Renegade Ops - GR Review

Renegade Ops - GR Review

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AppId is over the quota

On start, if you just let Renegade Ops sit for a moment before pressing a button, a motion comic plays that spells out the plot of the game; a villain calling himself Inferno, who is definitely not Cobra Commander, has blown up a city and threatens to blow up more. Angered that the U.N. or N.A.T.O. (or whatever) capitulates, General Tough-As-Nails quits his commission to round up his own band of vigilante heroes to beat the crap out of the clandestine military organization that is definitely not Cobra.

It’s pretty much the perfect plot for Renegade Ops, a vehicular twin-stick shooter that feels a lot like playing with Hot Wheels cars armed with machine guns (Pew-pew-pew!). The top-down view also reminds me of Super Off Road with no track and lots of explosions (Ka-blowie!).

The first level has a fair tutorial section, introducing its mission primary and secondary objectives, marked with red and grey arrows. The arrows lead you from encounter to encounter, though they sometimes have pathfinding problems if you go under a bridge. Tarry too long with the secondary objectives, and a timer appears on the bottom of the screen. If the timer runs out, the game ends.

Your regular weapon is an upgradable machine gun, with a secondary weapon that varies from missiles, which take a chunk of enemy health, to a flamethrower that slowly takes away life after being hit, to a railgun that can be charged for extra damage. You can choose from four cars, each with its own special ability that recharges slowly over time. The real highlight is when you get to use a helicopter, firing down from above at your enemies on the ground; the first boss fight, where you fire down on an enemy submarine, reminded me of classic arcade cabinets like 1942. However, this happens rarely, with most of the action taking place on the ground.

Jumping in and playing Renegade Ops on normal difficulty, I was struck by how hard it was. I was quickly blown up, repeatedly, and Normal affords you only five lives. No continues, though you can restart any level you’ve reached. It gave me pause and made me think that maybe the default difficulty level of Casual was accurate. With infinite lives and reduced enemy health and damage, it was certainly easier. But me, play through a game on casual mode? Pfaugh! I would have to eat my gamer pride. I pressed on.

What I discovered on my second attempt at normal difficulty was Renegade Ops’ light RPG element. The more destruction you cause, especially linked together after destroying a large vehicle, the more experience points you gain. You can expend the points between levels on vehicular upgrades to your health, weaponry, and special weapon. The experience continues to add up even if you don’t finish the level; Renegade Ops expects you to grind until your vehicle matches the difficulty of the level.

This is fun, once you soup up your car enough to keep from being completely owned by the first level, but quickly reaches a point where your car is too powerful for the game to be challenging. Circle strafing around a tank to have it blow up seconds later is awesome in theory but, after the fifth one in a row, starts to lose its shine. A difficulty graph would look something like an exponential curve starting out at stupid-difficult and moving downward and plateauing into baby-soft ease. Hard difficulty level remains fairly challenging but still has the problem of being repetitive.

Multiplayer, either online or splitscreen, is where the gameplay really shines. In Co-op only, the repetitive nature of many of the tasks are cut down when you have multiple players blasting through a level. However, there were no games available online at present (on the PS3 version) unless I hosted one, and it was only possible for me to host a level I had already reached in the single-player version. Once the game started, it started to look like the whole game had been designed with multiplayer in mind.

Secondary objectives which had been impossible suddenly were much more reachable, and enemies that had taken a long time to defeat were much more manageable, with the general pace picking up much quicker. It was possible to have up to four players join, but I wasn’t ever able to find more than one at a time.

The local splitscreen mode at first felt a little cramped, which made me glad it was limited to just two players. Halfway through the first level, I switched it from a static to dynamic display. The dynamic display started with both cars on the same screen, then when they diverged, the screen split at that point in whatever direction they were moving, and the split moved based on where the cars were in relation to each other. Both I and my “I suck at driving games!” girlfriend thought the dynamic mode was awesome. It should be noted that my girlfriend had a lot of fun blowing things up as well (Pew-pew-ka-plow!).

Renegade Ops looks great and clearly had some money thrown at it. The motion comics are professionally rendered, if a little stiff, and the voice acting is professionally hammy, suggesting the A-Team and G.I. Joe. I couldn’t stop imagining every line by the villain Inferno being delivered by Cobra Commander. The throwaway plot has less depth than a children’s wading pool, but for a game that reminds me of playing with Micro Machines, it fulfills all the desires of my inner ten-year-old boy to kick ass.

