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With the release of Final Fantasy XIII-2 this week I got thinking about other games that use time travel as either a plot device or gameplay mechanic. As a result this list has been born. Enjoy.

10 — The Misadventures of P.B. Winterbottom/Braid

Yes, it’s technically cheating to have two games here, but they are similar games — puzzlers with some time mechanics to them. Braid is the more well known game, but don’t sleep on P.B. either. What P.B. doesn’t have in length or difficulty really it makes up for in charm and quality. (Plus no pretentious ending cough Braid cough.)

9 — TimeShift

Yes, TimeShift is an average FPS from the beginning of the PS3/360 era, but there are still some well done time mechanics going on here. You have a suit that can help you slow time, stop time or reverse the flow of time in short segments. Overall the plot is pretty forgettable and the gunplay is average, but the time mechanics both in combat and in some puzzles scattered here and there are well conceived and implemented.

8 — Legend of Zelda: Ocarina of Time

Of course you couldn’t have a time travel best of list without putting Ocarina of Time on there. It’s hailed as a classic so I won’t say much more about it here. I will, however, say that is goes pretty low on the list because the time aspect from a gameplay perspective isn’t as heavy as it is in other games.

7 — Legend of Zelda: Majora’s Mask

I don’t really have comment for whether the better game is Ocarina or Majora’s Mask, but the reason that Majora’s landed higher on this list is because of the ever present time constraint of the Moon crashing down to the earth. This constant give and take of time is what landed it a slot higher. Sorry Ocarina.

6 — TimeSplitters 2

An FPS throughout history that’s actually good! (I’m looking at you Darkest of Days … and don’t worry, we’ll get to you at the end of this list …) A fun little romp through time and certainly a hidden gem in the Gamecube/PS2 library.

5 — Singularity

A recent release to the PS3/360 library with really solid time mechanics. With your time device you can open rips in time to move back and forth through time, you can age enemies turning them into dust, you can sphere where time is frozen, and you can even age or reverse the aging of objects in the environment. All of that would be enough to make the list, but the ending of the game is enough to land it in the top 5. Worth playing to experience the different endings.

4 — Final Fantasy XIII-2

Yes, this made it pretty high on the list despite the fact that I’m only 8ish hours in and have no idea how it ends. Why this high? It’s almost like a modernized Chrono Trigger in a weird way. It’s an RPG using time travel that actually takes into effect paradoxes and diverging timelines. The fact that SE actually address these things in the game has really impressed me from a “game about time travel” perspective regardless of how you feel about the game as a whole.

3 — Prince of Persia: The Sands of Time

If you haven’t played this game go find a copy right now. Excellent platforming with rewinding time mechanics to make it more forgiving and you’ve already got a classic. Add in the quality of the platforming, puzzles, voice acting and story and you’ve got a real winner on your hands.

2 — Chrono Trigger

Duh? Do I even need to say more? I guess the only question is what time travel game could possibly beat Chrono Trigger?

1 — Teenage Mutant Ninja Turtles: Turtles in Time

BIG APPLE 3 A.M. But seriously, one of my favorites of all time and I think it does everything right to narrowly eek out Chrono Trigger for number one. I mean who doesn’t like Prehistoric Turtlesaurus?

Honorable Mention — Final Fantasy VIII

Yeah, it’s got all that crazy Time Kompression shit. Mainly mentioned because they actually used a K on Kompression.

Mention of Shame — Darkest of Days

With a developer name like 8monkey labs how could you go wrong, right? It almost feels like 8 monkeys actually were the entire development team. If you want to get a sense of how bad it really is I think there’s a demo on XBL. Not sure if it’s still up, but if it is you can see for yourself …

:U: Thoughts Vol 4

Here in :U: Thoughts I plan on giving impressions on games that I’m currently playing that are, shockingly enough, still :U: for me. These could be old games, new releases or anything in between. Basically my way of sharing my thoughts and feelings on games before I beat them. Enjoy!

