Despite its apparent flaws, the game clearly welcomes its niche labeling with open arms, swiftly constructing a pitfall for gamers on the prowl for something unfamiliar, albeit ponderously off-kilter.
Reaper of Souls improves so much, so quickly, that gamers may too engrossed to remember to resent Blizzard's requirement that players remain connected to the Internet while playing.
The game meets its goals with nuance and flair, satisfying BlazBlue devotees and piquing the interest of anyone who occasionally dabbles in intensely offbeat 2D warfare.
This is entertainment of the tawdriest variety, and while a game has no obligation to be significant, it'd be nice if it wasn't so mindless.
It's a shame Arzest routinely steps out of line when it comes to the visual and aural artistry of Yoshi's New Island, because the gameplay ushers the little spin-off that could into the current century.
A 15-hour power trip through the streets of Seattle, where the threat is believable, and the power to stop them rests solely, and gleefully, in the player's hands.
A clueless game that has lost sight of what made its digital ancestors genre classics, cheapening itself by unwisely choosing style over substance.
Even though it tries so very hard to jam-pack a pick-up-and-play shooter with missions, weapons, and multiplayer options aplenty, it's a game that has limits to its staying power, leaving the player hungry for something more substantial.
No matter how much C4 you pick up, players can't escape the confines of Camp Omega, nor from Ground Zeroes itself, the most expensive demo ever built.
While From Software amped up the comprehensive difficulty in Dark Souls II's most critical areas, they've managed to sneak in a tiny gift or two that may keep newcomers from completely losing their composure in distressful situations.
The graphics have received the expected uptick in resolution, but Square Enix has also given both games a decent once-over, adding additional environmental detail, effects, even facial animations for the main characters.
The game takes full advantage of the extra hardware, cleverly utilizing a full surround soundscape to drench the player in the foreboding atmosphere of the haunted forest, while retaining the same striking animation.
The lesson to be learned from it is for anyone making this kind of game to find the beauty in simplicity. Also, to never, ever fart on another man's balls.
Enter to win Blu-rays of Breaking the Waves, Möbius, DVDs of Flowers in the Attic, a Philomena prizepack, and more! >>