Showing posts with label Catholic Games. Show all posts
Showing posts with label Catholic Games. Show all posts

Sunday, July 24, 2011

REVIEW - L.A. Noire (Xbox 360, PS3)


In 1997 a game was released by a little known company by the name of DMA Design that generated controversy unheard of at that time in the video game industry.  The game's name was Grand Theft Auto and the company went on to become Rockstar North, part of the developers who have co-developed L.A. Noire. (Rockstar/Team Bondi)

When one looks at Grand Theft Auto (or GTA as it has become known over its many instalments), and then looks at L.A. Noire, it is tempting to feel like Rockstar have done a 180 degree turn.  For in GTA, you played the ultimate criminal, roaming around a city looking for trouble; either of one's own making or through missions assigned to you by criminal head honchos.  In L.A. Noire, you play Detective Cole Phelps and it is your job to track down and catch those criminals of the kind that were so celebrated in the GTA games - you are the ultimate cop.
Cole Phelps - a.k.a. You

That isn't to say that L.A. Noire takes place in the GTA world; instead it is set in 1940's Los Angeles.  Phelps has just come back from the war having done his duty as a marine serving in Japan, and is still fresh from the horrors experienced in that war.  He finds himself a new job as a cop, and quickly works his way up through the ranks as a detective in various departments.  Phelps' story is of a man trying to keep pure in what can often be a very seedy police department.

Linear Noire

In terms of gameplay, if you are expecting gameplay as open world as GTA or Red Dead Redemption, then you are going to be very disappointed - L.A. Noire at first gives the impression of being very open, but it is in fact extremely linear.  Linearity is not necessarily a bad thing, but it is important to be clear that this is not GTA: Detective.  Although there are a number of side quests to get on with - including 40 street crime cases and a whole range of landmarks and secret cars to be discovered - the majority of the game is set in a typically linear mission format.

Crime scenes are varied, but examining can be repetitive.
A mission will usually start out with a small cut scene explaining the case, and then an introduction to the case from your boss.  You will then make your way to the crime scene, and encounter what is probably the weakest part of the game.  The "investigation" sequences involves Phelps talking to the various people examining the crime scene (coroner etc) and then searching for clues.  Unfortunately this process becomes tedious very quickly, as it ultimately involves walking around the scene indiscriminately, waiting for the "You've found a clue" noise to chime.  The idea of searching for clues is by no means a bad one, it just isn't particularly well implemented.  It becomes a lengthy process of scouring every inch of ground, as opposed to genuinely searching for clues.  The game livens things up at various points by the inclusion of minigames, such as having to break a secret lock on a trombone case, but by and large it is just walking around and pressing the action button whenever one hears a noise.

Often at the crime scene (as well as in other areas as well), the player will be called upon to interview either a suspect, a witness, or a general person of interest.  It is here where the game really comes into its own and stands out.  For L.A. Noire uses MotionScan technology in order to map the faces of the actors involved in filming, and then transposes them onto the faces of the characters.  It means the faces of characters in the game are hyper-realistic, so much so that it's a little creepy when you first see it.  This technology is used not only to enhance the game, but also in the interview segments of the game.  These segments involve Phelps and his colleague asking certain questions to the person of interest.  As the person is answering, the camera will show a close up view of their face, and from a combination of their answers, their facial expressions and the evidence that you have collected up until that point, you as Detective Phelps must work out with each answer if they are telling the truth, if they are making doubtful statements, or if they are flat out lying.  If you make the latter accusation, you must support that by showing the corresponding evidence that proves them wrong.

He looked down!  He must have murdered someone!
For the most part the system works extremely well.  The difficulty is set at a steady level, so every new interview is tricky and takes some thinking, without it being utterly impossible.  I for one seemed to be stuck on getting around three out of four answers right on each interview - there always seemed to be one that stumped me.  The facial recognition is so accurate that you must look very carefully at the person of interest to look for tells; so they might avert their eyes, twitch a little bit or even swallow hard.  All these things are visible on the screen, and provide those glorious "Aha" moments when you spot the tell.  Unfortunately it doesn't work perfectly.  When for instance you choose the "doubt" option, the game doesn't specify precisely what it is you are "doubting" meaning you can end up accusing someone of something entirely different to what you intended.  So in an early scene I doubted a woman's statement that her husband had recently purchased new glasses (as I had seen that he had quite old ones at the crime scene), so I pressed the doubt button and then watched in horror as Phelps went on to accuse her of being complicit in the crime!  Such a feature can lead to some infuriating moments, especially when the game ranks up the difficulty.

The third main aspect of gameplay could be described as "action sequences."  These involve either a) car chases, b) cover based shooting, c) stealth sections or d) chases on foot.  These all work very well.  The stealth sections can be a little bit slippery at times, but the cover system works well and keeps the flow of action very smooth and breaks up the slowness of the rest of the game with some good old fashioned action.  The driving sections aren't perfect, and despite the cries of your colleague to get close so he can shoot out the tires, there is always a scripted sequence waiting at the end of the chase, so as long as you don't lose the "perp" (that's right, I'm using the official lingo now!), there is no need to risk your neck as he will eventually drive into a tram, or flip the vehicle or whatever.  Once you click this is the case, it ruins the frantic pace of the chases, but they are still fun nonetheless.

It is times like this where the linearity of the game comes through and it is a little disappointing.  Even if you bungle an interview, the game will still find a way to give you a route to the next part of the case.  If you completely screw up the case, you might get a dressing down from a superior and a low rating, but the next mission will pop up faithfully.  In that sense you can't "lose" at L.A. Noire and that's a shame.  It would have been nice if you were able to bungle up an interview, and then have to go searching for a completely new line of inquiry, or if the case remained unsolved and it mattered.  Instead, you can be assured that you will get to the end of a case eventually, and L.A. Noire loses some of its power as a result.

Additionally, there is little else to do in the L.A. Noire world except for follow the story, which is a shame because the city is rendered so beautifully, and the world is so atmospheric - complete with smooth jazz music and genuine radio shows from the 1940s on the radio.  When I first went driving about in 1940's L.A. I was in love and wanted to explore more; but apart from collecting cars and spotting landmarks, there is nothing else to do except for drive from destination A to destination B.  There are no mini games or side challenges (except for the 40 street crime cases mentioned earlier) like in Red Dead Redemption, or areas to go and get completely lost in aside from the main quest.  This wouldn't be so grating if Rockstar and Team Bondi hadn't done such a great job in creating a world that any player would really want to explore.  The game's heavily plot-based, linear narrative is understandable giving the subject matter (cops can't just go wandering off in the same way a cowboy can) but it is a little frustrating at times.

It's a Dirty Job...

