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	<title>Saving Progress &#187; xbox 360</title>
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	<link>http://savingprogress.com</link>
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	<pubDate>Fri, 02 Jan 2009 16:09:36 +0000</pubDate>
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		<title>Prince of Persia</title>
		<link>http://savingprogress.com/prince-of-persia/</link>
		<comments>http://savingprogress.com/prince-of-persia/#comments</comments>
		<pubDate>Sun, 28 Dec 2008 17:23:49 +0000</pubDate>
		<dc:creator>Jim Canapa</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[PS3]]></category>

		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://savingprogress.com/?p=673</guid>
		<description><![CDATA[Long, long ago when there were still American arcades that were not dominated by emo Dance Dance gangs and broken down Street Fighter machines, I remember stumbling across Dragon’s Lair. I was a child, and therefore not terribly bright, but I remember being completely transfixed, staring at the demo screens for ages before dropping in [...]]]></description>
			<content:encoded><![CDATA[<p>Long, long ago when there were still American arcades that were not dominated by emo <em>Dance Dance</em> gangs and broken down <em>Street Fighter</em> machines, I remember stumbling across <em>Dragon’s Lair</em>. I was a child, and therefore not terribly bright, but I remember being completely transfixed, staring at the demo screens for ages before dropping in the previously unheard of fee of two quarters to play. It didn’t matter that the game was the equivalent of navigating a modern day DVD menu, it was a cartoon and I was in some loose control of what was going on. Flash forward many years; still not being terribly bright, I had purchased a 3DO at full price along with <em>Dragon’s Lair</em>. It was the same game, but the luster of animated pseudo interaction was gone; I was not in control of anything, only guiding Dirk along a set path with little actual input. Unfortunately, this is exactly how I felt playing the high-def rebirth of <em>Prince of Persia</em>: it was beautiful, but I was having precious little impact on what was actually going on.</p>
<p>Making a direct comparison between <em>Prince of Persia</em> and <em>Dragon’s Lair</em> or <em>Space Ace</em> is really not fair. <em>Prince of Persia</em> has a tremendous new art style behind it, looking like the beautiful bastard offspring of <em>Okami</em> and <em>Tomb Raider</em>. The prince himself has been re-imagined as a wandering thief whose royal heritage is missing right along with any of the pointless brooding or split personality disorders of the previous games. The sands of time and their accompanying mechanics are gone, but they have been replaced by a cute flying girl who rescues the prince from all sorts of dismal endings without fail, input or effort; something of a middle eastern Tinkerbell in tight Capri pants, if that were possible. <em>Prince of Persia</em> has absolutely everything going for it in the looks department; it is only when actually played that the seams start to show.</p>
<p>The prince and his new glowing sidekick move effortlessly through the levels in both look and execution. Every bit of animation, from scampering upside down in a pure affront to physics to just running over the sand as shadows play across the dunes, looks almost perfect. To accommodate this, however, the vast majority of the prince’s actions have become either automatic or have such huge timing windows that no skill is involved, and if a jump or handhold still manages to be missed, the rescue call-girl is right there to drop the prince back on solid ground. Huge chunks of platforming can be pulled off with single button presses. All the painstakingly accurate movements through beautiful environments feel disconnected not from each other, but from the player. I felt at best like a casual observer, at worst like I was playing through a quick time event that would make the fight scenes from <em>Indigo Prophecy</em> jealous. There was no danger or risk of failure, so there was no emotional connection with what was happening.</p>
<p>This is <em>Prince of Persia</em> for the casual gamer. Levels are chunked up into small areas with the next checkpoint sitting conveniently just behind the ledge the prince fell off of. Combat is now a completely one on one affair that offers the same safety net as everything else; it’s not that there is no death penalty, it’s that the player cannot actually die. Even the storybook presentation of <em>Sands of Time</em> has been completely removed. There are very few cut scenes explaining what is going on; instead the player has the option of telling the prince to talk to Elika. Most of these interactions are forgettable, even if some of them were worth seeing. Aside from the visuals, the whole experience feels watered down for the masses, but really, who can blame Ubisoft for doing this? The first three <em>Prince of Persia</em> games were never exactly difficult, but the new Prince is designed to hold just about anyone&#8217;s hand right on through to the end while hopefully keeping them just engaged enough to buy the next one. <em>Prince of Persia</em>, the franchise: love it or leave it. It’s a wonder there is no version of this that supports waggle controls.</p>
<p>I was surprised by how lazy the &#8216;no death&#8217; mechanic made me. It spite of the path through any level being laid out as plainly as possible, I still managed to need rescuing quite often, mostly because I had stopped paying attention. Why bother lining up a jump if you can’t fall? Imagine playing through <em>Bioshock</em>, which also has zero death penalty, with a big daddy following you around and killing most things for you on sight. Without even the illusion of challenge, maintaining interest becomes difficult. It’s like playing <em>Dragon’s Lair</em> with unlimited credits: eventually anyone will get to the end, even if it is by chance.</p>
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		<title>Tomb Raider: Underworld</title>
		<link>http://savingprogress.com/tomb-raider-underworld/</link>
		<comments>http://savingprogress.com/tomb-raider-underworld/#comments</comments>
		<pubDate>Fri, 19 Dec 2008 23:05:22 +0000</pubDate>