The game itself has a lot of polish for a budget title, especially compared to other twin-stick shooters. There are a few problems with texture drop-in, with trees and or other elements popping in moments after everything else at the start of a level or during an in-game cut-scene. The 3D rendered world and vehicles looks great, and the explosions and special weapon effects make it clear that blowing stuff up is the priority. The most satisfying part of the game for me was watching the animations after I drove through a shack, tent, or flimsily built house, and watching it crumble afterward in my wake.

The nine levels on normal difficulty mode took about six hours, though that could be shorter if a player didn’t try to fulfill the secondary objectives. While there was no available extra content on the PS3 version, the game released on Steam on October 26th with Gordon Freeman’s buggy from Half-Life 2 as exclusive DLC. The game has little replay value, aside from trying to beat it on higher difficulty modes.

Renegade Ops is a fun, if repetitive, vehicular twin-stick shooter that looks great, has a satisfyingly dumb story, and lots of cool explosions. It’s a little weak solo, but you could do far worse than spend six hours with a buddy, gleefully blowing things up together.

Review based on PS3 version. Code provided by publisher.


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[NSFW] THQ Loses 25 Four Foot-Long Purple Dildos

[NSFW] THQ Loses 25 Four Foot-Long Purple Dildos

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AppId is over the quota

On of the deadliest weapons in Saints Row: The Third is the Penetrator - a four foot-long purple dildo on a wooden stick used to dickslap adversaries. With the game releasing next week, THQ sent a number of real-life Penetrator replicas to journalists across Europe (damn, I wanted one). The only problem is... is that they lost 25 of them.

THQ claims to have a handle on the situation, and will go to any depth - and they mean deep - to ensure these dildos don't fall into the wrong hands, or even worse, fall into the wrong holes.

Look out for Nick's review of the game, any day now.

Cool story bro: I'm writing this on a plane right now, and the two passengers to my left, as well as the stewardess flight attendants have given me a look like I'm a disgusting pervert. They're right, but this is just work.


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GoldenEye 007: Reloaded - GR Review

GoldenEye 007: Reloaded - GR Review

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AppId is over the quota

Once upon a time, there was a game for the Nintendo 64 that put all other movie-licensed games to shame. Rare and Nintendo teamed up and produced a console first-person shooter that made for endless deathmatches and slappers-only entertainment. Matches were competitive to the point that they quickly became silly opportunities to mow down your neighbors, your best friends, and even your brothers and sisters.

Those times are long gone. Goldeneye 007 will never be as good as it was way back when. Seriously, stop trying to bring it back. Electronic Arts tried once. You've probably dug up your Nintendo 64 and had a few matches before getting right back to Halo. This time, Activision has used the Necronomicon Ex-Mortis to raise Goldeneye's worm-filled corpse.... TWICE OVER.

Last year's Wii-exclusive Goldeneye 007 must have performed well-enough, but it would be a safe bet that the company always planned to port it over to the Xbox 360 and PS3, where online multiplayer and HD graphics could reign in another crowd of suckers.

James Bond is yet again caught up in a mystery and conspiracy involving Russians, space-faring nukes, stolen helicopters, and his old partner 006. HE'S THE BAD GUY EVERYONE. You've already seen this movie, played this game, played it again, and now here you are, as Bond, but not-Bond, fighting the same enemies and progressing through the same levels.

Daniel Craig steps into the shoes this time... again... F***. This is getting confusing. Let's quit beating around the bush and say what everyone is already thinking. This game is not what you want it to be. It's not worth your money if you played the original. It retains the smallest iota of Goldeneye 007 from the Nintendo 64 and replaces every other aspect of the game with corridor shooting and roller-coaster riding a la Call of Duty. It's even in Call of Duty's engine. This is lazy, lazy, lazy.

Goldeneye 007: Reloaded does score points, though, for its numerous difficulties and modes. The hardest difficulty removes the regenerating health and tasks you with rationing your body armor and health pickups accordingly. That's about as non-Call of Duty as it gets, so gamers with nostalgia for the 64 outing should know that some of the difficulty they remember returns here. MI6 missions complement the single-player game, and online multiplayer is about as playable as ever. It's true that many positive steps have been taken, but gamers who ignore some of the finer aspects of Goldeneye will surely find their money wasted.