From a Catholic perspective, L.A. Noire is understandably a big improvement from the morally offensive Grand Theft Auto series, in the sense that this time you play a cop who is looking for justice, as opposed to a villain looking for trouble.  Additionally, Phelps' struggle to keep clean in what is an extremely corrupt police outfit is an intriguing one, and raises some interesting questions related to the moral principle of justice and its application in reality.  Without giving away any plot spoilers, there are also strong themes of forgiveness, and it will be discovered that Phelps himself is on his own quest for redemption.  Although there is little sign that Phelps ever turns towards God for this redemption - preferring to adopt the Pelagian approach of redeeming himself - there are other characters (notably a slightly stereotypical Irish Inspector) that are deeply religious and make gratifying Christian statements, resulting in a much deeper religious message than is present in many video games of this ilk.  It is also the first game I can remember in which the subject of adultery is generally seen by all characters as a very bad and destructive thing in which to be engaged.

Beneath the lights lies a murky underworld.
Killing in this game is by and large kept to a relative minimum.  While the player will be required to fight off gangsters and gun wielding criminals, some of the street missions and certain criminals can be stopped by firing a warning shot, or by tackling them to the ground.  Additionally deaths of innocents are severely penalized, and the game treats the death of innocent people as a tragedy, and this provides a primary motive for Phelps in his quest for justice.  The full consequences of criminal activity are also shown in L.A. Noire, with scenes that involve Phelps informing affected relatives, colleagues and even children.  By doing this, there is no way that L.A. Noire can be said to be glamorizing violence.

Yet such a game still involves extremely adult themes, with themes of murder, drug use, rape, violent assault, domestic abuse, euthanasia, sexual activity involving minors, adultery and prostitution all making significant appearances in L.A. Noire, meaning that this game is definitely for adults only.  Additionally the game's grittiness is communicated with a few bloody crime scenes, including one very bloody interior, some graphic scenes of war crimes and a few relatively close shots of naked corpses.  Although such details are justified by the story, it is something that Catholic gamers will wish to consider before purchasing.  Also the game contains an extremely heavy amount of rough, crass and crude language, as well as significant profanity and various racist terms.  Just because the main character might be clean shaven, it should not be assumed that the game is as well!

In terms of length, the game packs a solid punch of approximately 20-25 hours.  The award system of cases offers limited replayability, as do the collectible cars, but generally the story mode will keep you occupied for a long time.  The story does drag a little in the middle, and I found myself repeating a lot of the same types of cases.  A little more variety would have helped to make this a perfect title.

Conclusion


From a technical perspective, L.A. Noire brings a lot to the table.  The dynamic way in which MotionScan is implemented offers something fresh, and for the most part works very well.  Solving cases will take the player to a variety of different environments, and there are some very memorable characters mixed in.  The story isn't the best in videogame history, and could probably have done with some editing, but on the whole it serves its purpose admirably, and it kept me interested enough to want to play to the end.  The action-packed breaks via the street crime cases and occasional action sequences are well implemented and provide a much needed respite from what can often be a very slow game.  Ultimately, L.A. Noire is a drastically new type of game, and while it certainly doesn't get everything right, it gets enough right and is enjoyable enough for this to be a very commendable release from a technical perspective.

From a Catholic perspective, it is good to see Rockstar allowing you to play as a character that doesn't break the law every five seconds, but this doesn't necessarily make this a game suitable for all by any stretch of the imagination.  Although L.A. Noire contains some solid messages about justice and redemption, and also includes some explicitly Christian moments, it is also an extremely gritty game that tackles a great deal of adult issues and is therefore certainly not suitable for children and adolescents.  Although difficult scenes are not handled in a perverse or exploitative way, some of them are disturbing enough to make this one that Catholic gamers must tread carefully before buying.  This game contains scenes of disturbing war crimes, drug use, bloody crime scenes, scenes of naked corpses, images of charred remains, moderate gun violence, significant rough, crass and crude language as well as profanity, some racist terms, implied euthanasia, an implied under-age sexual encounter and some clinical descriptions of rape, murder, domestic abuse and prostitution.

The technical rating for this title is 8/10

The Catholic rating for this title is L -- Limited adult audiences.  Contains problematic content that many adults would find troubling.

Sunday, July 10, 2011

REVIEW - Portal 2 (Xbox 360, PS3, PC)

In 2007 Valve Entertainment released one of the best deals in video game history with their release of The Orange Box.  Said package was sold at the price of a single game and contained Half-Life 2, Team Fortress 2, Half-Life 2 Episode 1, Half-Life 2 Episode 2, and a small puzzle/platform game named Portal.  Portal received little media attention in the build up to the release of Orange Box, with most assuming that it was little more than an expanded tech demo thrown in as a little extra; and to an extent that was true.

Portal could be completed within about 4 or 5 hours, and was essentially a set of separate rooms, each involving a puzzle as to how to get from the entrance to the exit by using a "portal gun" that could project two separate portals onto walls, that then allowed the player to move between the two.  Initially this merely involved using the portal to move from one platform to another by aiming the portals at separate walls, but later would involve puzzles involving gravity (whereby portals would need to be set up to fling the player across the rooms) and also using them to move various objects around in order to solve the increasingly complicated puzzles.  It doesn't sound much on paper (hence why it didn't receive a great deal of attention before release), but with fiendishly addictive puzzles, and some hilarious dark humor courtesy of the increasingly evil robot in charge of the experiments - the infamous GLaDOS (Genetic Lifeform and Disc Operating System) - who taunted the player throughout the game, as well as an incredible ending, it quickly became the sleeper hit of 2007, and developed its own cult following complete with plushy toys and fan made apparatus.  A sequel was inevitable.

Hello Again...

Portal 2 (Valve) has been released as a game in its own right, and is therefore a significantly longer, vaster piece of work than its short, simple predecessor.  Yet at the same time, as it is trying to justify a $60 price tag on its own, and also has significantly higher expectations than Portal.  While Portal was judged as a glorified tech demo bundled into an already healthy package of games, Portal 2 is a proper game that must be treated as one.

The puzzles are back, and they're a lot more complex!
Within minutes of starting the game, the player will discover that Valve have taken this responsibility seriously and have raised the bar considerably.  Instead of beginning simply in test chamber 1 as in the original game, Portal 2 begins with a dramatic introduction where, after discovering that the player's character (known as Chell) has been left in hibernation mode in the Aperture Science Facility for a long, long time, a dramatic escape from the area ensues accompanied by robot companion "Wheatley" (voiced by British comedian Stephen Merchant).  Although (like Portal) Portal 2 is slow paced through most of the game, frantic moments will occasionally pierce the slightly relaxing bubble of the game to great effect, pushing the plot forward and making one feel like one is playing a game, as opposed to just a set of puzzles.

