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The Elder Scrolls V: Skyrim Review


The Elder Scrolls V: Skyrim
Developer: Bethesda Softworks
Publisher: Bethesda Game Studios
Platforms: Xbox 360 (reviewed),PlayStation 3, PC
Release Date: November 11, 2011
Price: $59.99 – Available Here

Overview:
In the video game world, there are titles who claim to be open world and offer plenty of exploration, however none of these titles could claim to have such mastery over the open world RPG than The Elder Scrolls series. It has been five years since we explored the land of Cyrodiil in Oblivion, and now perhaps the largest and most expansive title in the entire Elder Scrolls series has taken us to the icy land of the Nords, Skyrim.

Now reviewing a title such as Skyrim is not only a daunting task, but something that can be seen as one of the biggest challenges for a video game reviewer. The reason for this is that the title is just so expansive and contains so many different details and experiences to be held that the best that can be done is to dive right in and enter a world of dragons, swords, sorcery, snow and adventure.

Story:
A couple hundred years have passed since the world had to suffer through the Oblivion Crisis and now the land of Skyrim has fallen into a state of civil war. The player begins his adventure in Skyrim bound in the back of a wagon along with a number of other prisoners with his/her crime only being in the wrong place at the wrong time. You see, Ulfric Stormcloak, the leader of the rebellion is bound and gagged right next to you and he faces execution for assassinating the High King of Skyrim. Since you were captured alongside this man, you too face execution.

As you kneel down on the execution block and stare at the executioner’s axe about to descend upon your exposed neck, a creature of legend and power descends upon the small fort where you are being held. This is just the beginning of perhaps the largest and most involved storyline that I have ever seen. Rather than unfold at a set pace, the story in Skyrim unfolds at a slow pace no matter how quickly you decide to follow the main path, but let’s face it… you will be too busy exploring everything else and getting sidetracked on literally hundreds of side quests and side stories.

There are nine main hub towns that get a lot of focus and for most of these towns you will find multiple side quests and miscellaneous missions that will demand your attention. While the main storyline is always there calling for you to complete it, the fact that there is so much to do and so much to explore is just too much of a temptation to ignore. To make things even better, at times you will be unsure of what the main storyline actually is, could it be taking sides in the civil war? Finding out more about the dragons that are rising throughout the world and wreaking havoc?

With multiple story paths to be explored and plots to discover, Skyrim’s storyline intrigues me more than any other Elder Scrolls title and more than any other title I’ve played in recent memory. To make things better, while some dragon encounters are story related and will happen after you either make it to a certain mission or reach a certain destination, most of the dragons you encounter are completely unscripted. This means that unlike Oblivion where you always had to do the same type of exploration to shut down an Oblivion gate, you will constantly be surprised to hear the roar of a dragon and the beat of its wings as it circles around you.

This provides a massive amount of replay ability for the title as well. While the story and exploration is absolutely massive, there is always going to be some form of new content for those who want to start over and take a brand new character through the story. This includes a branching civil war storyline where you can choose to take a side and swing the battle for the Stormcloaks or the Imperials. But why restart from the beginning when there is a new Radiant storytelling system to constantly keep new content flowing.
While you may finish a main guild or cities quests there are always likely to be new adventures of some sort there for you the next time you visit the area. This is due to a procedural generated quest system which makes various miscellaneous objectives to keep you interested and provide a reason to go explore that cave in the distance you didn’t want to venture through the first time.

With the vast variety of the quests, multiple plotlines spanning across easily a hundred hours of gameplay there is tons of story to be found in the world of Skyrim, whether it is history, main events, side events or even the happenings of some small village in the wilderness. The massive world to be explored along with the amount of story to be found will keep players invested for longer than they could ever have dreamed.

Visuals:
With Skyrim Bethesda created a new engine specifically for the title. This engine is called the Creation Engine and it allows for dynamic weather, textures that add weight to various objects and allow for distant terrain to look better, which is a necessity being that Skyrim’s sprawling landscape is one of its greatest features. Thankfully the Creation Engine does everything perfectly. Venturing through the world of Skyrim is one of the best features of the title and the landscape surrounding you is absolutely beautiful. This is especially noticeable during one mission where you are literally above the land of Skyrim and can see the entire world beneath you clear as day.