		<dc:creator>Jim Canapa</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[PS3]]></category>

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		<guid isPermaLink="false">http://savingprogress.com/?p=642</guid>
		<description><![CDATA[It’s never easy to see an old girlfriend out and about with her new guy. Now imagine that she looks better, acts smarter, and is just in general a happier person then she was before. CORE, if they even still exist, was never good enough for Lara; she was just using them to get attention, [...]]]></description>
			<content:encoded><![CDATA[<p>It’s never easy to see an old girlfriend out and about with her new guy. Now imagine that she looks better, acts smarter, and is just in general a happier person then she was before. CORE, if they even still exist, was never good enough for Lara; she was just using them to get attention, and perhaps to pay for a few enhancements. Crystal Dynamics, on the other hand, knows how to treat a lady with big guns: with respect, bump mapping, tight pants and sensibly spaced sequels. <em>Tomb Raider: Underworld</em> is a fitting follow-up to 2006’s <em>Legend</em>. It manages to build on the previous title instead of detracting from it, like the all of the PS1 and PS2 games did. There are missteps, but there are also tombs that are indeed raided, and that is exactly what I was looking for.</p>
<p>The successful <em>Tomb Raider</em> games (and there have not been many of them) are necessarily formulaic. Lara needs to get from one place to another, but there is no easy way to do it without falling to death or being crushed by giant boulders, and it is the player’s job to get her there. Oh, and this should take place mostly in tombs. It’s estrogen-heavy <em>Indiana Jones</em>, and <em>Underworld</em> sticks very close to the proven patterns; it is only when it veers from them that it stumbles. There are a few ill-advised and unnecessary vehicle levels, and the combat is just as bad, if not worse than it has been in the past, but these are just temporary distractions. The focus here is on subterranean parkour; nothing new, but polished up and presented so well that any sense of déjà vu is washed away.</p>
<p><em>Tomb Raider</em> games have never been known for their story; CORE relied entirely on boobs and a bad camera for years, and each game sold incrementally less than the one before. Even teenage boys require more than that; the fact that most porn has dialogue proves it well enough. <em>Underworld</em> provides a shocking amount of continuity, though I would expect nothing less from the house that built the best parts of the <em>Legacy of Kain</em> series. The tale of old gods and a search for dead parents is, again, nothing new, but it is interesting and un-intrusive at the same time. Lara is not a static character, nor is she a perfect one; the fact that she has personality at all is a huge step over the old Lara. Again, nothing new here, but quality nonetheless.</p>
<p>For me, the Crystal Dynamics <em>Tomb Raider</em> games have been the equivalent of gamer comfort food. It is like revisiting my younger, less jaded gaming days and finding things better than I remember them being. <em>Underworld</em> is not perfect; there are camera issues that force blind jumps and shooting things is more a chore than anything else, but what it does right it does very, very well. <em>Tomb Raider</em> started a genre; without it, there would be no <em>Prince of Persia</em> or <em>Uncharted</em>, and <em>Underworld</em> stands up to its virtual grandchildren admirably. I am not ashamed to admit that I like Lara again; she has been reborn after slumming it up with <em>Army Men</em> games and virtual pin-up shoots for years. <em>Tomb Raider: Underworld</em> is a good sequel, and if I have to wait another two years for the third game instead of six months for a repackaging of the old game with new skimpy outfits, that’s okay.</p>
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		<title>Mortal Kombat vs. DC Universe</title>
		<link>http://savingprogress.com/mortal-kombat-vs-dc-universe/</link>
		<comments>http://savingprogress.com/mortal-kombat-vs-dc-universe/#comments</comments>
		<pubDate>Thu, 04 Dec 2008 05:12:29 +0000</pubDate>
		<dc:creator>Sherban Gaciu</dc:creator>
		
		<category><![CDATA[PS3]]></category>

		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://savingprogress.com/?p=489</guid>
		<description><![CDATA[ In recent years, Mortal Kombat, a name once synonymous with great fighting and overwhelming sales, has almost dropped off the map. With many people considering Mortal Kombat 3 to be the last great entry in the series, it’s been over a decade since the release of an MK game truly worth playing. Enter Mortal [...]]]></description>
			<content:encoded><![CDATA[<p> In recent years, <em>Mortal Kombat</em>, a name once synonymous with great fighting and overwhelming sales, has almost dropped off the map. With many people considering <em>Mortal Kombat 3</em> to be the last great entry in the series, it’s been over a decade since the release of an <em>MK</em> game truly worth playing. Enter <em>Mortal Kombat vs. DC Universe</em>, a game hoping to rekindle the series by using a completely new fighting engine and adding well known characters from popular comic franchises.</p>
<p>From the start, it has been facing an uphill battle: with the advent of DC characters, the game sports a Teen rating, which means no spine-ripping, skull-exploding, blood-gushing fatalities. To classic <em>Mortal Kombat</em> fans, this may come as a disappointment, but the rest of the game suffers little from this decision. In fact, there’s still a surprising amount of blood for a Teen-rated game, along with bruised faces and tattered uniforms. The neutered finishers are still a let-down, but would you really want your childhood idol having his heart ripped out by Sub-Zero?</p>
<p>Besides textures swapping when characters get too much of a beating, it is worth mentioning that the models look great (especially the faces), though the backgrounds tend to look last-gen. This game still has that Unreal Engine gloss to it, but it manages to hide it most of the time behind brightly coloured uniforms and set pieces. Presentation-wise, my biggest pet peeve is the loading screens between menus. I understand the need to load from one fight to the next, but why is it necessary when I just want to cycle through character bios?</p>