Stealth was always a key component in James Bond gaming, but here it's simply optional. Ignoring the opportunities the game gives you to silently take out armed thugs or all of the spare objectives in harder difficulties will ultimately filter out all the greatness that even suggests this game could live up to your memories as 007.

Instead of forcing the player to play the game the way it was back in the day, Goldeneye 007: Reloaded does too much to modernize the classic first-person shooter. That ultimately means that players have to dig deep if they want to find the golden nuggets of nostalgia. Modern gamers with no memory of Rare's classic shooter will be disappointed after all these years of Battlefield and Call of Duty.

Remaking games is hard, and what little Activision has done to maintain the Goldeneye spirit is commendable. At least they didn't create a game that gave you an actual Goldeneye. Still, there are much better shooters on the market. It's time to hang up the cummerbund and bow tie and enjoy your martini with another game.

Review based on PS3 version. Copy provided by publisher.

C+ Revolution report card - Not the Goldeneye you remember- Easier difficulties leave out many objectives+ Harder ones bring them back- Stealth play is totally optional+ Non-regenerating health in hardest difficulty+ MI6 Bonus Missions- Totally skippable multiplayer- Daniel Craig sucks, Pierce Brosnan IS James Bond (in Goldeneye)- Muddy textures


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Deus Ex: Human Revolution - The Missing Link - GR Review

Deus Ex: Human Revolution - The Missing Link - GR Review

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DLC
should do several things in order to be successful. It should expand upon the original game. It should create a new experience, despite maintaining the feel of the original gameplay. It should fix some of the issues gamers had with the core campaign. Finally, it should be just as entertaining in a brand new playthrough as it is as a standalone experience.

The Missing Link suffers from the same problems the majority of Mass Effect 2 DLC had. Players who've completed their initial playthrough and aren't ready to start a brand new one won't get the full effect and as a standalone product this DLC falters in its emulation of the main campaign.

The Missing Link occurs just after Jensen partners with Tong Si Hung to sneak aboard a Belltower cargo ship in order to gain passage to the Omega Ranch where Megan and her research team are located. Instead of staying hidden aboard the ship for three days, The Missing Link puts Jensen on a quick detour through a Belltower Security encampment.

The DLC does allow you to respec Jensen midway through a playthrough, but if you launch the new pack from the main menu, this won't mean a thing since you start with no augmentations whatsoever. Clearly the worst way to enjoy your $15 DLC is playing it right away. Be patient: Play through the game again with the DLC installed. The experience will be better for it.

If you're impatient and just play the DLC by itself, The Missing Link will suffer for it. It does manage to fix the main game's abhorred boss fights by giving you a number of options to defeat the Belltower boss, including stealth and incapacitating him rather than killing him outright. The pack also introduces another thread to the Illuminati conspiracy plot and provides players with more combat, stealth, social, and hacking opportunities.

Still, Adam Jensen's detour doesn't feel necessary in lieu of the entire Human Revolution campaign. There was more than enough to convince players of the Illuminati threat in DXHR proper. The same can be said of the combat, stealth, and hacking, all of which was done better in the main game.

If you've just got to have more Deus Ex: Human Revolution, The Missing Link is more than worth its $15 asking price. If you really enjoyed this year's stealth-action RPG hybrid, you might want to wait for the desire to playthrough the game again or for the DLC to go on sale. Otherwise, The Missing Link could have stayed missing.

Review based on PS3 version. Code provided by the publisher.

B Revolution report card + A Boss without Brute Force+ More hacking, more stealth, more combat- Only for those in need of more DXHR- Not compelling by itself+ Sufficient playtime


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Also known as: DXHR: The Missing Link

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Gotham City Impostors Looking at January 2012 Launch

Gotham City Impostors Looking at January 2012 Launch

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AppId is over the quota
While Gotham City Impostors certainly seemed like a game Warner Bros was using to captalize on the Batman fever surround Batman: Arkham City, every time someone previews it they walk away increasingly impressed. I'm kind of bummed that I haven't had a chance to play the game yet either.

It appears we won't have long to wait as a beta will be launching next month and the game should be officially released in January of 2012.