This includes a number of details that otherwise wouldn’t be possible. The characters in the world move fluidly, the sky itself is breathtaking at times; snowfall can vary from a small flurry to a literal blizzard obscuring anything more than ten feet away. That being said sometimes the snow looks rather bad on rocks with noticeable gaps in the snow cover, but as a whole everything looks breathtaking. Plus, even playing on the Xbox 360 I didn’t notice any issues with textures nor any problems with objects not loading properly. On the very rare occasion I would notice a clipping issue with the ground or a wall where a character would stand partially inside a wall or object however.

Those concerned about the way that characters look in Skyrim have no reason as all of the characters, whether they are male, female, Khajiit, Human or Argonian look amazingly diverse and more realistic than ever before. The Khajiit and Argonians appear completely different from how the more Human like races look and the elves also share a unique appearance that makes talking to new people a delight.

Besides the major graphical changes a few tweeks have been made in other areas as well. For example when you speak to characters the view will no longer zoom in on their face and rather show their whole body language. Also the in-game menu has changd which allows for navigation through a quick and simple four-directional menu screen. Players can acess their skill trees, magic, items and map all separately through swift and fluid movements. The item screens are all broken up into neat categories and shown clear as day in a 3D image preview section for fully rotational item viewing which is a nice touch.

Call of Duty: Modern Warfare 3 Review

Call Of Duty: Modern Warfare 3
Platform(s): Xbox 360 (Reviewed), Playstation 3, PC
Publisher(s): Activision
Developer(s): Infinity Ward, Sledgehammer Games
Genre(s): First-Person Shooter
Release Date: November 8, 2011 (US)
Price: $59.99 – AVAILABLE HERE

Overview
Over the past five years, the Call of Duty series has went from a run-of-the-mill first-person shooter to the best selling video game franchise of all time. Like all successes in the industry today, sequels are a given and every year fans are treated to a brand new entry to hold them over for another 12 months. This time around, Infinity Ward and Sledgehammer Games are back to deliver Modern Warfare 3, setting out to improve upon that famous and fluid formula found in Modern Warfare 2. On top of a few new goodies for multi-player and a brand new Survival Mode, players can also expect to see a continuation of MW2’s campaign. There is without a doubt a lot packed in this time around, but does this follow-up deliver enough to be considered a worthy upgrade? Here is my review for Call of Duty: Modern Warfare 3.

Story
Starting right where it’s predecessor left off, Modern Warfare 3 throws the player in the role of Captain Price’s elite squad as they hunt down Vladimir Makarov in the midst of a heated war between Russia and the United States. As usual, players take turns swapping between squads and completing missions, with all the stories intertwining as you progress further and all leading up to one big finish at the end. Since it’s an all out World War 3, there is a lot more happening in each plot this time around as well, with missions consisting of rescuing a kidnapped President, getting a downed comrade to safety during heavy gunfire, and even doing battle on a crashing airliner…just to name a few.

Let me start by saying that this story is very easy to follow and is certainly one of the most exciting and engaging narratives the series has had to date. Players will instantly recognize Price, Soap, and several other past faces from the Modern Warfare saga, who have all retained their past personas to perfection. Most of the time, you as the player will take the role of either Frost or Yuri. Yuri has quite a backstory to be discovered and is certainly the most mysterious and intriguing protagonist of the lot. Frost on the other hand is mainly just used as a tool to tell “the other side” of these events, with the plot during his sections barely involving him whatsoever. I am aware that the Campaign mode has always switched between a few different soldiers to lengthen the story, but the characters on Frost’s team were so underdeveloped it was hard for myself to actually care about any of their fates, making the narrative as a whole feel lop-sided. Yeah, there is a lot to take in on each mission and most of which are sure to pull the player closer to the screen in excitement, but each time I took the role of a filler protagonist, I just felt like rushing through to get back to the true meat of the campaign.

Even though I personally think Modern Warfare 3’s Campaign offered the most gripping plot featured in a Call of Duty title to date, there are still a few moments that seemed a bit out of place. I think anyone who played the infamous “Airport” level in Modern Warfare 2 will forever remember the powerful feelings of shock and emotion that flowed through them as they proceeded onward. It was quite gripping stuff, and Modern Warfare 3 tries it’s damnedest to top that. Unfortunately, the game spends a good portion of the time trying too hard and we see a lot of “controversial” moments that fall flat. I’m sure that many will still be entertained by what’s offered up to create a shock value, but it’s a bit obvious that Infinity Ward tried a little too hard in this area and by the end of the game, that one powerful moment just didn’t feel as special as a result.