<p>While the loading times can make it frustrating to access them, <em>MK vs. DC</em> does have a lot of modes to enhance the core game. Beyond the standard “Arcade,” the game offers a story mode, online play (with no lag!), character biographies, different endings, a practice mode, and a Kombo Challenge. The story tells a much more direct tale than most fighting games, and while it is plagued with overacting, I actually felt compelled to finish it. It feels like a great episode of <em>The Justice League</em>.</p>
<p>Unfortunately, after finishing the story, none of the other modes are particularly compelling. This mainly has to do with the unbalanced fighting engine. While there are intricate combos, they’re so hard to pull off that most players (especially online) find spamming Flash’s tornado spin just as effective. You may see one or two cool juggles, but this is definitely not the next tournament fighter.</p>
<p>What it lacks in balance, though, it makes up for in flash. Each character’s special moves are easy to pull off and are well-suited to their persona. Also, every stage has multiple areas that one can reach by running their opponent through walls or hurling them over a railing. These offer fun scenarios of back and forth button mashing until one player gets the best of the other. They don’t make it fun to play through Arcade twenty times, but they do distract from the lack of balance and keep the game lively when playing with a friend.</p>
<p><em>Mortal Kombat vs. DC Universe</em> takes a number of steps in the right direction. It is by far the most fun I have had with an <em>MK</em> game since <em>Mortal Kombat 3</em>. It still has a way to go if it wants to compete with the top tier, but it provides a fun time by coupling a few unseen fighting styles with familiar characters. It isn’t for everyone, but for those who have fond memories of <em>DC or MK</em>, it might do enough to rekindle your interest in the franchises – it definitely has mine.</p>
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		<title>Left 4 Dead</title>
		<link>http://savingprogress.com/left-4-dead/</link>
		<comments>http://savingprogress.com/left-4-dead/#comments</comments>
		<pubDate>Thu, 04 Dec 2008 05:04:13 +0000</pubDate>
		<dc:creator>Aaron Bayley</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://savingprogress.com/?p=487</guid>
		<description><![CDATA[Evil lurks within this game, pure unremitting horror the likes of which you have never seen before in the medium. It can induce terror and panic at the drop of a hat, capable of an unfeeling, unyielding pursuit of one goal - to scare the shit out of you. This being is not a zombie, [...]]]></description>
			<content:encoded><![CDATA[<p>Evil lurks within this game, pure unremitting <em>horror</em> the likes of which you have never seen before in the medium. It can induce terror and panic at the drop of a hat, capable of an unfeeling, unyielding pursuit of one goal - to scare the shit out of you. This being is <em>not</em> a zombie, it doesn&#8217;t have gnashing claws or a high pitched wail. It doesn&#8217;t even exist, really. It goes by one name, one singular title which sums up the extent to which it will take over your game and cause you to lose all hope and sanity. It is the Director - a horrible amalgamation of George A. Romero and Skynet.</p>
<p>On the face of it, <em>Left 4 Dead</em> is actually incredibly mundane, featuring a tiny selection of weapons which all function in ostensibly the same way and a small selection of maps which all play out in a similar fashion - get your team of four survivors from point A to point B without dying. The four playable characters are, from a gameplay view, identical in function, and even the enemies are all built around the core concept of big teeth and long claws. Play with AI companions or with humans, it is your choice. They can even have the AI temporarily take over for them if they need to go out for a moment, able to regain control instantly. But zombies are not new, and shooting zombies with shotguns is just as old. So what is the draw here?</p>
<p>The draw here is Valve, almost incapable of the mundane, and what they have wrought here is something so special it has to be experienced firsthand to be believed. The Director, the all powerful AI that manages every single aspect of the game, has a simple aim; to ruin your day constantly. It has complete control over the spawning of enemies, the types which are included, the amount of them which appear, and from where. The music tempo and volume, the lighting of the environment, the pacing of the level and the set pieces; everything which you would expect to be hand-placed by a level designer at Valve Towers is handled by a computer. <em>Your</em> computer. And you will come to <em>hate</em> it.</p>
<p>Let me paint a picture here to illustrate this. The first &#8216;movie&#8217; in the game is <em>No Mercy</em>. The objective is for you and your three friends to fight your way through an apocalyptic cityscape to a hospital, find your way to the roof and escape via helicopter. Simple, right? Wrong. In fact <em>so wrong</em> it quickly becomes apparent just how much of an asshole the Director is, if that is even possible. You might start and the street is empty, go halfway down and a dozen zombies jump from a rooftop onto your group. The music ratchets up and everything is so far so <em>Land of the Dead</em>. But the next time you play, nothing might happen. You expect a shitstorm of brain-eating horror but get silence. You continue on and no horde out for blood, no high pitched strings, no flash of lightning. <em>Nothing</em>. This is because the Director chose not to have that happen, and you should be glad when this happens. But it goes much further than that, springing traps for you, trying to single out members of your group, the weaker ones who have been using all the health kits and have the worst accuracy. They are the catch of the day and often the Director purposely singles them out. It&#8217;s a cruel fate that makes you get good at <em>Left 4 Dead</em> very quickly. If you don&#8217;t climb that learning curve, you die.</p>