Of course, Portal's puzzles have never been "just a set of puzzles" and that remains the case in the latest release.  Portal 2 brings in plenty of new mechanics, and often gels them together to create some very complex puzzles, and yet it does it in a way that isn't overwhelming.  Every mechanic starts with the basics, and then slowly grows puzzle after puzzle; so that eventually the player will find themselves faced with switches, catapults, paints, light bridges, boxes and moving platforms, but will not feel overwhelmed.  Starting off with such a large puzzle, and slowly working one's way through it over the course of twenty minutes is one of the most satisfying experiences that any game currently available can offer.

It is therefore correct to say that there is a lot more variety in this game, just as there needed to be.  Not only is there variety in the puzzles that one faces, but also in the environments in which these puzzles take place.  There are three different areas in which the testing takes place, but the story will also have the players trying to solve various puzzles outside of the testing chambers as Chell tries to escape from captivity and find her freedom in the real world.  Even within the chambers, the game is plot driven and there is a sense of constantly trying to look for ways out and how to outfox the omnipresent computer presences that are keeping Chell captive.

If anyone asks...and no-one's gonna ask...

Portal 2 is set in the future, with Aperture Science in disrepair
It is these computer characters that bring life to Portal 2.  In additional to the sinister GLaDOS (whose role twists and turns throughout the game) there is the grumpy voice recording of Aperture Industries CEO Cave Johnson, and then there is Wheatley -- the dim spherical robot who acts as a companion for Chell on the journey through the test chambers -- who might just be the greatest NPC of all time.  Not only does Wheatley act as a key character in the plot, his bumblings and japes provide yet more humor to an already very funny game as the player tackles the various tricky puzzles that the game contains.

Strangely, considering the fact that he is a machine, Wheatley provides a greatly needed human aspect to the game.  Between the silent Chell and the mechanical GLaDOS, the wide-eyed little robot bumbling around and screaming in terror at mundane things like falling on the floor, offers a new perspective to the world of Aperture Industries.  The contrast provided between fighting for your life one moment, and then in the next having Wheatley casually refer to "smelly humans", realize his faux pas and then spend the next few minutes assuring you of his love for humans ("Humans?  Love 'em!") is a valuable one that injects energy into a game that can sometimes drag.

The Gospel according to Wheatley

Wheatley may also please Catholic gamers with one or two lines indicating that the little robot might in fact be a Christian; notably when he turns on an enormous series of lights and declares, "Let there by light!" and then clarifies, "That's God...I was quoting God there..." - so even in the dreary apocalyptic future that Portal 2 paints, we can know that there is at least one Christian who takes a relatively literal interpretation of Genesis; even if it is a robot!

Apart from that, Portal 2 provides a vision of a world without humans and without God, and it isn't pleasant. Whilst the game is fun, one would certainly not want to be alive in the world of Portal!  As one delves deeper into the history of Aperture Science, the player discovers the destructive origins of the company that sought to create Utopia by treating subjects like lab rats.  Similar to the Bioshock series, Portal 2 shows the destructive havoc that is caused when certain people try to play God, create utopias, and strip the humanity away from their fellow citizens.  In this, Portal 2 offers a sound (if implicit) pro-human and pro-Christian message, showing that a respect for the dignity of each human being must provide a line not to be crossed by scientific developments.

This is Wheatley - you will love him!
Additionally Portal 2 is mostly free of objectionable content for any age, although young children may find the complex puzzles a bit too taxing.  The only difficulties parents might find are two or three crass terms, and also two moments where the computer system mocks Chell for being adopted.  Although the insults come from the game's main villain (and therefore cannot said to be a view endorsed by the game), the computer's declaration that Chell was abandoned by her mother and that that this was because Chell was an unloveable failure of a human being, may make the game unsuitable for young children who are themselves adopted.  The game explicitly rejects such a view of adoption, with loveable Wheatley later re-using the cliche of "Actually...some of my best friends are orphans..." after being caught making an insensitive statement, but it still may provide upsetting moments for some.

Portal 2 or Portal 1.5?

There is no doubt that Portal 2 is a superbly designed, well written, fun game - but does it provide value for money?  While the range of puzzles to be found in Portal 2 (both in the testing chambers and beyond) are vast and varied, one does sometimes feel that this is a game that is being stretched out in order to justify its full retail price. The single player campaign will stretch to 14 hours at the most, with veteran Portal players clearing the game in under eight hours, and a great deal of that is spent staring at walls wondering where to fire the next portal.  The co-operative campaign adds a few more hours to that if you have a friend willing to join you on a series of chambers, but apart from that there are no extra challenges or multiplayer modes on offer.

If I'm being polite I would say this game is "slim", if not I would say that this game is really not a full game at all, and has just been padded out in order to justify itself as a stand alone title.  While 2 is significantly better than the original game, it is nowhere near as tight as the first game, leaving the player navigating long stretches of industrial wreckage to get to the next set of chambers, or using a certain puzzle mechanic a few too many times so that it becomes dull.  While Portal may have used a style of puzzle four or five times, and then changed to a different style to keep the player fresh, Portal 2 will use that style nine or ten times; meaning that by the time the player has reached the 8th and 9th puzzles, one is beginning to feel the hand of repetition on one's shoulder.

The Co-op adds a few fun hours to what is a very short game.
An example of this is the gel mechanic introduced about half way through the game, which involves the player using various colored gels in order to achieve certain effects such as speed and bounce.  When I started the chambers, I thought it was an amazing idea and was looking forward to exploring it.  By the time I reached the end of that set of chambers, I was very bored and everytime a new paint chamber appeared, I could hear myself sigh with frustration.

This isn't necessary a terrible thing, as most games have elements of grind or repetition, but then most of those games can't be completed in a weekend.  If a game is going to be as short as Portal 2, then it needs to be fresh and original all the way through; yet if it wants to be allowed to have a bit of repetition and grind in it, then it should be a lot longer.  For instance, Call of Duty: Black Ops and Splinter Cell: Conviction are both about as long as Portal 2, but make up for it by having almost no repetition, constantly changing environments and almost zero boredom.  On the other hand, games like Red Dead Redemption and Final Fantasy XIII do have large chunks of grind, but then are easily twice as long as Portal 2.  It was on this combination of both shortness and grind that I felt was the big let down for Portal 2.


