Canabalt

Jumping like your life depends on it.

In Canabalt, you jump or you die. It’s that simple. When you think about it.

But Canabalt doesn’t give you much time to think. You have no control over your avatar’s movements in the game besides jumping. He is already running. Your responsibility as the player is to make sure he jumps. There is one button in this game. It can be picked up by anyone. The only difficulty curve is learning to overcome your own lack of patience to wait until that perfect second to execute the jump. There are no pretenses of depth that only end up disappointing.

The game starts in what appears to be an office building. Your avatar is wearing a suit. He starts to run. The window you jump through accents the beginning of what will most certainly be a daring escape.

The entire time you are playing Canabalt, you are gripped with fear of the unknown. Will you make the next jump? Will you escape destruction? And where is it you are escaping to? But there isn’t enough time to contemplate the incongruities of this game. You have to run. You have to jump. Freedom awaits. Or more buildings.

I could say I had visions of Out of this World (Another World) and Flashback while playing this game. The simple, yet effective artwork and smooth animations bear enough of a resemblance. But in truth I couldn’t stop thinking about F-Zero GX 1, and the billboards throughout the game that tell you to “GO FAST”. The obnoxious guitar-laced techno always thumping in the background, constantly pressing you forward.

Canabalt is the same. Like some other iPhone/iPod Touch games, it allows you to listen to your own music while playing. But to do that would be a mistake. Before the game starts, Semi-Secret advises players that headphones supply the best experience for their game. They’re right about that.

There is only one piece of music in this game2 . It starts off quiet, then develops into the same abrasive techno from F-Zero GX. You can’t help but feel prodded by the music, letting it affect your decisions. A high, long jump when it gets loud seems only fitting. Then it gets quiet again. But you don’t want to slow down; you can’t slow down.

The more you run, the more momentum builds up. The soundtrack complements everything that happens on screen. It is essential to the experience. Every single footstep can be heard. Stone, metal, and then glass breaking as you leap through a window across another gap between buildings.

Semi-Secret Software didn’t really have to do that, you know. There is no purpose to breaking through windows or the delectable tinkling sound of falling glass that results. It is the only thing in Canabalt that feels gratuitous; It’s embellishment for the urgency of your escape. Clearly you will stop at nothing – not even a full-story pane of glass – to get away.

Then there are other obtacles. Sometimes you have to hit them to slow down for a short jump before a long one. Sometimes undetonated bombs fall from the sky. You have to jump over them, or they explode when you hit them. Despite the urgency to keep moving at all costs, Canabalt makes you think ahead. You dread what’s coming. You don’t want to ruin a good run.

The buildings are random. Sometimes the gaps seem like they are getting bigger. You learn that holding on to a jump even for a split second more extends the airtime.

The whole time you are running, there is a war going on in the distance. More likely it’s an invasion. You never find out. It brings to mind the tripods from War of the Worlds and Half Life 2. These silhouettes are purposefully placed out of focus, so you can never pay full attention to what is happening. There is a more important task at hand: survival.

The most revealing feature of this game is the lack of a pause button3. You are running for your life, away from some unknown force that will surely kill you if your death-defying stunts don’t. The only thing left is your life. This is an all-or-nothing gamble. There are no breaks. There is no stopping. You either make the next jump, or you die.

I’ve seen Canabalt labelled as one of 2009′s “indie darlings.” The criticism that naturally follows such attention has focused on its lack of producing an experience of any significance; it’s too short. Aside from the initial novelty, there is no reason a person needs to pick this game up more than once. They would be wrong. There is a reason.

Canabalt is a game of the simplest philosophy, hearkening back to the days where “High Score” actually meant something4. Success is easily quantified. There is no secret there: to go farther, you must get better at the game. Anyone can grasp this concept. The failure condition is equally simple: you die. But even here the game has something to say, because you don’t just fall into a chasm. You hit the brick wall of your skill level. Canabalt wants you to do better.

With enough patience, Canabalt can last forever. And you want it to last forever. As long as that character is running across the screen, you are alive. You go on because you must.

Or you die.