<p>The Director is measuring the experience, meaning, unusually for a shooter, it never really gets old, despite the slight repetition in maps. You can literally never have the same experience twice, always relying on the omnipresent voice in the sky to determine when the metaphorical shit hits the fan. And it isn&#8217;t a case of just mixing things up a little between set pieces, it is actually a wholly new gameplay moment. For example, at the mid point of one movie, <em>Blood Harvest</em>, you enter a vast cornfield layered in fog, abandoned tractors and empty farm buildings scattered all around. First time I played this scene we trudged to the middle and then were set upon by three <em>hundred</em> rampaging zombies from all directions. It was an intense, heart-pounding action sequence that resulted in a pile of corpses two foot high around the base of the barn exterior. Thrilling, exciting and tense. But the next time it was quiet, the music was right down and all you heard was the screeching birds darting out of the crops and the distant hum of vehicles. Nothing happened. No sudden ambush, no pulse pounding fight for survival. The tone of the game was completely different. Eerily silent, and much more tense. This effect is replicated throughout the game, allowing these vignettes of action or suspense to be conjured from anywhere. And with an evil Director controlling the whole thing, you could be looking one way expecting an attack and then find three dozen undead have crept up behind you, or snatched your best friend and pulled her halfway across the street and up to the roof with a giant tongue. Because it is unpredictable, it always manages to create pure fear and panic.</p>
<p><em>Left 4 Dead</em>&#8217;s greatest success is the way it <em>manages</em> your experience. Sure enough, the environments have a very Source Engine look to them and the level of detail is somewhat lacking compared to recent genre highlights, but the endgame here for Valve is the <em>fun</em>, meaning eye candy is often sacrificed for function, and object placement is controlled by necessity. You feel like the whole time you are playing, you are in the hands of people who know what they&#8217;re doing. You never feel cheated by the AI, because it is never unfair. Work together or die, it is that simple. Of course there is a versus mode, and a variety of difficulties and map selection, allowing you to play the undead side and unleash your hate on your human counterparts, but this unfortunately breaks the formula, because the Director is not trying to win, it is trying to enhance your experience, whereas other human beings don&#8217;t care for how you feel, they just want to bite your nuts off.</p>
<p>Have Valve, in creating the Director, made themselves somewhat redundant? This AI, this non-existant <em>entity</em>, has displayed more talent and skill in designing a game than the vast majority of the development houses out there. It knows when to ramp up the action, and when to give you a breather. It understands pacing and difficulty at an incredibly advanced level and will always provide a thrilling and enjoyable game. And it is always watching&#8230;</p>
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		<title>Need For Speed: Undercover</title>
		<link>http://savingprogress.com/need-for-speed-undercover/</link>
		<comments>http://savingprogress.com/need-for-speed-undercover/#comments</comments>
		<pubDate>Fri, 28 Nov 2008 05:19:07 +0000</pubDate>
		<dc:creator>Mike Ireland</dc:creator>
		
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		<guid isPermaLink="false">http://savingprogress.com/?p=485</guid>
		<description><![CDATA[There really aren&#8217;t many things a racing game has to get right. I&#8217;m sure there are tons of examples of horrible racing games out there, but for obvious reasons, I don&#8217;t play many of them. Because of their essentially simple nature, it&#8217;s become hard to discern one game from another - not in the literal [...]]]></description>
			<content:encoded><![CDATA[<p>There really aren&#8217;t many things a racing game has to get right. I&#8217;m sure there are tons of examples of horrible racing games out there, but for obvious reasons, I don&#8217;t play many of them. Because of their essentially simple nature, it&#8217;s become hard to discern one game from another - not in the literal sense of the word, but in the way writers sometimes like to say things are hard when they just want to make a point about in the next sentence. There are obviously sub-genres to the world of racing video games, like &#8220;arcade racer&#8221; or &#8220;driving simulator&#8221; but strangely enough, and despite the outcries of thousands, I would argue that the <em>Need for Speed</em> franchise has driven itself into the center lane (shitty GameTrailers puns to the rescue!) between these racing game offshoots.</p>
<p>I know it&#8217;s no <em>Forza</em> or <em>Gran Turismo</em>, but it&#8217;s definitely not a <em>Burnout</em> title either. It&#8217;s more <em>PGR4</em> than <em>Motorstorm</em>, but it&#8217;s still its own distinct title in middling ground. Unfortunately, this time it&#8217;s not middle <em>enough</em>.</p>
<p>There was a brief period before and after <em>Need for Speed: Most Wanted</em> in which the franchise had racing games with no police involved. If your most iconic title is called <em>Hot Pursuit 2</em>, here&#8217;s a hot tip: don&#8217;t drop the cops. Thankfully, the chases are back into the formula, and they&#8217;re done fantastically to nobody&#8217;s surprise. But the one thing fans of the series gained from the enforcers&#8217; reprieve was a very determined focus on the actual driving and racing aspects (these somehow came to light as important parts of a <em>racing</em> game in which you <em>drive</em> cars). <em>Undercover</em> is a pleasing amalgamation of all previous entries into the <em>Need for Speed</em> family. The police have returned in full force, but at the same time, you are benefiting from the police-free titles like <em>ProStreet</em> and <em>Underground</em>, as well as <em>Carbon</em>, which had police, but sucked anyway. The point is, car customization is fantastic, controls are pretty straightforward (it&#8217;s hard to fuck up a good thing when it works across the board, but somebody always manages it), and the new driving engine is designed to let you pull off cool maneuvers, but it still handles your individual cars very well and as realistically as I imagine it ever should.</p>
