annoyed with Alan’s inability to read his own manuscript pages with any believability.  As he is an author, I would have expected his story-telling skills to be a little better; it is unfortunate that each page is read in dull, monotone voice. Whether it be a prophetic revelation, suspenseful build-up or a shocking detail about his wife’s fate, Wake reacts in exactly the same way (ie not at all).

Despite these three points, Alan Wake remains enjoyable and, at times, shit-your-pants-on-the-edge-of-your-seat.  Furthermore, it seems as though it will have a great deal of replay value, as at least half of the manuscript pages can only be found on the Nightmare difficulty.  Having not read them yet, it is difficult for me to comment, but I imagine that they will offer more insight into the game’s events (and presumably its finale, to boot).

In short, this game is a definite must-have for anybody with a taste for the extra-ordinary.  The psychological thriller aspect may not be to everybody’s taste, however, so the uncertain should try before they buy.

Doctor Who: The Adventure Games – City of the Daleks

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Free downloadable games rarely look so good.

Free downloadable games rarely look so good.

So, today marks the release of the first in the Doctor Who: The Adventure Games series, named City of the Daleks.  Funded by BBC license fees, available for free download (in the UK), executive produced by Steven Moffat and Charles Cecil, developed by Sumo Digital… everything sounds brilliant on paper.  Unfortunately, the reality isn’t quite what one would hope.

I should probably mention before I go any further that I have only experienced the game running under Wine 1.2 on Ubuntu Lucid Lynx.  A few of the negative points that follow, particularly those regarding bugs and glitches, may not be valid when running the game “properly”, but it’s difficult for me to say.

The Good

  • The storyline is typical of Moffat’s new Doctor, exploring some of the more interesting possibilities of time travel.
  • It’s a point-n’-click adventure, which is a sensible choice for a Doctor Who game.
  • Rotoscoping Smith and Gillan has resulted in characters that move semi-realistically.
  • There are a number of real-world and Doctor Who facts strewn through the game as collectables.
  • It’s free, and the storyline is presumably canon.

The Bad

  • The textures are a little ropey in places.
  • The lip sync is just awful.
  • The vocals are pretty poor.  Though Smith and Gillan have done an alright job, the voices and characters just seem… disjointed.
  • The controls are mostly mouse-based which makes the camera very difficult to, well, control.
  • The gameplay isn’t really anything special.

I understand that the game is supposed to be accessible to gamers of all ages.  I also appreciate that the game’s target audience are all considerably younger than me.  But I don’t think that’s any excuse for repetitive gameplay, “puzzles” that don’t require any real thought or out-of-place minigames.  The vast majority of the game consists of pointing the Sonic Screwdriver at things and stealthily avoiding Dalek’s vision cones; the rest sees the Doctor dragging small circles through a laser maze or hacking into computers by symbol matching.

That being said, hardcore Doctor Who fans will no doubt see the series through to completion regardless.  Sure, the game isn’t fantastic… but it does present an opportunity to spend a few more hours with Amy and the Doctor.  If we’re lucky, this first game is simply supposed to serve as an introduction — I’m keeping my fingers crossed that the next three will grow progressively harder.

(At the time of writing, the game is only available for Windows machines, but the game runs perfectly well under Wine. it wouldn’t surprise me if Mac users unwilling to wait for the official port were able to do the same under Darwine. UK readers can grab themselves a copy at the BBC website — the rest of you will just have to wait.)

Bright Falls – The Prequel to Alan Wake

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The deer is dear to me.

The deer is dear to me.

Yesterday I started playing Alan Wake – the unboxing and review of which will be appearing here shortly — but have taken a break in order to catch up with (and finish) the six-episode live-action miniseries Bright Falls.

The series is very reminiscent of David Lynch’s masterpiece, Twin Peaks, and is a prime example of a game tie-in done well.  It introduces a few of the game’s characters and locations, and makes it very clear that strange things are happening in Bright Falls even before Alan Wake arrives.

I’d be lying if I said that I understood everything that was going on, but that’s just an excuse to watch it all again.  Whether you’re interested in Alan Wake, a fan of Twin Peaks or maybe even both, it’s well worth a look.