It’s been about 5 weeks since I posted Vol 3 and in that time I’ve beaten a few games, but a few that I wrote about have been in my pending Now Playing list. Everything was dropped for a while when Arkham City came out and I ended up spending a fair amount of time with God of War 1 from the GoW collection. I did finish Maverick Hunter X, which I wrote about last time, but the other two stars of the last edition — Uncharted and Assassin’s Creed Brotherhood — still sit unfinished. Hopefully this will change before the next post, but for the last 2 weeks or so I’ve been on a bit of a PC games kick. So without further ado …

Bastion — ~8 hours of playtime:

Bastion is good. I’m on the verge of beating it — I believe there are only one or two levels left. There are a few things about Bastion that bug me a little bit, but for the most part it’s a really solid indie title that, fortunately, has gotten a fair amount of attention. Annoyance: Not allowing weapon changing on the fly. The major issue I have is when you find a new weapon that you have to pick it up and then are forced to use it the rest of a level. I understand the reasoning behind doing it, but as a player it’s annoying after you find a style you like being forced to change for a lengthy amount of time. Good: Sound and visual design are really well done. Sound effects and voice work really pop and the visuals are very crisp. Annoyance: The save system. The game only saves when you return to the hub level. And only when you first arrive there. So if you get back after a mission/level and you want to change gear or make upgrades/purchases you then have to enter a training level and quit right away to get sent back to the hub in order to save what you did. Very annoying at times, especially when you forget. I have a lot more goods and annoyances, but I don’t want to get this to be super long. Combat, for the most part is satisfying, the intrigue/mystery factor to the story is a nice touch, and the world (or lack thereof) seems really fleshed out. I’m not sure I would fork out $15 for it even with a new game +, but for the $7.50 I paid on Steam it’s a solid little title.

Rage (PC) — ~4 hours of playtime:

I usually don’t include what system I play a game on in these posts, but for this game it’s a substantial addendum. I say this because at launch Rage on PC was broken for just about everyone. So why did I buy on PC? It was over a month after launch, enough time to solve all the problems (or so I thought), and there was a Steam sale that brought the cost low enough where I thought it would be worth it. Unfortunately for me I’m in the group of people whose hardware is still having problems running Rage. So let’s look at how it has lived up to its name so far. Upon purchase and downloading and installing the massive 25 gigs I booted the game, saw the gorgeous opening cutscene and then was greeted with all the textures being blue. See exhibit A. So I finally found a forum post (Steam forums were down due to hack at this point) that detailed a fix. So I downloaded the previous version of AMD’s driver and then added a file from another previous driver to my Rage install files, which somehow magically fixed the problem. That probably took me 2-3 hours of googling and trying different things. I ended up watching the opening cutscene 7 times (unskippable) in order to get to the first section that would indicate if the problem was fixed. Now that I had that fixed I could play the game right? Yeahhhhh, not so much. Well, I can, but in under 5 hours of playtime the game has froze on me a total of 5 times. Twice on loading screens, twice during gameplay and one more time while I was trying to save. So I’ve basically been saving constantly and hoping it doesn’t freeze. I finally heard on Sunday that a new set of AMD drivers are coming out this week that will supposedly fix Rage performance issues, so I’m waiting for those to come out before playing more. Supposedly they are supposed to come out tomorrow …

As for the game itself it has been fun so far. The weapons feel good to fire and the enemy AI, for the most part is pretty good. There are enemies that wield melee units that are particularly agile and can be hard to hit, especially early in the game when you only have a pistol. The racing portion of the game is just starting to become more of a factor, which at first has been fun, but I can see it becoming an annoyance rather quickly. I may end up plugging in a controller for the driving portions because the controls aren’t that great on a keyboard. Additionally it suffers a bit from >go see this person >get sent to someone else >get sent to do something for them before being given what you need. For example there’s a quest where you have to go find supplies from a neighboring town. So you go from the guy who saved your life to the woman who has supplies he needs. Before she will give you said supplies she asks you to find someone she knows that’s gone missing. So off you go to the bandit stronghold to look for this guy so she’ll give you supplies for the town you started in. Despite all the problems I’m having fun with the actual gunplay — enough so to make me want to stick with it despite some of the shortcomings and technical problems.

Fallout: New Vegas — ~1-2 hours of playtime:

I just played a bit of this tonight because I’ve seen a bunch of Skyrim streams and had an urge for some WRPG, so starting a bit of that was my way of (hopefully) fulfilling that urge without having to go drop $60 on Skyrim. The beginning definitely had a bit of BioShock 2 feel (getting shot and revived) but without as much emotional impact. Maybe this is because I knew it was coming whereas I had no clue that that was how BS2 was going to start. Regardless I like how this one started compared to FO3 because it actually gives you some starting equipment/money. I struggled for a while in the beginning of FO3 to have money/ammo/working equipment, and it was a bit of a turnoff. It may have been because I didn’t know how the game really worked at that point, but I can see that they may have taken this into account with FO:NV. Anyway I’m still in the tutorial levels, so some of the changes like gun mods/ammo types/cooking etc. haven’t really taken much effect yet, but it will be interesting to see how some of those things change gameplay from FO3.

