This Place Looks Familiar
HIGH Chloe.
LOW The combat.
WTF Are people actually playing these dire multiplayer modes?
HIGH Finally figuring out all the rules after a few hours of play.
LOW Overlooking a combo bonus and going from a win to a loss in one turn.
WTF The final boss in the Golden Abyss campaign.
HIGH Soaking in those sumptuous visuals.
LOW Finger-swiping QTEs.
WTF Why do I have to clean 100% of the dirt off this artifact with my tired finger when I can already make out the "hidden" image?
In this second part of our initial PlayStation Vita impressions pieces, Michael A. Cunningham gives his thoughts on some of the Vita launch titles. Michael has been burning through a stack of titles, spending between one and three hours with each.
In a cinematic action game, the player needs to keep moving forward because the intent of the game is to both tell a story and excite the player. Viewed as a question of design alone, difficulty that forces several replays of any section is undesirable because it gates progress and converts the game into a movie that is merely very inconvenient to watch.
HIGH That stunning horse-riding sequence.
LOW Too many questions without answers, and a plot in search of a soul.
WTF Drake barely survives the desert, but is apparently hydrated enough to run and jump around like a monkey.
HIGH The hallucinatory sequences in Ubar and Yemen.
LOW Gunfights on the water and in a sandstorm magnify the significant deficiencies of the gunplay.
WTF These guys are really staying in a burning building to shoot at me?
HIGH My son telling me to jump back onto my horse after I chased down a moving truck with it, jumped into the back, and took out a bad guy.
LOW You’d think Drake has Wolverine-like healing powers after crashing through the floor for the umpteenth time.
WTF A middle-aged Sully convincing a teenage Drake to stay with him. There has to be some international law against that.
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