This is not to say Portal 2 is a bad game; not at all.  In fact it is an excellent game while it lasts, even with those areas that are a little dreary and repetitive.  For the most part, the puzzles are lots of fun and highly original, the characters are even more loveable than in the first game, and it once again ends superbly in a way that will leave you with a smile on your face.  Had this game been tightened up and edited by a few hours, and bundled with another Orange Box, it would be the perfect game.  As it stands, it is still a wonderful game, but one that cash-strapped fans might want to think carefully about before spending good money on purchasing.  A game that can be completed in a long weekend, has little else other than a single-player campaign and a co-op mode, and (due to its puzzle solving nature) is not particularly replayable, is one that has the potential to leave some gamers feeling a bit disappointed.

Conclusion

In conclusion, Valve have almost succeeded in transferring the perfect tech demo of Portal to a perfect full game of Portal 2.  The puzzles are taxing and varied while avoiding frustration (for the most part), the characters are superb, and while the plot is typically slow, it is spiced up with a scattering of set pieces and stunning backdrops and environments.  This is no mere set of puzzles - it is a story of a woman's attempt to escape from captivity with puzzles weaved into the narrative, and in that sense Portal 2 is an excellent video game.  Unfortunately it is let down by dragging some aspects of the game out to the point of tedium, and then still falling short of value for money with a short campaign, a small co-op mode and almost zero replayability. Portal 2 is an excellent game, but one that struggles to justify a $60 price tag

From a Catholic perspective, Portal 2 provides the gamer with a vision of a future that has no respect for God or humanity, and it makes it clear that this new world is no Utopia.  The game's puzzle-based difficulty, a few crass terms, and some insensitive talk about adoption makes Portal 2 unsuitable for very young children.

The technical rating for this title is 8/10

The Catholic rating for this title is A-II -- adults and adolescents.



Tuesday, June 28, 2011

REVIEW - LittleBigPlanet 2 (PS3)

Despite giving the first LittleBigPlanet a rating of 10/10, and declaring one of the best games for the PS3 (as well as suitable for all the family), I was somewhat sceptical of LittleBigPlanet 2 (Media Molecule) as I approached this title for review.  One would think that I would be excited by a sequel to a title that I loved so much, and yet I found myself wary that this new release was anything more than a cash-in.  The previews had shown graphics with little improvement of the (admittedly beautiful) graphics of its predecessor, there seemed to be no major new gameplay features to report, and there was little excuse for a new level pack, as the online community ships out plenty of quality levels every month.

Little Big Surprise

Well I was completely wrong about LittleBigPlanet 2 - it is no mere cash-in, and it certainly does not lack in any originality whatsoever.  Just as the original LittleBigPlanet was one of the best titles on any console of 2008, LittleBigPlanet 2 is set to be one of the best games of 2011, and probably one of the top five games on the PlayStation 3.  Yes, it's that good.

Sack-Thing in his/her many different forms.
If you haven't encountered the LBP series before, LittleBigPlanet 2 is (for the most part) a 2.5D platformer that takes places in the super cutesy LittleBigPlanet - a world of ideas, dreams and fantasies where anything can happen; it's like Disney but sweeter!  You play Sack-Thing - a little cuddly...thing that can be dressed up however you like with various costumes that you will collect on your journey.

That journey is structured around your character's attempts to stop an evil machine (known as "The Negativatron") from destroying Craftworld.  The plot is a lot stronger than in the first game, with some excellent and funny cut scenes scattered around throughout the game.  Consequently the plot moves with a lot more pace, and keeps the player feeling like they are playing through a story, as opposed to a series of connected levels.  Although the cut scenes are very good, and the characters are inherently likeable and memorable, the plot really just serves as a device to take the player from world to world.  Although the single player on its own is not particularly long, the worlds are varied and original; from factories to forests to outer space, and each world has its own character and style of gameplay.  It means that just as the game is beginning to feel repetitive, the world changes and a whole new plethora of gadgets, novelties and scenery appear, making it feel like a whole new game.

Levels are not all platformers, and are packed with mini-games
Hamstertron Attack!

It is this variety that is probably one of the best things about LittleBigPlanet 2. It is not just the different worlds that are varied, but the levels within those worlds are only highly varied, with variety seamlessly integrated into those levels as well.  The player will be happily jumping through a level that feels like a standard platfomer, when suddenly the level will twist into a pinball machine, or a basketball court, or a space-invaders shooter.  It is tempting to list the many different gadgets that the game throws at the player (my favorite was the Hamstertron 2000!), but the game's charm comes from the surprise with which these novelties are introduced to the player, and the seamless, polished way in which it is done, so I won't pack this review with spoilers!

This polished presentation is a theme that runs throughout every aspect of the game.  The game's graphics have not been technically improved over its predecessor, but the better use of backgrounds, color schemes, and the decision by the design team to make the whole game feel much more epic and larger has contributed to a game that is even nicer to look at than the first instalment.  The music however, is much improved over the first LittleBigPlanet and offers a whole selection of stunning musical scores that fit in with the levels and really beef up the atmosphere of the game.  The use of licensed music such as Ferry Corsten's "Rock Your Body Rock" for some of the space shooter levels, and Walter Murphy's "A Fifth of Beethoven" for a disco cut off in the Renaissance spices up the already excellent score designed for the game.  Wherever one looks in this game, one sees quality, originality and effort.

Little Sackbot companions assist you in your journey.
Even the excellent gameplay from the first game has been tweaked a little bit.  Minor complaints from the first game, such as the brutality of the pseudo lives system has been made a little bit easier, meaning that the player is less likely to hurl their controller across the room when the levels become a lot tougher later on.  The controls can still be a little bit sticky, but the 2.5D, 3 level environments work a lot better, meaning it is a lot easier to keep one's flow as the player is moving around obstacles, and there is a lot less plummeting off ledges because the game had shifted you back a bit when you weren't looking.

LittleBigCatholic?

In the original LittleBigPlanet review, I argued that it was one of the most pro-Catholic games on the market, and while the Catholic elements aren't as clear this time around, it is still a game that does not even come close to troubling Catholic morals.  This instalment chose to emphasise a message of teamwork, with "The Alliance" being less of a Star Wars reference, and more of a group of friends working together as a team in order to defeat the forces of negativity that threaten to destroy their home.  Although the ending is not quite as jaw-dropping as that of its predecessor (which must be in the running for the best video game ending of all time), Stephen Fry's final monologue of how our hopes and dreams are valuable things that can bring beauty and life into the world are messages that any Catholic can support, and one that Catholic parents will want their child to witness.  As with the first game, LittleBigPlanet 2 contains some very dramatic scenes involving destruction of machines and mild peril, so while the game's content is inoffensive, parents of young or very sensitive children may wish to preview certain levels before allowing their children to play.