That’s about it for now. Down to 66 games yet to beat and a fair amount of those are 10-12 hours to beat, so hopefully I can make a dent in that in the coming months. Lord knows then a holiday steam sale will come along and that will rocket right back up …

The $10 Project

[Writer's note: I wrote this post a few days before the release of Batman: Arkham City with the intention of doing some edits the next day and posting (it was quite late when I wrote it), but then I got busy with other things and forgot. Hence the post on a news item that's a few weeks old. Fortunately (or unfortunately) this issue is going to be with us for a while, I think, so I'm still going to put it up.]

Everyone is aware of the growing trend of online passes and season passes for games, but there seems to be, in my eyes, an alarming progression of these types of passes.

“Project Ten Dollar” is a term coined by EA CEO John Riccitiello back in May of 2010. It started with the EA Sports division, but quickly found its way to games like Medal of Honor and Dead Space 2, though some will argue that the trend really started with Mass Effect 2 and Dragon Age: Origins. ME2 and DA:O introduced a DLC pass with new copies that entitled some free content, but was also necessary in order to purchase future add ons to the game. But that quickly moved to a $10 pass included with new games in order to access multiplayer modes. Following EA’s lead THQ, Warner Brothers, Ubisoft and Sony have all joined the ranks of the online pass.

However, now even single player games are receiving “online passes” with the release of Batman: Arkham City. Hidden behind this “add on” is playable Catwoman. Originally many thought that this was just challenge rooms, much like the, for now, Best Buy exclusive Robin challenge rooms, but along with Challenge Room type content is story content within the main single player experience. This may start a scary trend of developers locking out single player content to used buyers.

“But I don’t care, dear writer,” you may say, “I only buy my games new. I don’t care what kind of online passes they want to use.” While this may be true, this is certainly not true of the industry as a whole. Many people rely on trade-in or used sales to allow them to buy new copies of games. Many others can only afford to buy used, therefore potentially have to choose between an additional $10 fee to unlock content or waiting and using that $10 on another full title. I believe that used sales are a vital part of the industry and publishers trying to chop off used game sales will only hurt them and the consumer.

I think there are a variety of ways that publishers could entice people to buy new copies as well as enticing them to hang onto their copy beyond the time when trade-ins typically happen.

1) Don’t shoehorn in a multiplayer just so you can charge for an online pass: Yes, I’m looking at you Dead Space 2. While I felt the game as a whole was fantastic the multiplayer portion was obviously outsourced and was not very good. It wouldn’t surprise me if the community was dead within 2 months of launch, so asking any used buyers now to pay for the online would just be adding insult to injury. (Also devs/publishers please don’t complain in the future when you include an online pass for your multiplayer and then map pack sales aren’t as high as you would like … just sayin’.)

2) Give new buyers things instead of taking away from used buyers: Not everyone can afford to buy new games. It’s that simple. However, if someone that can’t afford to buy your game new buys it used, plays it, and likes it they may be more apt to buy your sequel or your next game. Taking away features or levels from used buyers is just going to hurt your future sales. Want a perfect example for someone that did it right? Remedy and Alan Wake. Included with each new copy of Alan Wake was a code for the first batch of DLC that they were going to release. That’s right, a whole bitesized chapter of the game for free if you bought new. They didn’t withhold playable Barry sequences or not allow you to use the flare gun unless you entered in a code, but they gave you a free experience just for buying new. Entice me to buy new from you and chances are I will if I can.

3) Make good, quality DLC post launch: I’m going to be honest and say that there have been very few pieces of DLC that have enticed me to buy as well as make it all the way through. There has been some great DLC, but a lot of it just doesn’t seem to hold up to most of the sequences of the main game. If you give me compelling DLC like the Alan Wake add-ons, Minerva’s Den from BioShock 2 or Severed from Dead Space 2 then I’m going to be much more willing to hang onto your game.

4) Don’t charge $60 for it: If you are releasing your game amongst heavy hitting AAA titles why not drop your price a little bit. The fact that most console games all release at the same price point is mind boggling to me. Look at a game like Deadly Premonition that sold at $20 and broke 50,000 sold at around the 3 month mark of release. If you don’t launch at the $60 price point more people will be willing to give your game a shot.