<p>There&#8217;s really not much to complain about here. The plot, while ending on a kind of <em>wait, what</em> note is actually pretty good. A lot of people hear the basic synopsis and say something snarky and mildly retarded about the similarity to <em>The Fast and the Furious</em>. Good one. Yeah, you play as an FBI agent trying to uncover some racers who decided to step up their game and commit more serious crimes, which explains why you have to be in just as much danger from the police as any other racer (you are <em>undercover</em>, after all). The gameplay actually requires this plot and vice versa: in order to have someone to race with, you have to prove your worth. In order to prove your worth, you must &#8220;dog&#8221; some &#8220;bacon&#8221; and prove you&#8217;re not a cop yourself. To engage police in chases and escape, there must be an open game world in which to drive. In other words, while there isn&#8217;t anything to do outside of the events that progress the plot (in the form of a leveling system accompanying each race&#8217;s payout), the open road has merit just in its necessity to police chases, which are relevant to the storyline.</p>
<p>As I said, though, the benefits of the police-free games are here, but there is nothing beside the reintegration of pursuing squad cars to offset these perks from the &#8220;simulator&#8221; side. This game needs more &#8220;arcade.&#8221; It has a handful of cars that can only be described as &#8220;totally badass,&#8221; and each of them takes physical damage, but this has no actual effect on the performance of the vehicle, thank the gods. That is indeed &#8220;arcade.&#8221; However, in some instances, you can completely total the car, smashing it so hard that the game just says &#8220;wow, you fucked up hard, start over.&#8221; Where is my <em>Burnout</em>-style exploding shattering shrapnel storm of wreckage and former bits of vehicle? If you&#8217;re going to go all out and tell me my car is so screwed it can&#8217;t even drive, I think we deserve a little more than just seeing the car in the same state as it was after bumping into one million things very lightly, rather than one thing at one million miles an hour. When I smash a cruiser out of commission, I want to see it sawed in half like that poor son of a bitch in <em>The Matrix Reloaded</em> that got nailed by those ghost twins&#8217; huge truck. What I don&#8217;t want is to see just another cruiser slam into park with minor cosmetic issues.</p>
<p>Critics and designers and fans have all touted and hailed <em>Undercover</em> as a return to form, but I only see baby steps from there. I see a necessary piece of the franchise being returned to its rightful place and done very well, but at the same time, it&#8217;s hard to call that progression. Yes, the game brings together the worlds of its prequels and does <em>everything</em> either well or very well, but it lacks that <em>joie de vivre</em> found in its most beloved predecessors. I thoroughly enjoyed the game from start to finish, and I had several &#8220;oh <em>damn yes</em>&#8221; moments, whether it was by myself or racing online with and against my friends, but occasionally pumping my fist in the air or telling an AI driver to go fuck himself as I blur past him isn&#8217;t quite worth an A+ around here. When the <em>Need for Speed</em> games embrace their full potential, I&#8217;ll be waiting with open arms, but for now, this is just good; an upgrade for anyone who already enjoyed the series&#8217; previous entries.</p>
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		<title>Far Cry 2</title>
		<link>http://savingprogress.com/far-cry-2/</link>
		<comments>http://savingprogress.com/far-cry-2/#comments</comments>
		<pubDate>Thu, 27 Nov 2008 02:32:11 +0000</pubDate>
		<dc:creator>Jim Canapa</dc:creator>
		
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		<guid isPermaLink="false">http://savingprogress.com/?p=483</guid>
		<description><![CDATA[Open world is the new light bloom: a lot of games have it, few of them need it, and even fewer use it in a way that makes sense. Done right, with a delicate balance between pointless exploration and scripted elements, it can extend the life of a game with its playground-like appeal. Crackdown is [...]]]></description>
			<content:encoded><![CDATA[<p>Open world is the new light bloom: a lot of games have it, few of them need it, and even fewer use it in a way that makes sense. Done right, with a delicate balance between pointless exploration and scripted elements, it can extend the life of a game with its playground-like appeal. <em>Crackdown</em> is a perfect example of this: plenty of wandering, but well-done story encounters. The biggest challenge for any game of this type, and one that <em>Far Cry 2</em> completely misses the point of, is pacing. There is natural downtime in any open world game, and that’s okay. The player should be allowed to wander around the environment unmolested - especially if the environment is as lush and detailed as what Ubisoft has created here. Instead, <em>Far Cry 2</em> tries to maintain its first person shooter heritage through nearly constant random encounters and magically re-spawning enemies. It’s tough to enjoy an African sunset when some bastard you killed five minutes ago is back and firing an RPG at you.</p>
<p>There are many individual pieces of <em>Far Cry 2</em> that work very, very well, but none of them fit together into one cohesive game. For example, simply driving around the environment looking at the scenery is amazing. <em>Far Cry 2</em> is right up there with Crysis in the looks department; the day/night cycle can take a brightly lit jungle area and transform it into a nightmarish landscape where the plants themselves look ready to attack. This spirit of freedom is completely squashed, however, by the constant flow of enemies. Almost every crossroads is filled to the brim with angry mercenaries wielding high-powered weapons. Cleaning them out is futile, as they will just be back the next time; perhaps soldiers here are grown on trees like bananas. This would explain how quickly they come back, as well as their lack of self preservation. Seeing a soldier run his jeep into a rock at full speed, then get out and forget what he was doing long enough to catch a machete in the back is funny the first time, but does not make for very engaging firefights.</p>