  1. In April 2006, I went back and reduced F-Zero GX to its most basic elements. It could easily pass for another description of Canabalt.
  2. I know that the recent version 1.2 update included some new features, including more music (a piece that must have been rejected from a Final Fantasy game), a pause button and uh…a billboard. But these changes are unnecessary. I’m reviewing this game as it was originally released on the iPhone, and as it should have been left. Its spartan presentation is the only reason this game spoke to me.
  3. Ibid.
  4. The global leaderboards in version 1.2 is the only improvement that actually makes sense.
Posted in action, favorite games of 2009, iPhone, reviews | 2 Comments

Borderlands: Genre Pollution

Quick, everyone pose for the camera.

With Borderlands, a game described as a “role-playing shooter”, developers Gearbox hope to capture the audience that spends many sleepless nights wandering through forgotten strongholds while pillaging corpses and undefended treasure chests. They want to make the grind of the modern Fantasy role-playing game appealing to those repulsed by the thought of more swords and sorcery and Siberian tiger mounts. Gearbox is going post-apocalyptic wasteland on this formula. They’re going to make this grind cool.

Borderlands is influenced by games that are second jobs thinly veiled as “entertainment.” There are enough trappings in most that the player does not immediately recognize it until they are separated from the system. Maybe the rewards are frequent enough; the increase in character abilities more steady and immediately gratifying. But Gearbox fails to dress up Borderlands to hide from the player the laborious byproduct of the genre. As a result, Borderlands merely resembles a mechanical facsimile of its influences.

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Posted in fps, reviews, rpg, xbox 360 | 2 Comments

Prototype: With Great Power Comes No Responsibility

Alex Mercer fears no one.

Prototype is excess. It is what happens when game designers grow up with American comic books post-comics code and the type of Japanese animation that is more interested in overblown displays of power than telling a story. It is a game with rules that are designed to be broken at every turn. The player is rewarded for brazen and barbaric tactics. In Prototype, there are too many abilities and limitless power, yet no loyalty to an ideal. Like X-Men‘s Dark Phoenix, Alex Mercer is granted godlike status with no one to stand in his way. The game revels in bloodshed and in selfish pursuits that amount to little more than breadcrumbs on the trail of some government conspiracy. Prototype is advertised as a “superhero” video game. But Alex Mercer is no hero. He isn’t even an anti-hero. He is a plague on humanity. And at the end of it all, after everything he has wreaked upon the city of New York, this descriptor proves to be the most accurate.

After a few hours of play, Prototype will come across as a patchwork of unfinished concepts. On the one hand, it offers up such a varied selection of powers and skills that it will suit any playing style, and in theory adds levels of complexity to completing the tasks that are presented to the player. Yet on the other, Prototype provides two completely overpowered vehicles that will get any job done a lot faster, without the strategic use of Alex’s talents. This is a game that needs rules put in place. While I wanted to figure out other ways to approach Prototype‘s challenges, the winning strategy was to cause enough havoc to summon a strike team, and then steal their vehicles. Aside from some fairly engaging boss battles where vehicles were not options, the challenge in Prototype is the player’s own restraint.

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Posted in action, comics, console gaming, reviews, xbox 360 | 3 Comments

Prince of Persia: Epilogue

The Prince and the Fallen King

This is the second part of a two-part review of Prince of Persia (2008) and the “Epilogue” (2009) downloadable content. There are spoilers, but you already knew that. This review examines the “Epilogue” adventure and its relationship with the original game. The review of the original game can be read in Part 1.

Whether fans of Prince of Persia (2008) want to accept it or not, Epilogue (2009) is canon. At its core, it is a meandering journey through the corrupted Underground Palace that adds neither depth to the original story, nor game mechanics of any real consequence to the original game1. So what was the purpose of this new content? The cynical answer to this question would be “to get stupid people to pay for the intended ending to the original game.” And while I can agree with that statement, there are parts of Epilogue that skirt the edges of something great – something that should have formed the basis for the original game. Epilogue implores us to keep the candle burning for this series, in a last-ditch attempt to convince us that UbiSoft hasn’t lost their touch with the franchise they resurrected so successfully six years ago. Prince of Persia (2008) was just the beginning; we can expect more from the obviously planned sequels. Except Epilogue fails to convince us that there is anything worth waiting for.

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  1. Just to be perfectly clear, when I refer to the “original game”, I am always talking about Prince of Persia (2008) – not Mechner’s game from 1989.
Posted in action, adventure, reviews, xbox 360 | 1 Comment

Prince of Persia: Destiny or Inevitable Conclusion?