Gameplay
If you go into Modern Warfare 3 expecting a ton of changes to the gameplay, you might be a bit disappointed as the whole experience feels exactly like it did in MW2. That’s not a bad thing at all though as this formula still feels relevant by today’s standards and even plays a bit smoother overall. The control scheme has been completely retained, with running being controlled by the left stick, turning with the right, jumping with A…you get the idea. It will all be very familiar for all CoD fans out there and those new to the series will easily be able to pick this installment up without much skill required due to the accessible nature that the franchise is famous for.

Just because the controls and actual feel of Modern Warfare 3 have stayed more of the same doesn’t mean that the game has nothing new to offer. In my opinion, some of the best moments can be found during the Campaign. Most titles in the genre (and even other CoD titles) stick to the same routine of running through a set location while taking out a wave of enemies and then doing it all over again with a new backdrop for the next mission. Modern Warfare 3 completely shatters that image though as it never stops trying to introduce new methods of gameplay while players are emerged in the story. There are still waves of enemies to fight, but each mission changes the way you go about defeating them all by offering up at least two or three gameplay variants during a stage. For instance, one of the most memorable romps has the player start out in a plane while taking down a few Russians. In just a few minutes time, something goes wrong in the cockpit and turbulence launches the player into the air, where you then must properly time shots at the said foes while floating and attempting to progress further on the aircraft in the process. After a harsh crash landing, you must then fight a wave of enemies on the ground and fight your way through turrets and heavy gunfire. Yes, it’s as exciting as it sounds, and that’s just one mission of many.

Zumba Fitness 2 Lands on the Nintendo Wii…

After last year’s huge success of Zumba Fitness, Majesco have now released Zumba Fitness 2 for the Nintendo Wii. As many of you know by now, this sequel improves greatly upon it’s predecessor by offering up all-new routines, hit music, customization features and 24 dance styles, which is more than any dance game has ever delivered to date.

Majesco have released an official statement, along with a new list of features players can expect to see in the game to celebrate this release:

“We’ve realized phenomenal success with our Zumba® Fitness franchise and we’re proud to answer the overwhelming demand for more by bringing a fun, high-quality interactive experience to market,” said Jesse Sutton, CEO of Majesco Entertainment.

  • Get Lost in the Beat – 32 electrifying new routines and contagious music tracks with international beats that now include hits from today’s hot artists: Pitbull, Nicole Scherzinger and Yolanda Be Cool & DCup.
  • Shake it in Style – From fan favorites like Salsa and Reggaeton to all new styles like Bollywood, Ragga, Latin Pop and Pasodoble, players can learn 24 different dance styles from all over the world. That’s more than twice the number in the original best-selling game!
  • Customize Your Experience – Select your favorite routine in Single Song mode, take a class designed by Beto, Gina Grant or Tanya Beardsley, or craft your own playlist in Full Class mode. You can even take it slow in Learn the Steps tutorial mode before you dive into the choreography.
  • Join the Party – Invite your friends to join the fun in multiplayer mode that supports up to four players.
  • Location, Location, Location – Dance it up in five dynamic new environments, from a Miami Yacht to a Los Angeles nightclub.
  • Superstar Instructors – Dance and interact with top Zumba® instructors Beto, Tanya Beardsley and Gina Grant.
  • Dance Hands-Free – The exclusive Zumba® Fitness belt is included inside every box so you can holster your Wii Remote™ and naturally move to the music.
  • Majesco Entertainment has teamed up with 24 Hour Fitness, the nation’s largest privately owned U.S. fitness club chain and a health club industry pioneer, to offer fans an exclusive promotion. Every copy of the Zumba Fitness 2 video game includes a free seven-day pass to try a live Zumba class at a 24 Hour Fitness location. In addition, 24 Hour Fitness is also featured within the video game in the dynamic rooftop environment.

    You can now find Zumba Fitness 2 wherever videogames are sold at the price of just $39.99. While you ponder on snagging up your copy though, you can check out the brand new launch trailer for the game below.