<p>When Far Cry 2 wakes up and remembers what it is, or at least what it should be, the combat suddenly improves. Individual missions provide a guided tour of the savannah, and each is very good on its own. When confined to a smaller area and denied vehicles, the AI’s death wish disappears. For five to ten minutes at a time, it is a very good shooter, until poor pacing once again interferes. There is no quick-travel option to jump from mission to mission. Perhaps I was spoiled by Elder Scrolls IV: Oblivion, but driving across the map two or three times on one job is just tiresome, especially when the magic enemy checkpoints are brought back into play. There are bus stops scattered around the map, but even those can be painfully far from the end target. The game becomes schizophrenic, open but then not open enough, slowly paced and then too fast. I enjoyed it almost as two different games, but together they are a mess.</p>
<p>Sadly, <em>Far Cry 2</em> just becomes the opposite of <em>Far Cry</em>, when it could have been so much more. <em>Far Cry</em> is famous for its third act collapse. For two thirds of the game, it was almost perfect: open but not directionless, it required stealth and planning to overcome the eerily intelligent enemies. Then the monsters came out and the game went downhill from there. <em>Far Cry 2</em> stumbles through the first two acts, until out of nowhere I found myself skulking through the underbrush in a linear final level that was just as good, if not better than anything the prequel had to offer. There is nothing wrong with a shooter being a shooter. Not every game needs a sprawling map to get lost in; by offering more, <em>Far Cry 2</em> ends up being much less than it could or should have been.</p>
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		<title>Mirror&#8217;s Edge</title>
		<link>http://savingprogress.com/mirrors-edge/</link>
		<comments>http://savingprogress.com/mirrors-edge/#comments</comments>
		<pubDate>Sat, 22 Nov 2008 05:48:29 +0000</pubDate>
		<dc:creator>Zvi Finklestein</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[PS3]]></category>

		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://savingprogress.com/?p=474</guid>
		<description><![CDATA[Mirror&#8217;s Edge deserves attention for being utterly unique. People have long since talked about how good it&#8217;s felt to shoot a gun in Black, or throw yourself into cover in Gears of War or around a corner in Gran Turismo, but physicality is a real thing in Mirror&#8217;s Edge. To move is to be convinced. [...]]]></description>
			<content:encoded><![CDATA[<p><em>Mirror&#8217;s Edge</em> deserves attention for being utterly unique. People have long since talked about how good it&#8217;s felt to shoot a gun in <em>Black</em>, or throw yourself into cover in <em>Gears of War</em> or around a corner in <em>Gran Turismo</em>, but physicality is a real thing in <em>Mirror&#8217;s Edge</em>. To move is to be convinced. It&#8217;s the wind in your face, the stomp of your sneakers and the sound of your breath. And momentum and gravity don&#8217;t feel like simulation, they feel like momentum and gravity actually do. It&#8217;s the first video game to make me sweat.</p>
<p>Faith is a real person, and the unnamed city she traverses is a real place, not an assortment of set pieces. Run up to a wall and she stops herself by putting her hands up against it. Look away from the ledge she is hanging off of and she takes one of her hands off so she can turn all the way around. Her subconscious is even relayed directly to you via colored highlights of objects you should move across to advance as easily as possible through the level. Faith knows, so you know. The connections between player, character and environment are as close to seamless as they ever have been. With the utmost respect to <em>Super Mario 64</em>, this is everything it isn&#8217;t (in the best way).</p>
<p>It&#8217;s not all sunshine and lollipops, though. <em>Mirror&#8217;s Edge</em>&#8217;s story is a flop and totally usual for video games. This raises questions like &#8216;does a video game like this need a story?&#8217; What if the time trial and race modes - which you unlock after beating it - were all there were to it? Would it be enough to just have to get from point A to B with no explanation of why? I think if certain areas and enemies were removed or changed, the game would have been better that way.</p>
<p>The other major fault in its design is that of its combat. You&#8217;re rewarded with Achievements and unlockables for beating the game without using guns, which is a shame because melee feels floaty and detached (so far the opposite of the rest of the game), and weird because developer DICE seems to be aware of its failings in this section of the game, as they&#8217;ve said in interviews that if a sequel is made, combat will be changed or removed. First-person shooting feels alright, but still doesn&#8217;t have much of a place alongside the rest of the game.</p>
<p>So this game fails in that it has (bad) combat because it has enemies, and it has enemies because it has (a bad) story. Remove or improve both and we really could have had something special on our hands. Instead, this game only proves its worth as a tech demo, which, thankfully, is more than enough to give us a great experience. First-person shooter developers, take heart. Put this type of animation, control and physics into your games from this point forward. The bar has been set.</p>
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		<title>Gears of War 2</title>
		<link>http://savingprogress.com/gears-of-war-2/</link>
		<comments>http://savingprogress.com/gears-of-war-2/#comments</comments>
		<pubDate>Sun, 16 Nov 2008 00:13:07 +0000</pubDate>
		<dc:creator>Zvi Finklestein</dc:creator>
		
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://savingprogress.com/?p=463</guid>
		<description><![CDATA[The weakest element of Gears of War 2 is its story. The first game in the series had a vague and uninteresting one, but was successful in the end because it didn&#8217;t get in the way of the gameplay, was funny, and kept things moving from stage to stage. In 2, however, much of the [...]]]></description>