Under the watchful eye of Elika

This is the first part of a two-part review of Prince of Persia (2008) and the “Epilogue” (2009) downloadable content. There are spoilers, but you already knew that. Taking UbiSoft Montreal’s intentions at face value one should be able to review both as a complete game, but I don’t think it would be fair to the intent of the original…but I’m getting ahead of myself.

When I finished Prince of Persia (2008), I was left feeling incredibly disheartened. The game’s ending made me question what I had been spending the last seven hours trying to achieve; it basically undoes everything you have been setting out to do for the entire game. But I did not feel frustrated; rather, I felt the ending was necessary – and the game brilliantly makes you a willing participant in this sequence of events. It does not give you a choice because it is something that you know, deep down, needs to be done. Prince of Persia is not an action game. It is barely an adventure game. It is a roleplaying game without the choice and the number crunching and the inventory management. You are given the role of the reluctant hero, thrust into a situation that clearly requires significant physical and emotional investment, and ultimately tasked with making a decision that has but a single response.

As a storytelling device, Prince of Persia excels. In fact, if this was a review for an interactive storybook, Prince of Persia would be the best and most beautiful interactive storybook of 2008, The End. But it is not. It is a video game.

As a video game, Prince of Persia leaves me wondering whether this is yet another milestone on the road towards the future of video games that I have come to dread. It leaves far too much out of the hands of the player, and instead relies on a few button presses to initiate the marvelous acrobatic moves that take place on screen in the march towards an inevitable conclusion. Prince of Persia manifests every video game enthusiast’s complaint about linearity and player freedom. And because it is so overt, it is identified as the greatest fault committed by this game.

Should Prince of Persia be held to a different standard because it simply illustrates what we all know is true about video games that rely on narrative? The way it showcases the story as the main driver behind the action is no different than the most linear of first person shooters, but there is a degree of skill involved in running whatever gauntlet a FPS would present. Prince of Persia is flexible in its controls, easily forgives failure, and yet when it tries to offer complexity in the form of Player-initiated exploration and a structured combo system for combat, they are in such sharp contrast as to be superfluous to the game’s design. Prince of Persia is in constant struggle with what is expected of it, and what it wants to achieve. And the game ultimately suffers for it.

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Posted in action, adventure, reviews, xbox 360 | 7 Comments

The Video Game Demo: advertising catalyst or legitimate demonstration?

Is this what 90%+ looks like?

Within the first fifteen minutes of playing a video game, I can tell if it will be good. I have yet to decide whether this is a useful skill in the context of adult life.

Services like Steam and the XBox Live Marketplace have effectively streamlined the process of consuming game demos, often before a game is available for purchase. This strategy is part of any publisher’s winning marketing plan. Let the masses jump on the game to provide free word-of-mouth advertising, and then watch them argue ad infinitum in every corner of the internet, since no one can be proven wrong. This is the ideal way to arrive at launch day. The review scores hit the usual aggregate sites based on the media’s preview copies, and people rush to the stores not just to get their hands on the game, but to prove everyone else wrong.

I am not usually such a person.

I have played and reviewed many demos since the inception of this website. In fact, I find myself relying on them more for the 360 than when I was solely a PC gamer. New PC games don’t stay expensive due to the high shelfspace turnover at electronics and even specialty retailers, whereas console games seem to retain their price a lot better1. When I’m thinking about a new game purchase, reading exaggerated reviews and watching video samples of the game in action aren’t enough.

This makes the demo extremely important to someone like me. And once I start making notes on my first impressions of a game, it’s hard to stop. Most demos I’ve bothered to play provided me enough information to settle on an opinion. I knew the games weren’t going to get any better. And in the case of Ghostbusters: The Video Game, I was ensnared by nostalgia in the hopes that I would be playing Ghostbusters III. I wish I could say that was true.

Then there was Batman, a license that wields even more brand power, arriving in the form of Arkham Asylum last month to an unsuspecting audience. There was suprisingly no hype to speak of; no previews out of the usual. The demo was made available two weeks prior to the full version’s release. It caught a lot of people off guard, myself included. Everyone was excited over the possibility that a video game starring Batman was actually good. Naturally, the initial impressions were positive – and they spread.

I played the demo the week it was available for download and was prepared to post a negative review based on my impressions. There is no way the game should be receiving overwhelming praise. Except something held me back. My experiences with the game felt unfinished.

Surrounding myself with the opinions of people I know and who had played the full version, my suspicions were confirmed: the Arkham Asylum demo was terrible.