For anybody lucky enough to have Silverlight, you can view all six episodes (and some additional bonus goodies) by pointing your browser at the official Xbox website.

If, like me, Silverlight is out of the question for you, Machinima.com has helpfully uploaded all of the videos to Youtube:

  1. Episode One – Oh Deer
  2. Episode Two – Time Flies
  3. Episode Three – Lights Out
  4. Episode Four – Local Flavor
  5. Episode Five – Off the Record
  6. Episode Six – Clearcut

I haven’t added up the times exactly, but it shouldn’t take more than 40 minutes to rock through them all.  Enjoy!

Final Fantasy XIII

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Believe it or not, this logo actually makes sense.

Believe it or not, this logo actually makes sense.

Well, it’s taken me the best part of two months, but I finally fancy writing my review for Final Fantasy XIII.  The only reason that it’s taken this long is that I don’t usually like to cast judgement on a game I’m not finished with — but I think that after spending 60 hours with FFXIII I’ve probably learned everything I’m going to need.  And yes, I am still playing it… which makes a welcome change from the last two eight-hour games I got for the same price.

For those of you who have been living under a rock for the past twenty years, FFXIII is the thirteenth instalment in the popular J-RPG franchise from Square-Enix.  As with most J-RPGs, the storyline is pretty cliche; the story sees a seemingly workaday group of people get swept up in an evil plot, granted magical powers and eventually fight to save their planet from destruction.  The details are different, sure, but there’s nothing ground-breaking in story-telling terms.  In fact, I’d probably even go so far as to say that the plot and its characters are not as memorable as those from previous Final Fantasy games.  The lone possible exception to this rule is the game’s protagonist — Lightning — who is pretty striking (if you’ll excuse the pun).

A quick run-down of those things that make FFXIII different, then:

  • Restriction
    One of the best things (in my opinion) about J-RPGs is the freedom; at some point in the game, usually about half way through, you find yourself an airship and gain the ability to revisit all of the towns and locales you’ve passed through before.  This freedom is unfortunately missing from most of FFXIII. Of the game’s six characters, only three of them can take part in battles at any given time.  Of those three, you can only control one — who you are stuck with until the battle is finished.  Each “Chapter” of the game comes with a level cap, presumably to discourage you from grinding, and it’s impossible to max out your characters until you’ve defeated the final boss.  There are no towns or villages to speak of, no real NPC interaction, your hand is held tightly as the game drags you down a set path… I could go on.
  • Battle System
    First FFXII, now FFXIII — it seems that Square-Enix is more than happy to kill the original turn-based battle systems that worked so well in previous games.  That isn’t to say that FFXIII‘s battle system is bad, necessarily, but it does take some time getting used to.  At the beginning of the game, your characters are confined to three “paradigm roles” each, which limits your selection of battle strategies considerably.  Thankfully, this restriction is limited after about 30 hours.  Unfortunately, up until this point, the best tactic seems too often to be: hammer away on the “Auto-Battle” command until whatever you’re fighting falls over.
  • Weapon / Accessories Upgrades
    FFXIII has one of the most in-depth upgrade systems I’ve ever seen.  Almost every item that you find on your travels has an amount of EXP associated with it, which can be used to upgrade accessories
    and/or weapons; a ring providing +15% Earth Resistance may, eventually, evolve into a completely different ring providing +40% Earth Resistance, for example.  This system is the only way to gain stronger weapons (including each character’s Ultimate Weapon), so its use is essential.

The tone of this review has been surprisingly negative so far — surprising because I’m still playing the game.  A large chunk of it lacks in freedom, as I’ve said, but everything changes rather suddenly in Chapter 11 (of 13).  You find yourself thrown from the planet where the rest of the storyline took place to a world called Pulse (which serves as FFXIII‘s World Map) and just told to get on with it.  The change was too sudden for me; having been left to my own devices, I promptly got lost and died.  Several times.  But eventually I figured out where I was going, how to work the teleporters and how to accept missions; the difficulty had been ramped up considerably and things were starting to get interesting.