If the game trips up at all, it is on the question of the length of the single-player.  The single player campaign is fairly short, and an experienced gamer will breeze through it in less than 10 hours; although it is worth noting that the campaign is highly replayable and most gamers will happily play through it a number of time to enjoy the levels and to collect all the goodies scattered around the various levels.  There are also a large number of additional side missions that often require a second player (or even a third and fourth) to play, which can add plenty of hours to the gameplay if a few players find some levels that they enjoy playing.  Yet the single player is not quite a full game on its own.

You guessed it - the rabbit is loads of fun!
Where the game's life expands significantly is the level design and the level design online community.  The game offers a re-envisioned level designer with which to create one's own levels, which can then be shared online.  The designer is easy to use and comes with no less than 50 tutorials from the magnificent Stephen Fry.  The moderation of the online community is very intense, meaning only the very best levels will be available.  This means that that for the player, one does not have to scour through poor levels in order to find the good ones.  Although still in its beginnings, the LittleBigPlanet community is already churning out many excellent levels, and they are easy to access.  The previous title added somewhere in the region of 2.5 million levels via the online community, so there is plenty to choose from!  If the reader is happy to go online and download new levels, they will find a great deal of quality there, and will be playing LittleBigPlanet for a very long time, and this game would therefore be recommended without hesitation.  However, if the reader has no interest whatsoever in doing this, then they may wish to think hard about buying this game at full price, as the single player campaign on its own may prove unsatisfying.

Conclusion


If, like me, you thought that LittleBigPlanet couldn't get any better, you are wrong - it just got a heck of a lot better with LittleBigPlanet 2.  A beautiful expansive world, loveable characters, varied and polished game design, oodles of replay value, and a thoroughly enjoyable soundtrack all contribute to an incredible little title.  The single player is a tad on the short side, yet if one is prepared to experiment with the many levels available on the online community, then this will expand the game enough to make it a title you will want to come back to time and time again.

From a Catholic perspective, LittleBigPlanet 2 gets a big thumbs up, just like its predecessor.  A positive message of teamwork, self-belief and friendship means that this is a game that affirms many Catholic values and is suitable for both Catholic adults and children.  The title contains mild cartoon peril and occasional explosions, and a final boss that some children may find frightening.

The technical rating for this title is 10/10

The Catholic rating for this title is A-I -- general patronage

Thursday, May 26, 2011

REVIEW - Professor Layton and the Unwound Future (Nintendo DS)


Every gamer remembers the first time that a video game brought them to tears.  Was it the poignancy of "The Aeris Moment" in Final Fantasy VII?  The ending of Half-Life 2: Episode 2?  The brutality of that scene with Jenny in "The Darkness"?  Heck, even the storybook scenes of Super Mario Galaxy have been known to make the bottom lips of some gamers tremble!  The "game that made me cry" is one of those war stories that every gamer has, along with the tv/console/controller they broke out of frustration, and the story of the all night gaming session that only stopped when the sun came up.  For the record, in over 20 years of gaming only one game has made this reviewer crack - the scene where little Vivi has to kill a fellow Black Mage in Final Fantasy IX.  However, this changed when I played Professor Layton and the Unwound Future (Level 5)- now there are two games that have broken me...

Professor Layton - Part Three

That such an innocuous title as Unwound Future could stir such attachment to the characters and to the plot is a testimony to what an amazing puzzle game this is.  For the Professor Layton story is really designed to be secondary to the main aspect of the game, which is the solving of various puzzles.  The Layton series is well known as one of, if not the, best puzzle series on the DS, and for puzzles Unwound Future is certainly not lacking.  With over 160 in depth puzzles and with additional ones that can be downloaded over Nintendo Wi-Fi, Unwound Future is bursting at the seams with brain teasers, most of which will take more than a few minutes to solve, while some will have you chewing on your stylus for a good half an hour or more!

The story is excellent, if a little far fetched at times!
This is the third game in the immensely popular series.  For those not familiar with the Professor Layton trilogy, the games focus on the adventures of Professor Hershel Layton and his young side kick Luke, as they go around solving various mysteries that all seem to involve an inordinate amount of little puzzles.  In this title, they must discover the origins of a mysterious time machine, and locate a kidnapped Prime Minister.  As with all Layton titles, the story is bizarre, and its many twists and turns sometimes border on the ridiculous, but it is without doubt an entertaining tale.  Along the way the heroes will encounter various people (who will almost always request them to solve a puzzle), solve various side mysteries (which again involve solving little puzzles) and eventually come to solve the main title mystery (involving yet more puzzles.)  In short, if you like puzzles, this game is for you!

Yet even if you do not, you might still find this game to be a good purchase.  I am not the world's biggest puzzle fan, never do crosswords, and could not explain the rules of Sudoku with any certainty; and Professor Layton had me chewing on my stylus for hours without boring me.  The puzzles that are integrated within the game are varied, from maths puzzles and brain teasers, to unique puzzles such as constructing a machine gun out of a coin machine in a casino!  They are never repetitive, and with the help of various hint coins that are collected on the journey and that can be used to give hints about how to solve a puzzle, they never feel like they are entirely unsolvable.  The player is allowed to have as many attempts at a puzzle as they like, although one gets more points (or picarats) if one solves it first time.

A Beautiful Mind

Everything is very well drawn.
As I pointed out earlier in this review, the story is secondary to the joy of puzzle solving, but this doesn't mean the story and graphics suffer.  The graphics are beautifully animated, especially the cut scenes that are scattered throughout the game.  The character models are crisp, the whole game beams with color, and the game is enriched by a significant amount of well acted voice overs that make the characters really come alive.  The result is a very immersive game that leaves the player caring a great deal about the characters in question, and gives motivation to keep going even if one feels a little "puzzled out"!  Mix in a well orchestrated soundtrack and you have an absolute peach of a DS game that is not done justice by merely being described as a "puzzle" game.

The Unwound Future brings in new features for fans of the existing series, although the game's core is essentially more of the same.  New mini games such as feeding Luke's parrot and navigating Prof. Layton's car through a series of obstacles may sound innocuous enough, but there are enough levels and tasks within the mini games to waste a great many hours aside from the main quest.  I found some of the mini games a little tiresome, but I noticed that I still kept going back to them, keen to hunt out the rewards that they offered.  It results in a game that is by no means short, especially for a DS game, and there are well over 20 hours of gameplay here for the gamer who wishes to explore everything.

The character are all very likeable.
On what may be a downside, it is worth noting the difficulty of this game.  The game's cover may present itself as a children's game, and may indicate relatively easy puzzles - do not be fooled!  Almost every puzzle in this game is challenging even for adults, and if you are a parent considering buying this game for your youngster, you will need to be aware that this is a game that a child who has not yet reached their teens will certainly need help with from time to time.  The game does make a lot of the puzzles optional, so you can skip one or two that are particularly infuriating.  It also uses hint coins (as well as the new "Super Hint") to good effect, meaning that an impossible looking puzzle can be broken down.  However, it still means that this game requires a lot of patience, and the ability to contend with some very tricky puzzles, making it unsuitable for the very young.