    Halo Anniversary Launches Today

    Last night, copies of Halo: Combat Evolved Anniversary hit store shelves worldwide, celebrating the tenth anniversary of the original Xbox classic.

    Dan Ayoub, executive producer of publishing had this to say about the game’s release:

    As a studio, we’re incredibly thankful for the enthusiasm and support our fans have shown for this project. We know many of them have been waiting years for a remake of the original ‘Halo,’ so we’re elated to deliver a faithful remastering of the original classic that breathes new life into the legendary adventure.

    Developed by 343 Industries, and partnered with Saber Interactive and Certain Affinity, the game remasters the graphical look of the original Halo campaign, as well as adding new multiplayer and cooperative features to the game, including Kinect and 3D support, and is labeled the “definitive” Halo: Combat Evolved experience.

    Click here to see what we thought of the game.

     

    Rabbids Alive and Kicking Review


    Rabbids Alive & Kicking
    Developer: Ubisoft
    Publisher: Ubisoft
    Platforms: Xbox 360 Kinect (reviewed)
    Release Date: November 4th, 2011
    Price: $49.99 – Available Here

    Overview:
    The Rabbids series is undoubtedly Ubisoft’s best known franchise for party games. And why wouldn’t it be? Previous titles have made very interesting and creative uses of motion control and touch pad technologies available on the Wii and handheld systems. A series quite successful in its own right that Rayman himself must regret letting these mischievous little buggers take his spotlight in the gaming world. The appeal of past games have often been attributed to the unique and downright wacky sense of humour, and relatively easy-to-grasp gameplay that have entertained hardcore and casual gamers alike in party situations or social gatherings.

    Now the Rabbids have been given another opportunity to entertain players in an entirely different way. Replacing that old and increasingly dusty Wii remote with the motion sensor technology of the Xbox 360 Kinect. Now, it’s no secret that the Kinect has had more than its fair share of poor quality titles due to the inconsistent nature of control schemes and adaptation from game to game. Ultimately it lends itself better to the party game genre. So as a result of putting two and two together, Ubisoft’s latest outing of the Rabbids series: Alive & Kicking, makes its Xbox 360 debut on the Kinect. The question is, will the game deliver a new kind of interactive and humorous gaming experience, or will it sink into the Kinect’s exponentially growing pit of “meh”.

    Story:
    So once again, the Rabbids have gotten up to some new form of no-good again. The story is loosely based around the usually structured random mishaps of messing with cloning technology after being trapped underground. The plot is an extremely loose mess of animated cut scenes that is centralised around the idea that the Rabbids have begun invading the human world through use of the Kinect. And that’s really all there is to it. No big villain, no climatic themes or situations. Though it is interesting to internally debate the role of the Rabbids as good or evil (given their origins as Rayman’s enemies), the story is negligible and hardly worth the attention of the player.

    Party games have never been about delivering strong story. Take a look at Mario Party, Kinect Sports and the Mario and Sonic Olympics series. This point has proved in the past that story is not essential to success in a party game genre. Adding a story only serves to provide transitions from one aspect of gameplay to the next. Sometimes people just want to sit down and play simple little mini-games (or ah… stand up… as it were in this case…)

    Gameplay:
    The ever so important facet of party games: the gameplay. The formula of success tells us that a game will sell and play well based on a few different features that are added to the gameplay mix. Inclusion of iconic characters; the level of innovation in the games; the relative ease of use; and functional multiplayer.

    The first facet is already handled well. For a game series that has its roots deeply cemented in party game territory, the transition from one motion control scheme to the next is essentially a no brainer. And the Rabbids do lend themselves quite well to the idea of Kinect interaction. Being able to squish, push and wack these little pests in augmented reality does project a strong degree of appeal.