Don't forget to apply for the beta. If you don't apply you won't be selected. Check out the trailer above for a taste of the action within, but make sure you head to the Gotham City Impostors website to put your name on the list.


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Resident Evil: Revelations - Preview

Resident Evil: Revelations - Preview

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Resident Evil: Revelations is Capcom's attempt to retain the action of Resident Evil 5 while keeping the thrills and sci-fi story of past Resident Evils. That this is on Nintendo 3DS makes the attempt only the more daring. As a return to its survival horror origins, ammunition is more limited, exploration and puzzle-solving are key, and monsters unexpectedly jump out from corridors, ceilings, and whatever holes they like to crawl out of.

Revelations explores one of the first missions that Jill Valentine and Chris Redfield accepts after co-founding the Bioterrorism Security Assessment Alliance (BSAA), though they are not partnered together. Chris and former SOA-agent Jessica Sherawat have gone missing and their last coordinates point Jill Valentine and fellow BSAA operative Parker Luciani to a tempestuous spot in the middle of the Mediterrean Sea that wouldn't be out of place in Deadliest Catch. This leads both duos to shuffle about a steel-bound, semi-flooded cruise ship with hazardous mutants, probably infected with the T-virus—which is all well and good if you're fond of tiptoeing down rusty hallways with heavy, echoing footsteps.

Apart from the newly revealed Keith Lumley and Quint Cetcham, two tech-oriented agents (and otakus) who were shown in a presentation investigating a snowy mountainous area, not much was revealed in terms of the story. The brief thirty-second off-hands demo with these new characters showed off the previously revealed BioScanner “Genesis”, which lets you see invisible enemies by tracking their body heat signatures. Switching between a weapon and the BioScanner is quick and not as cumbersome as switching held items in usual Resident Evil titles, so it's recommended to flip out the BioScanner by using the touch-screen before firing away with the main weapon.

Though Capcom rightfully decided not to show much of the plot, curiously written by Dai Sato of popular Japanese animations Samurai Champloo and Cowboy Bebop, the demo on offer allowed access to the single-player or cooperative multiplayer Raid mode, available ad-hoc or online, that is largely reminiscent of the earlier Resident Evil: Mercenaries on 3DS. The point is to clear short stages that reward you with higher-level weapons and custom parts that increase their damage, ammo capacity, and firing rate. Capcom admits that Raid mode is essentially based on loot lust, but it's an addictive mode that should give the game a lot of replay value.

In an interesting departure from the main series, damage to enemies is indicated by numbers that pop out of enemies like a traditional RPG. Yellow numbers mean standard hits whereas red numbers stand for critical hits usually inflicted by well-placed headshots. Also, some monsters will have special icons next to their health over their heads, such as a fist to signify tremendous physical strength or a shield to denote physical resilience.

Turning around with the camera is a tad finicky at the moment, though the game will support the upcoming circle pad accessory announced by Nintendo. It also features multiple control setups, different colors for laser sights for the color-blind, subtitles and dialogue for five languages, and an enhancer for 3D depth to complement the 3D slider. Most importantly—and I quote from Capcom—you can clear your save data.

Resident Evil: Revelations slips its way onto the Nintendo 3DS on February 7, 2012 in North America.


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3DS Could Eclipse First-Year DS Sales

3DS Could Eclipse First-Year DS Sales

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AppId is over the quota
Ok, so I'll admit it, the 3DS didn't rocket off to amazing sales like I had first predicted. The software just wasn't there, a fact that hopefully Nintendo has taken to heart for future hardware releases (I wouldn't hold my breath, though). But despite all that, those of us here at GR who play and own the 3DS have known that it wasn't a matter of if the system would take off, but when.


I'd have to say that time is upon us, my friends. You might be surprised to learn that despite its initial struggles, the 3DS is actually in a great position to sell more units in its first year than its wildly popular predecessor. The NPD Group's October numbers are in, and the 3DS is up to 1.65 million units sold in the US over its first 8 months.

The DS sold 2.37 million units in its first year, but half of those came during the holidays. Oh hey, that's about this time of year, too! For the 3DS to surpass the original DS, it would need an average of roughly 180,000 units sold per month until March. With Super Mario 3D Land coming out to drive the holiday sales, that target looks very plausible.

[Source]


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