			<content:encoded><![CDATA[<p>The weakest element of <em>Gears of War 2</em> is its story. The first game in the series had a vague and uninteresting one, but was successful in the end because it didn&#8217;t get in the way of the gameplay, was funny, and kept things moving from stage to stage. In <em>2</em>, however, much of the humor is retained, but major plot twists are unexplained, and it is rich with melodrama. It hardly matters in the end, but it&#8217;s disappointing because it&#8217;s the only major aspect of the game that is worse than that of the original.</p>
<p>What I found most surprising about this game was how much better combat felt since the first game. Battles already felt personal and satisfyingly crunchy in a way they don&#8217;t in most shooters, but in <em>2</em>, things are stepped up to the next level. Slamming into cover and bursting enemy skulls with a barrage of bullets feels incredibly convincing considering how outlandish the visuals are.</p>
<p>Blending art and science in the way all great shooters do, where this game really shines (much like its predecessor but even more so), is in its level design. It all feels very deliberate, each fight working out like a little puzzle, especially on the higher two difficulties. It&#8217;s outstanding in how much it does with the basic concept of taking cover, and throws new ideas at you until the end. Simultaneously simple and deep, mindless fun and a thinking man&#8217;s game, tiny and enormous, it should be taught at game design schools.</p>
<p>In its campaign, <em>Gears of War 2</em> too often strays away from this winning strategy by means of gimmicky driving and rail-shooting sections, so it has more bad stages than its predecessor, but it has far fewer frustrating ones (the game still leans over the difficult side of the fence, though). And everything underneath is so solid anyway that any frustrations are forgettable. The encounter-to-encounter stuff is pretty much as good as video games get.</p>
<p>It may be silly to even mention in a review now, but <em>Gears of War 2</em> deserves high praise for its visuals. Most will probably find its art style unappealing at first glance, but I think my roommate put it best when watching me play the game&#8217;s final stage, saying &#8220;these graphics are perfect for this game.&#8221; If when the first time you played <em>Crysis</em>, you thought that no game had ever looked more realistic, when you play this game you&#8217;ll think that no game has ever looked more like a painting.</p>
<p><em>Gears of War 2</em> is video game shooting at its best. And that&#8217;s all there is to it, really. It&#8217;s molten fucking hot; don&#8217;t spend your money elsewhere this holiday season. And this is coming from someone who hates reviews that sound like advertisements.</p>
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		<title>Fallout 3</title>
		<link>http://savingprogress.com/fallout-3/</link>
		<comments>http://savingprogress.com/fallout-3/#comments</comments>
		<pubDate>Sun, 16 Nov 2008 00:05:38 +0000</pubDate>
		<dc:creator>James Shields</dc:creator>
		
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		<guid isPermaLink="false">http://savingprogress.com/?p=461</guid>
		<description><![CDATA[Bethesda’s Fallout 3 is structurally sound as an RPG. Playing like an offline MMO, your real appreciation for this world comes from exploring landscapes and learning secrets – many of which you won’t find on your first play-through. Powerful weapons, stat-altering bobble-heads, and a beautiful environment take the form of a physical reward, but most [...]]]></description>
			<content:encoded><![CDATA[<p>Bethesda’s <em>Fallout 3</em> is structurally sound as an RPG. Playing like an offline MMO, your real appreciation for this world comes from exploring landscapes and learning secrets – many of which you won’t find on your first play-through. Powerful weapons, stat-altering bobble-heads, and a beautiful environment take the form of a physical reward, but most of your satisfaction comes from the personal encyclopedia you’ll create in your memory - a kind of Pokédex. These are <em>Fallout 3</em>’s strengths, and fans of <em>The Elder Scrols IV</em> will most certainly be impressed. But <em>Fallout 3</em> isn’t a complete success.</p>
<p>Bethesda has decided to stick with their Oblivion Engine, for better or worse. Advantages include Bethesda’s familiarity with its tools, and various improvements to the engine. Disadvantages include a strange conversation perspective (like <em>Oblivion</em>, we zoom right into our friend’s face as we speak to them, the world behind pausing mid-step) and Bethesda’s continued penalization of ranged combat. Bows never worked particularly well in earlier <em>Elder Scrolls</em> titles; on top of having to aim carefully there was still a high chance to miss until your stats with that weapon were high enough, and this tradition has continued. This isn’t just frustrating, but needless and unintuitive. While I have a deep respect for dice rolls, having them effect your accuracy so greatly makes these weapons uninteresting at the lower levels, and results in constant saves for convenient reloads should you get unlucky. This was a problem in the earlier <em>Fallouts</em>, too, but I’m guessing this design decision wasn’t retained on account of a desire for meaningful progression or a deep respect for <em>Fallout</em>’s foibles and personality.</p>
<p>On that note, the <em>Fallout</em> universe has been diluted. I’m not speaking of child-killing here, that’s something I’m quite thankful to be free of, but the warm welcome this world offers. <em>Fallout 2</em> featured a suffocatingly harsh cast, and some characters were memorable simply because they were friendly: this tradition has been lost. <em>Fallout 3</em> offers a warm welcome with Megaton, your first home city. And while you do have an option to free yourself of it, it’s somewhat strange that the city even exists. Its residents don’t seem particularly crazed, aside from a few cult members, and the guy who runs it is protective and fatherly, qualities that seem more appropriate for a character that exists in <em>The Elder Scrolls</em> rather than <em>Fallout</em>. This is not some <em>Episode 1</em> shit, it’s not a terrible disservice to fans, but <em>Fallout</em>’s spirit feels more alive in <em>Fallout 3</em>’s dangerous environments than its surprisingly polite characters.</p>