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  1. Fallout 3 is a great example. Trying to find the game for the 360 is hard enough, and it still holds its $70 launch day price tag. The PC version can be found for less than $30.
Posted in console gaming, demos, game culture, gaming media, pc gaming, xbox 360 | 6 Comments

Gaming Made Me, Part 2: Critical Mass

One of the reasons I still write here.

This is the second part of a two-part series. Read “Part 1: Discovery”

I started thinking about writing full length reviews of video games in late 2001. I was still at University. I was going to make a website and came up with some generic name I thought was edgy and reflective of what I wanted to accomplish. It was going to cover more than video games. I had some things to say about popular culture.

After talking to some friends at school about my vision, there was some interest in this collaborative effort. There was already a zine floating around our faculty, but it was horrible. It was a soapbox for people frustrated with school and mostly contained their annoyingly priveleged views on an “oppressive” society. Instead of being provocative or insightful it was lampooning popular culture with pedestrian observations and half-baked philosophy. I could do better.

Of course, when you rely on friends to produce something for free, it doesn’t happen unless you get on their case about it. And I wanted to keep my friends. Plus, the whole “trying to graduate from University with a degree” thing. The project died on the vine, and I gave up the dream. For the time being, anyway.

I graduated from school the next spring, and started playing video games while I looked for work. My comptuer was getting old, and at this point the most it could muster was Unreal Tournament and Civilization III. I read the issues of PC Gamer that were mailed to me to keep up with the industry and the hobby I loved. I hung out on the internet a lot, and read too many terrible reviews that people actually got paid to write. My head started filling with ideas again. I could do better.

I started thinking about another website. Something that would capture my love of video games and provide an outlet for my brand of scathing commentary. I would call it “Tales of a Scorched Earth”, because I am an insufferable Smashing Pumpkins fan. I would adopt the handle of “Gatmog”, because it sounded cool and it provided the mystery any good internet handle should have1.

During this time, I started playing and thinking about video games as if it were research. I built a new desktop PC after I got a job and some money. I had a new purpose: I would record my thoughts on video games, write some reviews and share them with others. The availability and ease of use of self-publishing tools made this easier than I expected. I thought I would be doing something different than the typical weblog, and I used that as inspiration.

I wrote a lot of reviews and embarrassing posts during that time2. I published most of them. It was a start.

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  1. Only to non-Smashing Pumpkins fans. Hint: it is an acronym!
  2. They’re all there in the archives if you’re inclined to look. I don’t delete anything I have written here. How can you learn from your past if you just sweep it under the rug? Plus, it’s kind of funny. The uncomfortable kind.
Posted in 3ps, console gaming, features, fps, game culture, gamecube, gears of war, pc gaming, real time strategy, rpg | 6 Comments

Gaming Made Me, Part 1: Discovery

I logged more total hours into this game than World of Warcraft. Believe it.

The “Gaming Made Me” series of video game retrospectives started by Rock, Paper, Shotgun came from games industry writers, journalists and the designers that make them. It’s become a kind of collective autobiography sourcing the video games that shaped who they are.

Of course, the cynical part of me expected this community-driven effort to consist of mostly name-dropping key titles from the history of video games. But I’ve been pleasantly surprised by the response of webloggers that have taken up the mantle where Rock, Paper, Shotgun left off1.

So now I feel the need to contribute, because I think it is absolutely necessary for anyone who loves to play or write about video games to recognize the ones that got them into the hobby. Or in the case of game designers and professional writers, what made them get into the industry itself.

I have been into computers since very early on in my life, and playing computer games was a natural extension of that interest. However, I had no idea that this hobby would result in me creating a website to talk about them. I’m no industry figure, weblogging personality or budding game designer – I’m just a guy that loves to play video games, and write about them. For the people that truly love video games, they are as important as the books they read or the movies they watched when growing up.

For any game weblog, I’d say that writing something like “Gaming Made Me” is more essential than an “About” page. It’s important to let readers know where the author is coming from, and what games influenced their lives and opinions of what makes a great video game. It provides context for the reviews and criticism they produce.

At this point in my life, video games are no longer just a hobby. They have made me a writer, and they have taught me to be critical of things beyond video games. Both video games and this website have become such immutable aspects of my life, that I can’t imagine it without them.