There are 64 optional bounty-hunter style missions to undertake on Pulse, which is the reason I’m still grinding away.  These sorts of missions might not be to everybody’s tastes, but I found them a pleasant distraction.  Attempting them in order seems the most sensible idea, and gives you a handy method of levelling up; in addition to counting towards an achievement/trophy, each mission offers useful rewards and experience that help prepare you for the next.

So, what am I trying to say?  Probably that Final Fantasy XIII disappoints in a few places, but that it’s still brilliant.  The characters may not be that memorable, the dialogue may be filled with nonsense and the game may feel very cramped and restricted for the first 30 hours, but the hours that follow; the exploration of Pulse; the high-definition FMVs; and the musical score easily make up for all of the game’s faults.

It’s made me even hungrier for a high-definition remake of Final Fantasy VII, to boot.  What?  A man can dream…

God of War III

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God of War III (apparently) marks the end of the God of War trilogy.  It follows Kratos, the “Ghost of Sparta”, as he finally gets his revenge for everything that happened across the course of the first two games.  What this means, essentially, is that you get to kill everything and anything that stands in your way — Titans, Gods, slave girls…  Anything that looks like it might bleed is probably worth a stabbing.

"In the end there will be only chaos..."

"In the end there will be only chaos..."

Perhaps I just came to the franchise a little too late, but God of War III didn’t really live up to my expectations.  Hold your winged horses, fanboys — give me a chance to explain. There are a lot of reasons to like GoW3.

For one, it is one of the most brutal games I’ve ever had the pleasure of playing; it’s very difficult to describe how satisfying it is to rip the horn off of a Chimaera and then stab it through its brain, or to repeatedly punch somebody in the face until the screen is completely splattered with their blood.  I think it’s something that probably speaks to everybody at some level, though — my mum (who doesn’t like games) insisted on being present for most of my playthrough simply because it was so gruesome.

The immense scale of some of the creatures and environments is also worth a mention.  Think Shadow of the Colossus, but bigger.  One boss fight pits you up against a titan, whose fingernails are easily ten times the size of Kratos.  At other times, a simple camera zoom-out or pan makes you realise that every single level you’ve visited is part of a much larger whole; that the huge chain you’re climbing really does stretch from Hades to the top of Mount Olympus…

Unfortunately, by the time that I really started to get into the game, I knew that it was almost over.  My stats were (mostly) maxed out, a bloody trail of Gods had been left in my wake and I had only been playing for eight hours.  Eight.  Now, I know that this criticism seems unfair — my recent review of Heavy Rain made plenty of excuses about why its length didn’t matter — but I can’t help but feel that the game would have been better if it were longer.

Perhaps the harder difficulties and Olympus Challenges will add a lot of replay value (or be so frustratingly difficult that an eight hour playthrough needs to be stretched across months of real time), but that’s something I can’t really comment upon at this point.

My recommendation to people who haven’t yet bought God of War III would be to wait for the God of War Collection available for pre-order at all good online retailers.  The price difference isn’t that much, but you’ll get at least three times as much fun out of it.  That, and that you should definitely pretend it doesn’t rip off Max Payne at all.

Heavy Rain

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Heavy Rain Boxart

The long-awaited spiritual sequel to FahrenheitHeavy Rain, has finally arrived.  Whether or not it was worth the wait seems to be a matter of opinion, but I am sitting quite comfortably on the “Of course, are you out of your mind?” side of the fence.  For anybody hearing about Quantic Dream’s masterpiece for the first time, a quick recap…

Heavy Rain is being marketed less as a game and more as an “interactive drama”.  The story follows four characters, each chasing a serial killer known as ‘The Origami Killer’ for his or her own reasons; Ethan Mars, a father whose son has been kidnapped; Scott Shelby, a private investigator who has been hired by the families of the killer’s victims; Norman Jayden, an FBI agent working alongside the police to crack the case; and Madison Paige, a photographer-cum-journalist doing some investigative reporting.  The gameplay consists almost entirely of quick-time events, ranging from mundane tasks like pouring juice and cooking eggs to edge-of-your-seat fight scenes.