    The level of innovation of some of the games is quite clever, while others lacking and downright repetitive. The mini games themselves are actually divided into 2 different sorts of mini-games. There are the short, cut-away lab test style mini games, which make the players perform ridiculous animated actions such as licking a cake off a Rabbids face, or imitating a cheerleading dance routine for others to copy. The second form of games is found in the player inclusive augmented reality mini games, where the player is actually interacting with the Rabbids in their own room. Whack A Rabbid is one example of these, a humorous take on the classic whack-a-mole game where players must step, kick and swipe at Rabbids as they clutter the players floor and screen. Overall, the design of most of the games is enjoyable, but not for sustained periods of time. There are games in the mix that have been tried before, and have failed in their respective games. The game Silou-Wet is a strong reminder of the failure of ‘Hole in the Wall’ where the player or players have to imitate a shape in loose and awkward positioning of limbs, akin to that of playing Twister. Only time there’s photo evidence. The notions behind games like these are just plain awkward at points. Plus I would like to think that most players would also find the idea of the licking mini-game more than a little creepy.

    One of my favourite parts of the game’s innovation is similar to one that was included in Rabbids Go Home, a previous Wii title. The Wii game featured a small humorous interactive mode where the player sees a Rabbid trapped inside a Wii remote. Upon tilting the remote or pressing random buttons, the player soon discovers the Rabbid housed within is getting tossed around like a rag doll in a cement mixer. The idea of smacking around one of these little buggers appeals to everyone’s inner sadist. In that spirit, the game also includes a mode called My Raving Rabbid, which drops a Rabbid into your living room. Player can then interact with a variety of props bought from the in-game points store as well as, naturally, smack around the little critter to their hearts’ content. This mode provides for a fun distraction in both solo and multiplayer outings.

    However, the game’s biggest downfall is easily the control scheme. Yes once again, and to nobody’s great surprise, the awkwardness and inconsistent quality of game control associated with the Kinect plagues what would be an otherwise relatively enjoyable title. This is not to say that the game is broken by any means. However, players will find many mini games an absolute pain to play at points. Two games that were the absolute bane of my play time were Hacked Off and Guitar Zero. Once again, a Kinect title falters in that the control system consistantly fails to recognise the actions or intentions of the player. In Hacked Off, which is a take on the old ‘sawed in half’ magic stage trick, the Kinect often outright refuses to acknowledge the movements of the players. It is not so much the lack of recognition that annoys me about the controls of the game, but rather the inconsistency. Some games, such as the afore mentioned Silou Wet, and Whack a Rabbid are highly responsive and relatively easy to complete, but it is the fall down of other mini games that makes the experience all the more frustrating. Gamers like their experiences in party games to be easy to pick up and easy to play. The game essentially sabotages its own longevity by providing mini games with such frustrating controls that even people in social gathering would not want to touch.

    The final aspect that should be observed is the multiplayer. Unlike many past Kinect titles, Rabbids Alive and Kicking is the first to introduce complete 4 player party game play. In fact, the game even offers a team tournament style party mode which is able to register up to 16 players at once. Bear in mind that all 16 people won’t be playing at once. The game’s structure is turn based where players must perform certain actions co-operatively to complete the mini-games task for the most points.

    As a party game, the multiplayer feels solid. In fact, it feels more solid than the single player. The ideal party game is one which promotes multiplayer play rather than single player outings. While obviously single player is possible, multiplayer is encouraged. Again however, the downfall is the self sabotaged longevity. As a game that is directed to be played in social gathering situations, Rabbids is far less likely to see as many gameplay hours as the newest FPS or RPG releases of 2011. It’s not a bad game, but it once again highlights the frustrating nature of an increasingly frustrating motion control system.

    Audio & Visual:
    The visual aspect of the game is about what one would expect from a Rabbids game. The cartoonish charm of the little critters themselves still evokes both feelings of like and intense hatred of the Rabbids. Their cute and wacky stunts on screen make them all the more appealing, but the degree to which the mock and ridicule the player for their failures makes them an all too juicy target for a potential squishing. What the game does suffer from however is the same thing that many would find with the Kinect technology. The player screen is just far too busy much of the time. For players, attempting to co-ordinate their own movements to match those required of them on the screen with a real time playback visual also in effect, the rapid influx of this much visual information will make it hard for players to focus on . Simplifying the HUD down would take much of the visual stress away. One other notable digital downfall is the Kinect’s lack of ability to detect inanimate objects in the room, and often players will find the Rabbids onscreen breaking the notion of reality by moving in and out of furniture in the player’s living room. As small issue, and at this point, to be expected with the Kinect, but still something that deviates from the central entertainment value.