It was hard to come up with this list. So hard, that I had to split it into two. I wanted it be a list of games that shaped me as a player of video games, as well as my viewpoints on what makes a great video game, instead of simply rewording a “favorite games of all time” list. So I’m not going to list off the Zeldas, the Half-Lifes, the Thiefs, or the Rainbow Sixes. That would be too easy for me. No name dropping of the classics and pretending as if they meant something to me in my early development as a gamer. The following list of games got me started in the hobby, tempered my opinion of the medium, and introduced me to the genres I love. Most importantly these are the games that eventually led me to write about them2. They are the ones that left an indelible mark. And for that, they must be recognized.

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  1. Read the posts by Matthew Gallant, Michel McBride and Nels Anderson. Thanks for getting things going, guys.
  2. Good or bad, the games that mean something to you always leave a lasting impression. Duncan Fyfe said it best in “Prometheus Unlocked”.
Posted in adventure, features, game culture, pc gaming, real time strategy, rpg, shoegazing | 5 Comments

Ghostbusters: The Video Game continues the assault on nostalgia

Who knew trapping a ghost would provide enough reason to play this game?

“If you loved the films then this is the game that you have been waiting for.” – Extreme Gamer

“If you’re a fan of the movies this alone is largely enough to look past the game’s failings.” – Total Video Games

“If you dug the movies, there’s no reason that you should be disappointed with Ghostbusters: The Video Game.” – IGN

Reading the recommendations1 for Ghostbusters: The Video Game (2009) is infuriating; the reviews that avoid hauling out these useless tropes are in short supply. Though I can’t blame the reviewers entirely – it’s a function of the industry, and we’ve been programmed to tolerate it. The video game industry has an entire sector dedicated to parading our childhood out in front of us whether repackaged (just look any major XBox Live release), or bundled on some compliation disc. And it always seems to garner a wistful response from the video game media.

Yeah, I remember those times, too. They were great, weren’t they?

And we all know what happened with The Phantom Menace and Indiana Jones and the Kingdom of the Crystal Skull. After the initial euphoria wore off from years of waiting, we saw these endeavors for what they really were: cash-ins by creators who had lost touch with their creations a long, long time ago.

So why Ghostbusters? When you think about it, it’s been close to 20 years since a proper Ghostbusters game has even been made2. Ghostbusters is the next logical target, waiting like some vein of precious metal to be exploited. Is Ghostbusters: The Video Game intended for the demographic of gamers who are slowly losing interest in the hobby because it no longer speaks to them? Digging up a beloved franchise is the easiest way to draw this audience back in; it’s clearly working for Hollywood lately3. There was also plenty of turmoil surrounding who would actually publish Terminal Reality’s tribute. Originally to be published by Sierra, the merge of Vivendi with Activision in 2008 ejected Ghostbusters: The Video Game into publishing no man’s land. The internet erupted with righteous fury. It was obvious why people wanted this game: it represented their youth, a comeback of sorts for a franchise that never seemed to get the treatment it deserved.

The game was eventually picked up by Atari, and released last month. Which also happens to be the 25th anniversary of the 1984 theatrical release of Ghostbusters. I think the whole thing was staged.

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  1. Go to Metacritic for more. The varations on this hackneyed praise aren’t tough to find.
  2. Yes, I know about Extreme Ghostbusters Code Ecto 1. It was a side scrolling action game based on a cartoon nobody watched and was largely ignored by the gaming press. And with good reason. It was terrible.
  3. Transformers, Astro Boy, and G.I. Joe, anyone?
Posted in 3ps, action, demos, movies, xbox 360 | 4 Comments

finding Wolverine

Was this the only promotional screenshot released for this game? Do a search.

On the surface, X-Men Origins: Wolverine seems like a single player verison of Raven Software’s own X-Men Legends/Marvel Ultimate Alliance, that focuses more on the immediate thrill of the action instead of stat boosting and party management. Most importantly, they have learned from past transgressions X2: Wolverine’s Revenge and X-Men: The Official Game 1, which were pathetic responses to fans who have been waiting for a proper X-Men action game since the 16-bit era.

In Raven’s previous action RPGs, Wolverine was just another character that had a few powerful melee attacks and a regenerating health bar. As a member of a party, the personality and feel of the character were lost among the others in the game through the party’s inherent interchangeability. Not to say that his witty remarks and added durability weren’t welcome in any party; rather, it was the overall game’s design that limited the character depth to present the mechanical essentials of each character so they would do exactly what you would expect of them.