Puzzled Gentlemen

You'll spend a lot of time with these screens!
From a Catholic perspective The Unwound Future is a highly commendable game.  Not only are the protagonists clearly on the side of good, attempting to prevent those who wish to alter the course of time for their own ends, but there is also a strong emphasis on the strength of politeness and good manners.  Layton and Luke are both directed by what makes a gentleman, and being a gentleman is seen as being the highest accolade that a man can aspire to.  In a gaming industry that can often be accused of glorifying undignified conduct and bad language, this central message of polite behaviour and good manners is a breath of fresh air.

Additionally, the game's message contains an explicit rejection of the principle that the ends justify the means.  In fact, it is over this principle that the main battle between good and evil is fought, and the idea of doing something evil to attempt to achieve something good is a difficulty that comes up time and time again, with the Professor being the key voice who rejects the principle.  Just like always being well mannered, it is important to Professor Layton and Luke that they do not only the gentlemanly thing, but the right thing.  By following this, The Unwound Future affirms basic Catholic moral principles.

Conclusion


From a technical perspecive, Professor Layton and the Unwound Future is a triumph.  Puzzle games are often known for their lack of story and minimalistic graphics.  The Unwound Future breaks the mould and provides one of the most moving stories of the last year, along with an excellent soundtrack and high quality graphics.  With a multitude of puzzles and minigames to get lost in, The Unwound Future is a must have, both for puzzle fans, and even for those who would not normally consider the genre.

From a Catholic perspective, The Unwound Future also receives high praise.  The title both affirms a fundamental principle of Catholic philosophy - the ends do not justify the means - as well as promoting good manners, kindness, compassion, and all round decency.  It is also worth noting that with its puzzles that will challenge both teenagers and adults (although very young children will find the game perhaps too taxing unassisted), The Unwound Future is a great way to exercise the mind, and most will find it not only fun, but mentally beneficial.  The title contains two scenes of cartoon violence and destruction, as well as some emotional scenes that may be unsuitable for sensitive children.

The technical rating for this title is 10/10


The Catholic rating for this title is A-I -- general patronage.

Monday, May 2, 2011

REVIEW - Batman: Arkham Asylum (Xbox 360, PS3, PC)


Superhero games have a poor reputation in the video game world.  Developers know that a great many video game fans are also comic book fans, and that therefore any game with a superhero on it will sell healthily - even if the game is below par.  This had led to a constant stream of (at best) poor quality titles that disappoint year after year.  Throw in the almost always dreadful tie-ins to any superhero movie that is released, and it has led over the years to mass cynicism about games with Batman/Spiderman/X-Men etc on the cover.

Batman:Arkham Asylum (Rocksteady) destroys this trend, and provides what may very well the best superhero game ever made.  Yes, it's that good!  It is to superhero games what Chronicles of Riddick: Escape from Butcher Bay was to movie tie-ins.  Which is convenient as the two games are very similar in style.

The Dark Knight Returns...again

You play Batman (surprise surprise) who has apprehended the Joker once again, and is escorting him to Arkham Asylum - the place where Gotham's most dangerous psychopaths are kept in high-security conditions.  Thankfully Rocksteady have resisted the urge to try to imitate Heath Ledger's Joker (which would almost certainly looked like a cheap rip-off), and have instead created their own version of the infamous character; and one that is more faithful to the earlier comic books.  Joker (voiced by the excellent Mark Hamill) is a genuinely funny character, and remains interesting throughout, and heads what is an excellent line of characters that brighten up the game.

Mark Hamill is excellent as Joker
Sure enough, within the first few minutes Joker breaks free and quickly takes over the Asylum with his gang of hoodlums, with Batman left trapped inside and wondering whether this is really what counts as "high-security" nowadays.  It is up to the Dark Knight (voiced by Kevin Conroy) to rescue the innocent people trapped inside (including Commissioner Gordon) and to stop the Joker from using the Asylum as a place from which to wreak havoc upon mainland Gotham City.  As it is based on the Grant Morrison graphic novel of the same name, you can see how this is pretty standard comic book fare, and the game does feel like you are playing through a genuine Batman story as opposed to a set of levels with a Batman theme thrown in as an afterthought.  The game's comic book roots means that the dialogue is often a little stilted and over the top, (expect lots of close ups of a snarling Batman staring into the distance and muttering, "Joker....") but it adds to the feeling that you are playing a Batman game in a genuine Batman world, and the story will keep you playing to see how it turns out.

At first glance the gameplay appears to be a standard third person beat-em-up, but as the game develops, the combat comes into its own and the "Batman" style of combat really begins to shine.  The game alerts the player as to when an attack by a henchman is being prepared by some white lines appearing about the henchman's head, allowing the player the block in time, and the system allows you to pick your next target before you've finished pummelling the present target.  This means stringing together combos is quite do-able, and the system as a whole feels very satisfying.  There were plenty of times I couldn't help but cringe at the slow motion punch (and a very expensive dental bill) being delivered to a henchman by ol' Bruce Wayne.

As Quiet as a Bat

He's behind you...
In addition to just 'biffing' various henchmen with various types of combos, the stealth aspects to Batman's character work really well.  The game allows you not only to take cover behind walls, but allows the player to use the Batclaw to launch Batman up to various stone gargoyles that are suspended as decorations around large rooms.  From there with a tap of a button, Batman can glide without a sound between gargoyles, and from there plan a variety of stealth assaults such as dropping down and stringing a henchmen up on the gargoyle, setting up a distraction, or just swooping down and putting the boot into the bad guy's chest.  Batman's "detective mode" assists in this by allowing Batman to see a unique infra-red meets X-ray display of his surroundings that quickly allows the player see through walls and objects, and to figure out how many enemies are in a room and how many of those are armed.  It even allows the player to monitor the henchmen's heart rates, so you can judge to what extent they are aware of your presence.  It makes the whole experience a little cleaner, and a lot less frustrating.  This is not just some crowbarred in stealth segment, it is an integral part of the game.

As Arkham Asylum progresses and the player finds themselves with more and more enemies - many of which are armed with health-draining machine guns - the stealth becomes absolutely vital.  While the combat is intuitive enough to allow the player to fight off a hoard of unarmed baddies using the game's excellent counterattack and combo system, once the guns come out you can forget just wading in unless you want to be riddled with bullets in seconds.  It is therefore vital to the game that the stealth aspects work well, and thankfully they do.  In addition to the gargoyles, Batman can set up distractions, arm explosives to catch guards unaware, take them out with the Batarang (Batman's boomerang) as well as whole set of other tactics that can be used to thin the herd.  As the player progresses through the game, new upgrades become available, which allow even more options in both combat and stealth, constantly breathing new energy into the mechanic.