5) Give me a good reason to play your game again: Add something to make it worth my while. Give me an extended ending that teases where the story might go next, something a la Halo 3. Give me a new game plus mode where I can use all my gear and have some fun with the game a la Dead Space 1/2. Why more games don’t include New Game+ modes in this day and age is honestly beyond me. Give me online coop. Give me a variety of different modes like Left 4 Dead’s Mutation mode. Add some free DLC to start off with like Portal 2. The next one ties into this one, but I’ve made it separate because it’s so important …

6) Make a quality game that’s fun to play: If you make your game a “must have” people will buy it. Yes AAA titles take a lot of money to make, but you don’t need to make a AAA game to be innovative and fun. If you make a great game people will buy it, and if it’s truly great they will want to play it again because they had so much fun with it. I know my copy of BioShock will never be sold and if it somehow is lost a new copy will be bought. Make your game fun and compelling enough for a replay and fewer people will trade it in.

I think that’s the bottom line here. Give your players the content and value that they want and deserve of a $60 game and your game will sell lots of copies new. Just look at recent releases like Skyrim. They didn’t feel the need to lock out a series of side quests (or even main quests in the middle of the game that aren’t as important) to people buying used copies. They packed a hell of a full game into $60 and gave buyers their moneys worth, which entice more people to buy new. Or at least that’s my $10.02 worth.

:U: Thoughts Vol 3

Here in :U: Thoughts I plan on giving impressions on games that I’m currently playing that are, shockingly enough, still :U: for me. These could be old games, new releases or anything in between. Basically my way of sharing my thoughts and feelings on games before I beat them. Enjoy!

Well, it’s been a while since a post. Since I was away from “civilization” for a while I wasn’t really able to post or play much of anything from June – the end of August. Now that I’m back I’ve had a lot of ideas for posts floating around my head, but I haven’t actually gotten around to writing any of them yet. So keep an eye out for those! In the meantime, let’s talk about some games I’ve been playing …

Uncharted: Drake’s Fortune — ~5-6 hours of playtime:

I was very interested to finally get to play an Uncharted game after all the hype they seem to get. So far most of my impression is “wow, this really wants to be a movie” and “wow, these controls are really loose.” It looks really nice, especially parts where water are involved and the weapons, for the most part, feel pretty good to use. The map design, in my eyes, could use a little bit more polish. There have been times where I’ve wiped through 15-20 enemies and get killed by the last two because of where they spawn in relation to the rest of the map, thus restarting me from the beginning of the engagement, which can be really frustrating.

I think the thing that is most hindering my complete enjoyment of Uncharted 1 is the controls. There is no precision to movements or how Drake controls. I have fallen off of things a lot during climbing sections for seemingly no good reason. The way Drake runs is very awkward, almost like he leans over when he moves and turns so his torso is in one spot and his feet are in another. I have died so many times to imprecision during platforming sections as well as taking cover on the wrong side of something that it’s really not even funny. I’ve heard the controls were tightened up for Uncharted 2 and I really hope that this is indeed the case.

That said I am enjoying it, for the most part. I could stand for a little less “cheeky, witty, one-liner” Drake and a little bit more character development, but I don’t see much of that happening either. Probably in the solid 8 range for now.

Assassin’s Creed: Brotherhood — ~1 hour of playtime:

I’ve only just started this, so I don’t have too much to say at this point. I think the one thing that has struck me the most so far is how much it feels like an expansion to AC2. I’m not sure if this is good or bad, yet, but I kind of wish that they had moved to another character outside of Ezio. While I did enjoy Ezio as a character a lot more than Altair for many reasons, going back to Ezio almost feels like trying to milk the character for more money. Granted all of this is said without really having seen where the story is going to go, but Ezio is already feeling tired to me. I really hope that old Ezio in Revelations is less douchebag/player and more wise/laid back.

Mega Man: Maverick Hunter X — ~6 hours of playtime:

It was nice to get back to MMX after having played it in grade school way, way back in the day. I really don’t have many complaints or specific praises as it’s pretty faithful to the original in a lot of ways. I think there are two things that bother/frustrate me a little bit: the 3D-ification and dash boots not being mandatory/location changed. The 3D look reminds me a lot of FF3DS in that the 3D models look ok, but HD sprites would have looked much nicer (a la FF4CC) to my eye. The dash boots were frustrating since they’re practically required to beat the Eagle boss, and I was expecting them to be a mandatory pickup at some point, but having to look up a guide on where they were so I could progress through the levels was very frustrating and disappointing to say the least. Other than that it’s been pretty good, I just have to find some time to power through to the end.