Sound fun?  Well, it isn’t — but that’s not a criticism.  It’s not much fun to watch when you’re not playing it, either — but that’s not a criticism.  Like its predeccessor, Heavy Rain is completely unlike most other games; rather than playing it for the satisfaction of seeing somebody’s head explode or handing somebody’s ass to them online, you play it because you are engaged in the storyline.  You play it because the mundane tasks you perform make you feel like the character is real — because you feel empathy for them.  I admit, it’s tempting to see Heavy Rain as a work of art, and most of what I’ve said is already plastered all over every review site and gaming magazine known to man.

But fear not, skeptics — I’ll be the first to admit that Heavy Rain does have some faults:

  • Inconsistent Voice Acting
    Owing almost entirely to the fact that you are in direct control of what your character says, what they think and how they react to certain situations, some of the voice acting comes across as entirely wrong and broken.  Early in the game, when your son goes missing, you can press “X” to call his name.  Being caught up in the game as I was, I pressed the button regularly and was disappointed to hear Ethan’s cries cycle through the same three variations of “Jason!”.  Entirely my fault, granted, but giving the player the ability to ruin the mood of the scene was a bad move.
  • Pretty Short
    I can’t give an accurate time (since the game doesn’t provide one), but the game has taken me less than two days of play to complete.  This may not be too big a deal, if it proves to be as replayable as I hope, but otherwise I feel a little cheated.  I wasn’t expecting a 40-hour epic, but I could have sworn Fahrenheit was longer… And that cost me less than £10.
  • Major Technical Bugs
    In my short time with Heavy Rain, I have experienced the following faults (in no particular order): temporary loss of all sound, speech delays that wouldn’t look out of place in a badly-dubbed kung-fu film, video freezes, children walking directly through my character and seemingly random interruptions to internal monologues.  At one point, Jayden’s ARI glasses flew off his face, folded themselves in mid-air and placed themselves neatly in his coat pocket — pretty hard to ignore.

That said, ignoring most of the above is exactly what I’m going to decide to do. Why?  Because the storyline is brilliant, full of twists and its conclusion depends entirely on how you play the game; because it deals with some very mature themes and proves conclusively that games are not “just for kids”; because it’s going to be a game that everybody talks about for years to come; and because the installation process includes an origami how-to for the bird on the box.  Heavy Rain is a work of sheer genius, and should not be missed.

Samsung YP-P3

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After years of convincing myself that an MP3 player was something that wouldn’t benefit me in the slightest, I decided to treat myself to a Samsung YP-P3 as a “post-Christmas, hurray it’s 2010″ present.  Since starting my PhD, I have found myself walking alone and sitting on trains far more often than I have at any other time in my life; it ‘s become more and more important to drown out the noise of other people’s music and inane chatter. Part impulse buy, part “necessity”, I’m quite impressed so far.

Here it is, in all of its “taking ages to transfer files” glory…

Sorry I didn't take a photo of it doing something more interesting...

Sorry I didn't take a photo of it doing something more interesting...

You might be wondering why, since this is my first MP3 player purchase, I jumped in with something quite so expensive (£200 for the 32GB model) that wasn’t manufactured by Apple.  The reasons are many, and the most important are outlined below:

  • File Formats
    The YP-P3 supports: MP3/WMA/OGG/AAC/FLAC/WAV/ASF
    Yup.  OGG and FLAC.  Since most of the music I have ripped is in OGG (being an open-source Linux advocate), one of my biggest problems with Apple’s iPods and their “rivals” is their seeming inability to play anything but MP3.  Sure, you can flash the firmware, but the point is that you shouldn’t have to.
  • Linux!
    Okay, so the YP-P3 doesn’t “support” Linux.  It comes bundled with a piece of software called EmoDio that you’re supposed to use to transfer your music to and from the player (and thus keep your library synced), but it’s by no means compulsory.  In fact, the first thing I did upon turning on the YP-P3 was to switch it from MTP to UMS — a switchover that was no hassle at all.
    This essentially causes the player to appear as a removable drive when it’s plugged in, meaning that rearranging the library is a drag-and-drop job.  Perfect.

The interface is pretty, it’s skinnable, has widgets, and the touch screen is very responsive.  It even vibrates when you touch something, providing the tactile feedback that is often missing from this sort of interface.