    The sound affects and music add to the cartoonish charm, featuring the Rabbids trademarked crazy scream “BWAAAAHHHHHH!!!!”, as well as a cacophony of funny splat, wack and crashing sound effects to compliment the child-friendly nature of the game. Mind you, many of the sound effects are direct ports from previous games, but the sense of consistency is still there. Ultimately as a party game, players won’t expect the game to provide anything that is visually or audibly ground breaking, but for players of previous Rabbids titles, expect more of the same.

    Overall:
    Rabbids Alive and Kicking is not a game to be played on one’s own. As a party game on the Kinect, I do have to say that it is one of the stronger entries in an otherwise bland and frustrating market for motion controlled 360 games. At its best, this newest Rabbids game will bring people together to laugh at the Rabbids’ wackiness and laugh at each other for pulling such stupid poses. The gameplay is appropriate for the genre and not too difficult to learn, just difficult to master at some points. At its worst Rabbids AaK will frustrate the players, but with other people around, it will naturally seem like a silly thing to get worked up over. Some refinement might be necessary with the controls before another outing, but as it stands, Alive and Kicking is still a good way to entertain groups of people who are looking for small, stupidly silly bursts of fun.

     

    7-0-capsules-out-of-10

    Rayman Origins Review

    Rayman Origins
    Developer: Ubisoft
    Publisher: Ubisoft
    Platforms: PS3(reviewed), Xbox 360, PC
    Release Date: November 15th, 2011
    Price: $59.99 Available Here

    Overview:
    It’s fair to say that the triple A gaming world is obsessed with reality. In a month packed with some of the biggest franchises ever seen in the medium, players can find themselves in the grim, realistic and detailed worlds of Assassin’s Creed, Uncharted, Skyrim, and Modern Warfare 3. Where on earth has all the imagination and light heartedness in gaming gone? Why must quality releases from anyone other than Sega and Nintendo try so hard to imitate reality?

    Ubisoft fly in the face of fashion with Rayman Origins, a technicolour gem of a game that seems to run on whimsy. The game sees the limbless wonder and his bizarre pals return to their roots – 2D platforming. It’s been a long time coming for Ubisoft’s often overlooked mascot, who since his 1995 debut on the PlayStation has first been lost amongst 3D sequels and then overtaken by the more party game friendly Rabbids.

    Series creator Michael Ancel (who is also behind cult favourite Beyond Good and Evil) returns to the Rayman world with Ubisoft Montpelier and a brand new game engine behind him. Fans of the series will have a field day with Origins, which is packed to the rafters with characters and gameplay designs lifted from previous titles, with a huge emphasis on Rayman’s original adventure.

    Story:
    Whimsy and light are what fuel this game, and Rayman Origins thus has less depth to its plot than a Saturday morning cartoon. The game opens with Rayman and his friends snoring up a storm, sufficiently riling up an old zombie lady enough for her to behead her husband and set a flurry of evil minions loose on the world. The nasty critters imprison all the Electoons and nymphs in the Glade of Dreams, so Rayman and his friends set off to clear the world of Darktoons and reclaim their world – presumably so they can go back to sleep.

    Freeing the five bizarrely well endowed nymphs blesses Rayman with new powers to fight against the unleashed monsters, and eventually leads him to rescue the four kings of the realm who have been taken over by dark influences. Together they use their magic to open a door to another realm where Rayman must face the source of all the darkness. Yes, it’s so much cartoon fluff, but that’s all the game needs. It suits the visual style perfectly, and the game design brings bucket loads of quirky charm to hook in players from the start. The characters themselves could probably use a bit more fleshing out in order to compete with genre icons like Marion and Sonic, but considering this is an origins tale, Rayman can afford to wait until later games to establish a more concrete cast of characters.

    Visuals:
    Rayman Origins is a visual delight- a technicolour dreamcoat in a world where brown trenchcoats are the norm. Everything is brimming with colour and imagination, every new stage unlocked bringing some hilarious new enemies and creative level design. Over five themed areas Rayman will encounter ice skating, fire breathing dragon waiters, alternately vicious and helpful slices of bouncy citrus fruit and giant mutant chickens. If it sounds mental, then you would be correct!