With Origins, I get the feeling that Raven wanted to show Wolverine fans they haven’t forgotten about their favorite character. They have attempted to create an unflinching portrayal of Wolverine that is all at once bestial, ruthless and completely without fear. They wanted to give him moves that were previously only seen on two page spreads in the comics. That’s probably why they included the sequence where you leap into the air and stab a helicopter.

With each slice and thrust, with each severed body part and spray of blood, Raven is trying to tell us something: Wolverine is a vicious animal. He is a meat grinder, an unstoppable force that will level the opposition into bloody chunks. You will see heads being lopped off. You will see enemies skewered on adamantium claws.

But is it satisfying? It is not.

Ninja Gaiden II is one of the most violent and bloody video games created by man2. Even though you are using a sword, there is an affinity shared with the action on-screen. It subscribes to an ancient warrior philosophy: that the sword must be the extension of the body. The sound of a single steel blade blocking an attack, the visual feedback as sword meets flesh, the absurdity of blood spraying in every direction, the resultant thud of detached body parts – these are the expected outcomes of such activity. And they are exacted with such precision and ruthlessness that you can’t help but be drawn into the game.

And yet Wolverine, whose “swords” are in fact part of his body, yields nothing remotely similar. He could be punching the characters on screen for all I can tell. Considering how integral these weapons are to each attack, to the character’s very being, one would expect the level of emotional investment for each kill would increase exponentially beyond the use of a 30-inch piece of tempered steel. But this is not the case.

There are no mobs; instead, enemies are carefully placed around the level for you to use the environment (i.e. spikes sticking out of the ground), make Wolverine spin around in circles, or provides a launch pad for you to use the Lunge attack. One of my favorite additions to the genre, the Lunge attack is much more visually rewarding than jumping, an act that seems unnecessary in comparison. However, the Lunge simply reiterates the problem with this game: there is always distance between the Player and his objectives. There is time to think and decide about how to attack. There are combinations of claw attacks that can be used, and there are special powers that can be levelled up. Kind of like Raven’s other games.

But there was never a time where I was confronted with a horde of enemies, or felt I was in danger at any time. There was no risk or opportunity for this character who is famous for dealing with overwhelming odds, to excel. There is blocking, but there are no counter-attacks. The decapitations seem random and there is no equivalent to Ryu’s Obliteration Technique. Combat is procedural in Origins: go over here, attack, enemy takes some damage. Repeat. There is no fanfare. There is no real visual payoff.

Even in the demo, I can see how this approach to combat will fail in the long term. I know that it will be drawn out just to develop the missing chapters that the movie only refecences in passing. But despite these feelings (which are correct), I still want more. I want to be Wolverine because he is perfectly suited to such an endeavor. I want to repeat the connection I felt at Ninja Gaiden II‘s most primal moments, where blade meets flesh and bone to produce buckets of blood. Origins seems to skirt the edges of what it means to have Wolverine’s claws to mete out his fierce vengeance, but the game never fully commits to this ideal.

The introductory film at the beginning of the game shows a Wolverine in a tattered X-Men uniform: attacking everything in sight, claws dripping with blood, spittle dribbling from his bottom lip. He was an animal that took pleasure in the act of killing. This is the Wolverine I grew up reading about. However, X-Men Origins: Wolverine doesn’t hold up its end of the bargain. It disheartens the player that has envisioned the displays of savagery that were reserved for the pages of comic books.

So I find myself incredibly angry at this game. And not the same as I was with Wanted: Weapons of Fate3 – that was the result of a development team that completely mishandled a fairly new property. This is Wolverine, people. A character that has evolved over a period of years through comic books, cartoons, video games and movies. We know him and we know what to expect from him. So why did Raven feel the need to hold back?

Despite the association with the terribly received film, X-Men Origins: Wolverine could have been an excellent action game standing on its own alongside landmarks like Ninja Gaiden II. But because Raven’s restraint is clearly exhibited in the game’s core mechanics, there is no way it can ever fully emerge as a study of Wolverine’s darkest characteristic: his killer instinct.

  1. My review of X-Men: The Official Game remains one of the shortest ones I have ever written.
  2. And one of the greatest games of 2008. Read the full review for more. Seriously, go do it.
  3. I didn’t even have to play the full version to know it was terrible. And yet the biggest complaint among video game reviewers was that it was too short. And people wonder why I keep writing at this website!
Posted in action, comics, demos, xbox 360 | 2 Comments