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Crackdown 2 is like a mediocre beer

Photo courtesy of videogamesblogger.com

Here comes mediocrity!

Not too long ago, I received a free half-case of Session Dark lager. The beer was pretty gross, but I still consumed them. I did this because it was still beer and it was good enough to keep drinking on occasion until they were all finished and out of the fridge. This is what Crackdown 2 is like.

The game begins with a story update on what has been going on in Pacific City since the end of the previous game. The gang factions you’ve brought down are now nonexistent, but there are new threats that have taken over Pacific City in the form of a criminal faction called “Cell” and a whole lot of fast-moving, zombie-like Freaks. Other than this, the story is almost devoid of any further mention. Besides small episodic content in the form of audio logs picked up across the city, one really has no idea what they’re really doing in Pacific City.

What the game really comes down to is collecting orbs to power up your character. Many of these orbs are scattered around the city in various locations, some are in plain view while others are tucked away in dark recesses. Some of these orbs are only obtained with vehicles while others can only be picked up with another player online. These orbs help your character drive well, jump higher and farther, or gain a little skill in all categories. Speaking of your character, one can only pick from four different men but it doesn’t really matter because they’re wearing a helmet the whole time. Ruffian really should’ve just banished this implementation of supposed “choice” immediately.

The problems lie in how the game is presented overall. The game is all about traversing across Pacific City, (by yourself or with someone else,) collecting orbs and causing havoc in the streets, but it’s the terrible control and poor map that causes the gameplay to be a major pain. Your character has a better time moving in the air than on the ground and occasionally grabs onto ledges while ignoring others altogether. There’s no possible way to mark waypoints on the map, which makes it even tougher to track where one has to travel without pausing the game every few seconds to assure they’re on the correct path. Add a terrible targeting system reminiscent of playing an HD clone of Grand Theft Auto III and you have a close to broken game.

Overall, the game isn’t terrible. I’ve played many worse games throughout the years. Yes, I finished it by myself, since I’m not one to play platformers multiplayer. Upon finishing it I was happy because it meant there would be no more of it. If a game is supposed to be more about collecting items than an interesting story, Ruffian should have made sure that the controls were spot on. They should have supplied a map with added waypoints and more. Instead, the game is like a mediocre beer. Just like how a Session Dark lager is drinkable, this game was playable. But would I ever buy the beer or this game? Never. I’d recommend an IPA and Prototype.

If you’re in need of another point-of-view, I recommend the review over at IGN. If you have any comments that I didn’t bring up, feel free to leave them here!

Game Review: Puzzle Quest 2, does it stack up to the first?

I first picked up Puzzle Quest on the iPhone because of a posting I came across on Twitter from Daniel Perez (username xBBx.) The post was for a free download of Puzzle Quest for one day only. Little did I know that I’d be sucked into a world full of puzzle solving and questing the lands full of mythical creatures similar to that of a Lord of the Rings book.

Before I knew it, there was an announcement that Puzzle Quest 2 was going to be released soon for the Nintendo DS and on Xbox Live. Splurging the 1200 points for the download the day it came out, I’ve been sucked into the game for hours on end since. But there are definitely some differences from the first Puzzle Quest.

The first noticeable difference is the missing map. No longer does one just wander the map from point to point engaging with character and enemies at certain points. Instead, your character wanders through villages and dungeons conversing with non-playable characters (NPCs,) fighting enemies, and solving mini-games in the form of puzzles. These mini-games include bashing doors in, picking locks, searching rooms, disarming traps, and finding loot. The other noticeable difference is the usage of items within the puzzle battle. One can use a weapon, shield, potion, or poison which is activated by matching the fists in the puzzle. This alone makes a WORLD of difference in how one plays the game.

If you’ve played the first one, beware; the moves are slightly different on here. I played as an assassin in both and the stealth move is very different than in the first. On the other hand, if the enemy resists your spell, you don’t lose the mana like in the first game, just the turn. The puzzles can be addicting as they come in various sizes. I’m playing it on normal and about ¾ of the way through. Most puzzles look like the one pictured but some are larger. The Xbox Live version also comes with a multiplayer component but I’ve yet to play that.

Infinite Interactive obviously put in quite a bit of work into this sequel and I definitely recommend this to the avid puzzle gamer who are looking for something a bit more than Bejeweled. While the story is kind of lackluster and the dungeons are mostly reminiscent of a tactical RPG, the character art is drawn and colored well. With four different characters, the replay value is pretty worthwhile. I doubt the game will change your life but I’d bet that it’d entertain you at best.

PICS:

Puzzle Quest 2 Fight Screen

Puzzle Quest 2 Dungeon Layout

Puzzle Quest 2 Puzzle Layout

Puzzle Quest 2 Lockpicking

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