It results in an experience that is lots of fun to play through as you soar about through parts of the environment, slowly picking out one guard after another as they become more and more distressed and frustrated at their inability to find you.  Then, when you finally swoop down from your perch and take out the final, panic stricken bad guy and the game rewards you with a slow-motion view of the final punch, it is difficult not to chuckle wolfishly with delight.  It's exactly what a Batman game should be all about.  The game's difficulty remains solid without being too tough, meaning that when you die, you will know that it is your fault, and not down to some perceived fault or unfairness in the combat system.  Some areas might take a full ten minutes to clear out, and it feels a lot more like Metal Gear Solid than I was expecting.

What a Croc!

Yet it isn't just stealth and action; Batman: Arkham Asylum manages to keep the action very fresh by implementing a whole slew of different areas throughout the game.  The boss segments are evidence of this; such as the periods with Scarecrow, who takes you into the depths of Batman's subconscious, and Batman must then sneak around the level, avoiding Scarecrow's sightline, until he can reach the Bat-signal and shine it in Scarecrow's face.  My personal favourite was the level with Killer Croc, where Batman has to tred carefully through a sewer level (yes I know, but trust me it's good!) trying not to alert Croc to his presence while Batman collects a necessary chemical.  Not only is the level extremely tense, but when the enormous Croc intermittently jumps out of the water and chases after you, leaving you to only flee and throw Batarangs at him as quickly as possible before he insta-kills you, it is a genuinely terrifying set of moments that is up there with the Resident Evil series.
Combat is more than just button-mashing.

Where the game does suffer is in terms of variety of environment.  Your main areas are the main Asylum, the gardens, some caves and the Mansion.  That's about it really.  Yes, there's a sewer level, and there's one or two areas of the asylum that differ, but generally you'll be walking around in dark gardens or dark laboratories or prisons.  Now granted this is a Batman game and it would be out of character for the developers to transport the player to some beach in California, so we know that most environments are going to be dark and a bit drab; but sticking the player on a pretty tight island and letting them know they aren't getting off it for the whole game feels a little bit restrictive.  This is by no means a free-roaming game and you will see the same environments time and time again.

Riddle me this!

Yet Arkham Asylum makes up for this lack of variety in a number of other ways; most notable the characters.  Although the two main villains are the unusual, but strangely likeable, Joker and sidekick Harley Quinn, there is also a whole band of others that follow along, such as the aforementioned Killer Croc and Scarecrow, the seductress Poison Ivy, and the Riddler - whose side-quest puzzles make up the primary side missions of the game.  These puzzles are usually discovery puzzles - trying to find a clue based on one of the Riddler's riddles and then pressing a button to acknowledge that you've found it.  It may sound dry, and sometimes it is, but working out the riddle, and then discovering what it is referring to is a fun process, and the clues will often make reference to other areas of the Batman mythology and other Batman villains, which will be fun for Batman fans in particular.  Although nothing outstanding, they provide a fun way of making sure that the player doesn't just rush through the game as quickly as possible, and for those completionists out there, they will add significant length to the game, as some of the locations are quite tricky.

Expect lots of Batman moodiness and scowling.
The story mode is a solid 12-15 hours if one takes little notice of the extra challenges.  If one does, then the game easily exceeds the 20 hour mark.  From there, there is also a "challenge" mode, whereby the player can unlock a whole set of challenges - either stealth or plain combat - similar in a way to Resident Evil Mercenaries mode.  How well you take out the henchman (with bonus points available for dispatching them in certain way) will determine your final score, which can be compared with friends and the wider online community.  I initially dismissed it as a tacked on mode, but when I tried it out I found myself surprisingly hooked by the whole thing, and it can easily hook one in for a number of hours.  The game is therefore very good value for money, even if the story mode might not be the most replayable mode in the world.

Arkham of the Covenant?

From a Catholic perspective, Batman: Arkham Asylum is up and down.  One of the notable things about the game is that henchmen aren't killed, but merely knocked unconscious.  This is a nod to Batman's surprisingly blood free past, and it is pleasing to see that the game follows in this tradition.  Batman has never been one for killing, instead choosing to knock bad guys out and bring them to justice.  It may not sound much, but when one is so used to headshots and over-the-top blood letting in videogames, to see a defeated bad guy lying dazed on the floor with stars around his head is a refreshing change.  Yet, even though it may share in the "BIFF!!" "POW!!" heritage of the Adam West Batman in that respect, the tone of the game is one very much one of the Christopher Nolan movies, and therefore this game is not one that is suitable for children or teenagers.  Although bloodless, the violence is significant and rough, with the fighting being close to beat-em-up levels of violence.  Additionally the game includes some scantily clad women, with a few fleeting instances of lower rear female nudity.  Throw in the issues raised in many of the villains' past, including abuse, disfigurement, psychosis etc, and you have a game that is really best played by adults only.

The themes of Batman: Arkham Asylum however are generally very positive.  Batman's mission is to rescue innocents, save lives, and to bring the bad guys to justice.  This is not a one man killing spree, but a rescue and arrest mission, and is therefore comfortably in line with Catholic concepts of justice.  The only other red flag I would raise is about the way the game treats mental illness.  Although it is made clear that Arkham Asylum is a place for the criminally insane, the game at time risks associating mental illness with violence and criminality.  Although the game does not come close to making this link explicit, it is somewhat clumsy in its treatment of mental illness, and it often appears that the game brackets people into two categories; either one is entirely normal, or clinically insane and a psychopath.  While I am sure the writers and developers had no intention of making any unfair generalizations, at times Arkham Asylum unwittingly comes close to re-enforcing some unfair and inaccurate stereotypes about mental illness.

Conclusion


From a technical perspective, Batman: Arkham Asylum is a superb game, and an enormous surprise considering the track record of superhero video games.  Arkham Asylum is a well-crafted and thoroughly absorbing 3rd person action adventure.  The stealth aspects work very well, as does the combat system, and it is supported by a solid story mode, a slew of side missions and extra challenges, and some marvellous acting and character development that make this game a joy to play.  Arkham Asylum puts you into the role of Batman and allows you to do the things you have always wanted to do as Batman, and in a way that will draw in even those who aren't big fans of the franchise.  Arkham Asylum could do with a few more environments, and sometimes the game risks lacking in variety, but it takes little away from what is a truly excellent title.