I only have one niggle with the YP-P3 so far, and admittedly it is a rather minor one.  It seems to me, based on my admittedly limited research, that the album cover system is implemented solely through ID3 tags.  This is a minor annoyance for MP3 and OGG files, since getting album art to appear requires manually tagging each and every MP3 and OGG on my system.  It’s an even bigger problem for WMA, M4A and FLAC, since I haven’t found any way to edit their tags.

I hope that somebody somewhere comes up with a way of forcing the YP-P3 to look for a “folder.jpg” image, or at least an easier way of making sure it knows where the images are.  If that happened, I wouldn’t be able to fault it at all.  An iPod beater?  I certainly think so.

Assassin’s Creed II

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Assassin's Creed II

Anybody that saw my earlier post about how much I loved my Assassin’s Creed II collector’s edition shouldn’t be surprised to learn that all of my spare time of late has been poured into my Xbox 360.  And I must say — it was time well spent.

Just in case anyone has been living underneath a rock for the last year or so, Assassin’s Creed II is the much-awaited sequel to Assassin’s Creed (duh), and a game that promised to do away with the repetition that made the original so boring. Playing as Ezio Auditore da Firenze, another of Desmond Miles’ ancestors, the storyline this time takes us to renaissance Italy — a location considerably more colourful and interesting than the Middle East.

I won’t waste too much time re-hashing what has already been said in many other good reviews, but there are a few things that are worth saying…

Graphically, the game is very impressive.  Unfortunately, and this may just be the fault of my Xbox, there are several graphical glitches.  Textures going funny at the edges of the screen, mainly.

There are literally hundreds of things to collect, and lots of optional sidequests.  The best set, by far, is the “Assassination Contracts”.  Unlike the first game, there is an emphasis on being stealthy, and with two hidden blades, a pistol, poison and ways of distracting guards at your disposal, there are a number of different ways to approach everything.

For the achievement whores among you, it’s also very important to note that there are only 100 feathers to collect (in place of a million flags), and most of the achievements are storyline-related.  Indeed, I’ve gotten 1000 gamerscore within two weeks.

In short, I recommend it. Muchly.

inFamous

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It’s been a while since I’ve been bothered to review a game, but inFamous is too good to not write about.

First off, let me point out that this game is a PS3-exclusive. If you only read reviews pertaining to Xbox or Wii games, you should stop reading here.

inFamous tells the story of Cole McGrath, a messenger unwittingly tasked with delivering a bomb for an unknown customer. The bomb goes off, killing most of the city in the process, but Cole survives… with electric super powers.

Electric super powers sound a bit lame on paper; you can fire thunderbolts and… that’s about it, right? Wrong. Sucker Punch have pulled out all the stops to make sure that Cole feels very powerful. By the end of the game, you’ll be sporting the ability to hover, use a Jedi-like “force push”, grind along train tracks, and throw energy grenades. Each of these powers can be upgraded based on whether you’re good or evil, which makes playing the game twice a bit more interesting.

The good/bad karma system is pretty important in inFamous — as already mentioned, it governs the way that your powers evolve. It also affects how people see you, which missions become available and how the storyline eventually unfolds (though I was disappointed to find that the final cutscene is the same for both endings). Unfortunately, its implementation is annoying… Presented with a black and white moral choice (the screen’s colour actually fades), Cole spells things out for you: “Hm… I could kill him, or I could help him!” … Thanks for the insight, genius.

Despite how annoying this becomes, the rest of the game is a joy to play; there’s enough variation in the sidequests that they don’t feel repetitive, and the main quests are all very different and interesting. The powers are dished out with great timing, too, so you’re never running around feeling under or over-powered.

Summing up, then:
The Good: Great gameplay, great story, great… well, pretty much everything.
The Bad: Black/white moral choices — no neutral option.
The Ugly: Some of the graphics are jaggy, and I fell through the floor more than a couple of times.

I’d actually say that this game is good enough to buy a PS3 for. And if you’ve already got a PS3, the least you should do is download the demo; this is easily one of the most fun games I’ve played in years.

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