    Didgeridoos act as moving platforms and corn kernels can be knocked into hot oil to create popcorn bridges . Everything has a pair of googly eyes slapped on it, and it’s amazing the personality that such a small detail can bring to a game. The quality of the artwork is fantastic, with some slapstick animations thrown in to give the characters some life – Globox in particular is funny to watch, hanging off platforms by the teeth and rolling his fists like the worlds pudgiest blue boxer. All of this in a lush, literally hand drawn style – it really is artwork brought to life. Origins is visually unique amongst retail titles, and I look forward to seeing what Ubisoft and other developers can do with the new engine behind the style.

    Audio:
    The sound design continues the light hearted, wacky feel of the animation, rounding out the presentation package with some truly memorable music. Now I realise that the use of lots of squeaky gibberish probably doesn’t sound like a good thing, but trust me, it somehow works. The guys over at Ubisoft have managed to take high pitched gobbledegook and weave it through various themes to create music that is not only bearable, but catchy and enjoyable. Every bit of music matches the theme of the area it fills -for example the chili laden Gourmand Land is spiced up with some Mariachi style. Even collecting Lums can spark off some great sounds, collecting a King Lum sets off a joyous bit of harmony that never gets old despite it’s constant use.

    The underwater theme is a particular highlight, and has players swimming along to a chilled out jazzy number complete with some squeaky solos. It all sounds ridiculous but is actually sublime, and Rayman Origins has one of the most enjoyable soundtracks you’ll ever come across. The sound effects are a perfect match, all slapstick punches and goofy vocalisations – the tutorial characters even speak in Pig Latin.

    Gameplay:
    Get from the left side of the screen to the right, collect everything you can along the way – simple. Fleshing out the basics of Origins’ platforming are a growing set of abilities (handed down by the rescued nymphs), some truly tricky sequences (“This place is DANGEROUS! Are you sure you want to stay? cries the game after your millionth failed attempt) and a seamlessly integrated multiplayer.

    All of the sixty plus levels are accessed from the Glade of Dreams hub, where players can nip over to the Snoring Tree to change character or slip on an newly unlocked skin. The four characters – Globox and two Teensies in addition to the man himself – all have the same abilities, and only really exist for the multiplayer.

    The levels on offer fill five differently themed worlds, which touch on styles and designs from the first Rayman game with music, food and forest based levels. Indeed the first area is a stylistic carbon copy of the first levels of Rayman, complete with grouchy green bad guys but sadly lacking in bouncy plums. Fans of the first Rayman should definitely prepare for a fantastic nostalgia trip!

    Each level is filled with Electoons, little pink dudes with blue shoes and gravity defying ponytails. Freeing them from their cages opens up new areas, and there are over 200 of them to be found! Neatly distributed to encourage multiple playthroughs, getting all of them requires some thorough exploration to find hidden doors and some serious Lum collecting. Lums are the coins of the Rayman world, little yellow blobs that hang around levels and lure you into trickier jumps and dangerous corners. Grab enough and you’ll be rewarded with Electoons, grab even more (ie: them all) and you’ll get a very well deserved medal . Replayability is enhanced even more by the time attack mode, which only unlocks after completing a level for the first time.

    The controls are perfect, and in the many times you’ll get squished, splatted or squashed, it’s always going to be your own fault. Rayman and enemies alike pop into floating bubbles when hit, and defeated goons can sometimes provide useful platforms to keep you out of trouble.

    It’s all fantastic fun that flows very well thanks to some great level design, with simple static platform leaps quickly transforming into more challenging dynamic sequences with cunningly placed enemies . The checkpoint system (punching through an eyeball) divides each level into neat little platforming packages, and in the later levels the sight of one is often a relief!

    As well as the standard levels, each area is rounded off by a mosquito flying session and an unlockable treasure chest chase. The chases are high speed, unforgiving affairs, that along with some of the later levels and boss fights provide a pretty hefty challenge. Unless you have the reaction times of a ninja and the platforming skills of a minor gaming god, there’s no way you’ll get through these often insane looking levels the first time round.

    The abilities that unlock along the way -hovering, shrinking, diving- are for the most part put to good use – the diving in particular makes way for some fantastic underwater sequences. Things do follow a very set pattern though, and playing a lot of Rayman Origins at once can make it feel a little repetitive.