That’s about it for this volume. Some of the other stuff I haven’t beaten yet I’ve talked about in a previous volume, but I have some more that I’ll be starting soon including Dead Nation, Battlefield: Bad Company 2, and Arkham City. Planning a couple posts, so there may be some more to come this week … :Ahoy:

I recently purchased Bulletstorm when it was Amazon’s Dead of the Day. I have to admit here and now that although I was a little bit interested in Bulletstorm I was just as interested in the Gears 3 Beta invitation that came with it. I had been considering purchasing it, but when it was announced that you did not have to purchase Bulletstorm to get into the Gears 3 Beta I rather quickly changed my mind in deciding to wait to purchase until it was a cheaper price. It was eventually revealed that you would need a Gears 3 Gamestop preorder to get an invitation, so seeing Amazon’s Deal of the Day I decided to bite the bullet (hurrrr) and give Bulletstorm a shot. (Ok, ok, that was the last pun I swear!)

Presentation/Feel

sfd Bulletstorm is presented pretty perfectly for what it wants to be — a crude shooter looking to be all about two things: killing with skill and fun. The characters are larger than life. Our main character (whom players control), Grayson Hunt, is an ex-military commando turned renegade drunken space pirate. Ishi is Grayson’s best friend and another ex-commando. He is injured in a crash landing and in order to save him a doctor adds cybernetic parts to him including an AI. He spends most of the game trying to fight the AI, who is only looking for survival, for control of himself. The last two important characters are General Serrano and Trishka. General Serrano is a brash, vulgar man — the stereotypical drill sergeant. Trishka is a commando under Serrano’s command. She is just as tough and vulgar as the boys and can hold her own in a fight.

In addition to the presentation of the characters is the writing. The writing is full of witty and memorable one liners. In one exchange Trishka says that if Grayson and Ishi try to follow her that she will “kill their dicks” to which Grayson replies “What? What does thet even mean? Your gonna kill my dick? I’ll kill your dick! How bout that, huh?!” Another exchange between Gray and Ishi has Grey talking about the possibility of them snuggling and making out in a “totally hetero way.” There are many immature and coarse exchanges like this throughout the game that you will (or should) chuckle at. The playstyle fits right along with the dialogue, but we’ll talk about that more when we get to gameplay.

Sound

The sound is nothing extraordinary. The music, while not bad, is largely forgettable. That’s not meant as an insult to it at all. The music is fitting, but by no means will you walk away from Bulletstorm humming any tunes. The sound effects of the weaponry is good and gives a good feel for power, especially on secondary fire modes. Where the sound aspect of Bulletstorm shines is in the voice acting. The voice actors of Grayson (the player character), Trishka, Ishi and Serrano really understood what the Bulletstorm is — a crude, violent, testosterone filled guilty pleasure. This comes through in their delivery and fits the overall feel quite well.

Graphics

Bulletstorm has the oddity of having both fantastic graphics and graphics of questionable quality. The backdrop of this resort world that you find yourself on is bright and vibrant. I often found myself stopping the march to the next group of baddies to stop and admire the landscape. The Unreal Engine does some very nice water effects — they were evident in BioShock and they were evident again in Bulletstorm. Some of the problems with the graphics is when you take a look at the area that your character inhabits. Not all of the foreground has graphical problems. Some areas of the foreground are very polished, but others could have used more time to polish. There is an area later in the game where there is an electrical storm outside of the building. When you see the storm in the air the effect is not that bad, but when you see the lightning hitting surfaces the lack of polish is somewhat evident. In addition there were one or two cutscenes towards the beginning of the game where the fine textures on the characters failed to render giving everything that typical “before texture pop-in” type of a look. The problems with the graphics are nowhere near gamebreaking, but it is obvious that some of the graphical work could have used that little bit of extra polish.

Gameplay

adsf The gameplay is the area where BS really begins to shine. It is by no means perfect, but it has a lot more pure fun than I’ve experienced in a shooter in a bit of time. The beauty of the combat of BS is the point system. You will receive points for various different types of kills.

A basic kill (shooting an enemy enough for them to fall) is worth 10 points. If you manage to land a headshot kill it will be worth 25 points. Then there are other types — anything from environmental to shooting an enemy in the family jewels followed by a headshot. There are over 100 skill shots, as they are called, that can be discovered and performed, often named for innuendo. The effect of these skill shots is that enemy encounters become an event rather than a means to the next part of the story arc. Instead of seeing a battle as something to be cleared to get to the next one I started seeing each encounter as it’s own level. How can I maximize the number of points I receive for these kills? What new skillshots might I be able to pull off in this encounter?