<p><em>Fallout 3</em>’s environment is one aspect that’s been greatly improved. Exploring vaults (not unlike the one in which your character was raised) and new areas are infinitely more interesting than they were before. That’s not to say they’re going to surprise you; dungeons play out in familiar ways. You risk health and ammo for rewards, and sometimes that risk pays off, sometimes not. But as you do more of these, your encyclopedia grows, making your second and even third characters’ progression more fluid. It’s here Bethesda has played to their strengths, the novelty of discovery and satisfaction of familiarity resulting in a whole greater than the sum of all parts.</p>
<p>After 40 or so hours of play, <em>Fallout 3</em> feels like something of a mixed bag. Bethesda’s decision to package <em>Elder Scrolls</em> as a <em>Fallout</em> game feels forced, and while it’s a fresh aesthetic, the <em>Fallout</em> universe isn’t used particularly well. Ultra violence is still featured, and you’ll hear &#8220;fuck&#8221; and &#8220;shit&#8221; from time to time, but poor characterizations make this world feel transparent. Still, if you’re a fan of Bethesda’s games and you can forgive these missteps, <em>Fallout 3</em> offers a lot of silver lining, and it’s worth the time you put into it.</p>
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		<title>Silent Hill: Homecoming</title>
		<link>http://savingprogress.com/silent-hill-homecoming/</link>
		<comments>http://savingprogress.com/silent-hill-homecoming/#comments</comments>
		<pubDate>Fri, 07 Nov 2008 02:24:05 +0000</pubDate>
		<dc:creator>Jim Canapa</dc:creator>
		
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		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://savingprogress.com/?p=457</guid>
		<description><![CDATA[The Silent Hill series, up until recently, has been all about singular, frightening moments that stay with me for days. Silent Hill opened with you being killed in a dark alley by knife wielding fleshy midgets; Silent Hill 2 had the now almost cliché scene of Pyramid Head getting his forcible freak on with leggy [...]]]></description>
			<content:encoded><![CDATA[<p><em>The Silent Hill</em> series, up until recently, has been all about singular, frightening moments that stay with me for days. <em>Silent Hill</em> opened with you being killed in a dark alley by knife wielding fleshy midgets; <em>Silent Hill 2</em> had the now almost cliché scene of Pyramid Head getting his forcible freak on with leggy mannequins while you watched from the closet. Three had an incredibly disturbing scene with a mirror bleeding into a room and up your legs. Even <em>Silent Hill 4</em>, as much of a departure from the norm as it was, still had a few really good ‘Oh Shit…’ moments in the room. <em>Silent Hill: Homecoming</em>, on the other hand, has no one moment that sticks out. There was no single terrifying moment that had me curling up into a ball while casting furtive glances at the dark corners of the room. As much as I can take or leave everything else about the game, a <em>Silent Hill</em> game should scare you, and <em>Homecoming</em> just doesn’t get the job done.</p>
<p>The problem is not that there is nothing new in <em>Silent Hill: Homecoming</em>. On the contrary; more has changed with this title than any previous, and that includes <em>The Room</em>. The famously bad combat is now just annoying instead of painful; I still ran past most enemies, but when I did have to fight them, I at least had a chance (and my weapons didn’t break, screw <em>0rigins</em>). The game of course looks better, but many of the new graphical flourishes are cribbed directly from either the movie or other games; the influence of <em>Silent Hill: The Feature Film That Tried Really Hard</em> is readily apparent, and from the walls peeling away when changing worlds to a silly and canon-destroying cameo from <em>Silent Hill 2</em>, most of it looks cool but adds nothing. It might as well have been called <em>Silent Hill: The Movie: The Game</em>, only it&#8217;s several years late.</p>
<p>Since changes to the combat system actually made fighting easier, the puzzles are more abstract and difficult than ever to make up for it. I quickly succumbed to the temptation of GameFAQs; there are barely enough hours in a day to play everything that I want to play this time of year as it is. Spending hours on a sliding block puzzle or context-free riddle is just not an option. It should come as no surprise that this ruined big chunks of the game for me. Part of the fun, or terror, or the previous games was figuring out puzzles while being constantly worried about some refugee from a Japanese tentacle rape anime accosting you from behind. Even the puzzles became frightening; <em>Silent Hill: Homecoming</em> took the puzzles one step too far, past &#8220;hard&#8221; and right on to &#8220;almost impossible,&#8221; and cheating was the only way for me to keep going.</p>
<p><em>Silent Hill: Homecoming</em> is far from all bad, though. The bosses are some of the best the series has seen: grotesque, unnerving, but beatable. Most of the cut scenes were very well done, in spite of borrowing heavily from <em>Saw</em> and <em>High Tension</em> to name a few. The game is definitely gory, but it skirts the line between icky and nauseating very well. I can only recall one or two times that it sank to the level of <em>Condemned 2</em>, which both my dinner and I definitely appreciated. None of this changes the fact that the game had <em>Silent Hill</em> on the cover, and that I had serious expectations for it for that reason. I wanted to be frightened, and I was not. Of course, if the game didn’t have <em>Silent Hill</em> on the cover, I would never have played it; without the now slightly tarnished moniker it would have been just another dark third person action game with loud noises and spooky music. It looks like the only really scary series left is <em>Fatal Frame</em>, and playing the latest in that series would require buying a Wii.</p>
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