    To freshen up the ride you can bring along up to three friends who can hop in at any time they like, grabbing a character from the Snoring Tree and up the ante of the platforming just that little bit more with the added chaos that comes from multiple players. Like in any great co-op you can quite happily slap the hell out of each other in order to grab the most Lums for yourself, or play nice and put those team work skills to good use. The gameplay is already a lot of fun in single player, and adding more people to the party just takes it to another level. As long as one character survives they can revive any defeated characters by popping their bubble, making sure that everyone is along for the ride no matter their ability. Discovering new levels with friends and falling into unexpected traps is a joy, and the chase levels and fast moving sequences degenerate into a flurry of jumping and shouting as everyone tries to keep up.

    The game isn’t lacking in content without the co-op, but adding it transforms Rayman Origins into a game that will be picked up again and again whenever you find yourself with some friends around. If you’re sick of online multiplayer and its infestation of annoying kids, get yourself this game and restore a bit of happiness to your multiplayer life. Sure it isn’t online, but the fun comes from having the other people in the room there with you, with everyone bouncing around in this bizarre world-it would make a great starting point for non gamers as well.

    Overall:
    Rayman Origins is keeping the spirit of gaming alive. In a world dominated by titles obsessed with realism, guns and war, it dares to be a joyous and colourful adventure that can push your skills to the limits just as often as it puts a smile on your face.

    With hundreds of Electoons to collect it offers as much content as any other triple A title out there, and the addition of multiplayer gives it a permanent place in any gamers library. With a little bit of work Ubisoft could have a real icon on their hands, so hopefully Rayman will soon get the attention he has always deserved. Give Rayman Origins a go and give all that grim reality a break – hand drawn animation is not done quite yet, and 2D gaming is certainly not dead.

    9-5-capsules-out-of-10

    Saints Row: The Third Out Now

    Prepare to get insane as Saints Row: The Third hits shelves today! Rejoin the Saints as they assert their dominance as a internationally iconic, criminal media empire. Lock horns with the new enemy gangs: The Deckers, The Morningstar, and The Luchadores.

    The launch trailer, which you can watch down below, is possibly the most tame of all the trailers put out so far. Perhaps an attempt to lull you into a false sense of normality before you go out and get the game and lose all sense of reality.

    Saints Row: The Third is out now for PS3, Xbox 360, and PC. Check out the trailer and let us know what you’re most excited about doing when you get the game!

    Theatrhythm: Final Fantasy Japanese release date revealed with new screens

    Square Enix of Japan has set a release date for their first music based Final Fantasy title ever. The title of course is Theatrhythm: Final Fantasy and the release date for this new title is February 16th. For those who don’t know Theatrhythm: Final Fantasy will contain songs from all Final Fantasy titles ranging from I to XIII and is being developed by IndiesZero.

    Along with this release date, Theatrhythm: Final Fantasy was also given a few new screenshots which you can see below. They show off a number of the game’s phases as well as a few of the new characters that have been recently announced as unlockable sub-characters. At the moment, no release date has been given for the North American version of Theatrhythm: Final Fantasy but we can now have a sort of ballpark range for that release as well.

    Assassin’s Creed: Revelations multiplayer DLC coming December 13

    Despite Assassin’s Creed: Revelations being out for around 16 hours at the time of this post, Ubisoft has decided that now is the best time to announce their first piece of DLC for the title. Don’t get too excited however, as the DLC is only for the multiplayer section of the game and not any story advancing or expanding content.

    The multiplayer pack is going to cost $3.99 or 320 MSP and be called the “Ancestors Character Pack” which will bring four new characters to your online roster. They are the Privateer, the Corsair, the Brigand, and the Gladiator, all they all will have “unique taunts, weapons, and stylized assassination moves.” This way if you are tired of the available characters a month from now you’ll be able to pick up four new ones at least.

    10 year Xbox anniversary celebrated with free Avatar prop

    It is hard to believe that roughly ten years ago the original Xbox was released to the gaming crowd everywhere. But indeed it is true and Microsoft has decided to honor this milestone with a free Avatar prop to try and bring everyone some nice festive spirit. The prop is called the “Xbox Anniversary Prop” and is available free to all Xbox Live users until Saturday.

    You can find the prop here to add it to your download queue if you don’t feel like turning on your Xbox 360 at this time to pick it up. While a prop is nice, what else would you like to see Microsoft doing for their 10 year anniversary? A sale of some sort perhaps?