There is a database of skillshots, the majority with descriptions on how to accomplish them. This makes it simple to try to pull off a combo you never have before. These points you accumulate for various skillshots are used resupply stations. They can be used to purchase upgrades to your weapons or to purchase ammo. Thus the more points you gain during battle the faster you will be able to upgrade and the more ammo will be available for your arsenal.

The last thing I want to talk about is weaponry. You receive 8 different weapons for your arsenal throughout the campaign. This includes your standard fare like an assault rifle, shotgun, pistol and sniper rifle, but you also receive a number of unique weapons. One of these weapons, the Flailgun, fires 2 grenades attached to each other via a chain. The chain wraps around an enemy and you can remote detonate the grenades (often after kicking the enemy towards his buddies!) In addition, each weapon has a secondary mode which requires charges to fire. The assault rifle fires one megablast (supposedly 100 rounds in one blast), the pistol fires off a firework like round and the four barreled shotgun fires a wave of fire that can vaporize any enemy in its path. This adds extra mayhem and fun to weapons that might otherwise grow stale more quickly.

My only real complaint about gameplay is how quickly some skillshots grow stale. You will receive a lot of headshots and a lot of environmental kills. There was one section where enemies chase you down a corridor. I turned a corner in a U shaped hallway and found some rods sticking out of the wall. I waited around the corner and all 4 enemies came charging around the corner where I kicked all 4 successive enemies into the spikes for 100 points each. This wouldn’t be so much of a problem if there weren’t so many of the same 2-3 environmental kills spots everywhere on the map. There’s only so many times you can impale or shock enemies to death before it becomes a tad stale. If they had added more variation and more skillshots (8-12 per weapon and 40-50 general just didn’t feel like it was enough) it would have really helped stave off some of the stale feelings towards the end of the campaign.

Story

This will probably the oddest part of the game for most people going in. The whole premise of BS is to be a mindless, fun shooter. It absolutely is, but there is an underlying story that takes a more direct (and serious) role by the middle of the game and into the second half. For those with little knowledge of BS, the premise of the game is to get murderous revenge on one man, General Serrano, for war crimes that he ordered our main characters to commit. However, in the second half of the game we see a lot of character growth in Grayson. His character shows significant maturation and looks as much for redemption as he does for blind revenge. Though I was only looking to “kill some dicks” with some “quality soldiering” I found myself looking forward to how the game’s plot would resolve itself the further I got into the game. While I won’t spoil anything, the ending does set up for a sequel. Let’s hope that Epic makes enough to give People Can Fly another go at the BS universe.

Replayability

Though I’ve only played the campaign once and done a bit of the other two modes (which we’ll get to in a second), I can see replayability of BS being higher than a lot of other shooters out there. The implementation of a multitude of skillshots (most likely more than you can achieve in your first playthrough) will make sure that you come back for more. In addition to the campaign there are two additional modes: Echoes and Anarchy. Echoes mode is basically a series of challenge levels where you attempt to get par scores where you can earn 1-3 stars based on performance. These stars unlock new maps. Your scores get uploaded to a leaderboard where you you can compete with your friends. Anarchy mode is a cooperative multiplayer experience that is actually tied to story arc much in the same way that BioShock 2′s multiplayer was a part of the narrative. While not a huge part it is mentioned by characters as you progress through the campaign. As for the gameplay Anarchy is a lot like Halo’s Firefight mode or Gears 2′s Horde mode. You fight off rounds of baddies, but the BS twist is that you need a certain team score to progress to the next level. There are challenge combos as well as team combos to add some extra depth and teamwork. Unfortunately replay takes a bit of a hit by not having a cooperative mode for campaign. I can understand why they did not include a coop mode in terms of the narrative. Gray never really knows who he can trust and the same characters do not always accompany Gray, but they could have done a Halo style coop where the 2nd player is not visible for cutscenes and story sections. This could have added team skillshots to the campaign mix and spiced things up a bit.

Final Verdict

Bulletstorm is well made and has a definite level of polish to it. It was a fun and somewhat refreshing experience. If you’re looking for a shooter that doesn’t take itself too seriously this is probably a game for you to take a look at, but don’t be shocked when the story takes a bit more serious turn in the second half of the game. There are some very good set pieces and it feels very big in scope. I did not time how long campaign took me, but I would guess between 10-12 hours. There is more than enough content to justify a full purchase (especially factoring in the Gears 3 beta in April), but this could also be a great title to hold out for in the long summer months. For $40 I feel like I’ve got my money’s worth.

Score: 9.0

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