From a Catholic perspective, this is a game that is acceptable for adults, but not recommended for gamers any younger than that.  The game promotes themes of justice and respect for innocent life, and provides a combat system that results in few dead bodies, and almost zero bloodshed.  However, the game's dark themes, instances of lower rear female nudity, some scenes of chemical mutilation, and the unsatisfying treatment of sensitive issues surrounding mental illness make this a game that parents will most likely wish to keep out of their youngster's consoles.

The technical rating for this title is 9/10
The Catholic rating for this title is A-III -- adults.

Saturday, April 16, 2011

REVIEW - Mass Effect 2 (PS3, Xbox 360, PC)

Western RPG's have a lot of negative press surrounding them in the gaming community.  Often derided as the shallower, shorter and weaker cousins of the Japanese RPG, and with a less loyal fanbase, a Western RPG in hope of success has a lot of obstacles in its way.  The first major title to break down those barriers was Star Wars: Knights of the Old Republic on the Xbox.  Mass Effect 2 is the latest title to decimate the myth of Western RPG's being poor, and it does it with style.

First things first - you do not have to have played the first Mass Effect in order to be able to enjoy Mass Effect 2.  Granted, you will get a fuller experience of what is going on with various character histories if you have played the original, but the game does not assume that the player has played the first title, and will therefore fill in the gaps for any newbies.

The Lord is my Shepard

You play Commander Shepard (yep, that's how its spelt!) - a character who has no first name, gender, or particular look, until you assign him/her one.  A neat little feature is that, if you have played the original Mass Effect, you can import your old character into the new game from a memory drive, and continue with the same character.  The game will act off the various decisions you made in the previous game, which is a really excellent touch and shows that this is a genuine part of a trilogy and not just some cash-in sequel.  If you choose not to do this, then the game will ask you various questions with which to shape your character in standard RPG form.  Yet most of your character will develop later in the game, specifically through the normal route of the options the player chooses in various conversations, but also how the player responds to various situations.

If you choose to become evil, your facial features suffer...a lot!
The game's "moral compass" is split into two sets of behaviour - "Renegade" (i.e bad/evil) and "Paragon" (i.e good/peaceful), and the game will generally make it clear which one is which, allowing the player to mix up their morality however they like.  So, if someone is in your way, do you negotiate with them, or go in all guns blazing?  It's entirely up to you, and the game offers plenty of decisions to make.

However, there is not always the clear good option vs bad option choice system here - not all decisions are clear cut.  The gist of the plot (without giving away any spoilers) is that Commander Shepard (i.e you) is brought back to life after dying horribly, and now must unite with sketchy human supremacist group "Cerberus" who, despite their significant moral flaws, may be the only group capable of stopping the rise of the anti-life "Collectors" and the consequential subsequent destruction of the human race.  Shepard and Cerberus need to build up a team, and go into the homeland of the Collectors to destroy them and save humanity.  Although your aims are good, the means by which it is carried out are not always pure, leading to some superb plot developments and moral dilemmas.

The plot is very compelling, and has a whole host of different endings that are dependent on how you play the game and what decisions you make, which adds to the replayability of the title.  The moral choices that one makes are rarely black and white, with the developers choosing to go instead for various shades of gray.  It is usual to pick an option that will result in both Renegade and Paragon points, but with one more than the other.  This implies that one might not pick the "good" option, but has instead chosen the "better" option, or the "worse" option.

Gameplay works well and feels intuitive.
Does Mario Go To Mass Effect 2?

Games like this that offer open ended moral choices are difficult to judge from a Catholic perspective.   Mass Effect 2 allows you to be the savior of the universe, or the absolute personification of everything that is wrong with humanity, or somewhere in between.  How you choose will dictate what sort of game you play, and therefore in one sense, Mass Effect 2 is morally neutral.  Yet, I found that the game made it both easier and more rewarding, to choose the good options rather than the bad.  Characters are generally likeable, which means you will be tempted to be nice to them rather than shoot them, and the whole story seems designed in a way that invites you to be the savior of mankind as opposed to its enemy.

The first game generated a lot of controversy for the way in which it handled sex.  Mass Effect 2 is not plagued by the same controversy, and the sexual aspect of the game is toned down to the extent that it is almost non-existent.  It is possible to engage in intercourse with one of your fellow characters, but to do this requires the player to have said and done all the things that makes your partner more attracted to you.  It is something the most players will not have to deal with, and requires a conscious effort (and probably an internet walkthrough) to unlock such options.  Once unlocked, the subsequent cut scenes are not suitable for children, but contain little to no nudity and therefore does not exclude this game for Catholic adults.

Levelling up is easy, and very clear, even for beginners.
The characters are one of the best things about this excellent game.  The cast of Mass Effect 2 are not remotely stereotypical, most have very interesting back stories and are very likeable in their own ways.  You will genuinely care about these characters and want to get to know all of them better; something that is catered for with a host of character specific side missions.  All characters can be levelled up, not just Shepard.  This means that the player has to think carefully about who to take on a mission, taking into consideration not just the character's abilities, but also their levels.  A lot of work has gone into creating a whole world for the player to be immersed in, and for the hardcore there is an enormous encyclopaedia of all the races, technologies and characters which would take hours to read - although it won't appeal to most gamers, the fact that it is there shows how much effort has gone into this title.

The Illusive Voices

This process of immersion is helped by some tremendous voice acting.  The immense Martin Sheen voices The Illusive Man - the main NPC around whom the question "Is he good or bad?" continually hangs.  Alongside Sheen sits famous actors such as Star Trek TNG's Michael Dorn (Worf), The Matrix's Carrie Ann Moss (Trinity) as well as a whole host of big names that will have you pausing the game and checking Wikipedia to see if that voice is who you think it is.  Yet even those who names will not be familiar still do an exceptional job.  The voice acting of single line of dialogue in the game is top notch and makes the characters truly come alive.  Throw in a tightly written, exciting plot and this is an RPG you will be coming back to time and time again just to experience the different ways that the game can pan out, and it will have you drooling in anticipation for the completion of the trilogy with Mass Effect 3.


The game is stunning, especially on the PS3.
Graphically, Mass Effect 2 is without doubt one of the prettiest games of this console generation so far.  Although a lot of the combat is standard cover shooter fare, the enormous worlds in which they are set make them feel completely different.  Additionally, even the most random side mission on a planet in the middle of nowhere will have its own unique design, giving a sense of enormity to the world.  This graphical niceties extend everywhere, including to your ship - a ship so beautiful that I spent a long time happily exploring it.

Although Mass Effect 2 is pretty much perfect, I felt that there were a handful of missed opportunities dotted around this vast game.  For instance, while one of the most exciting things in the early part of the game was running of and doing various side missions for the members of my crew (so, picking up posher types of food for my hilarious chef), I was disappointed to find that these were not followed up later in the game.  Don't get me wrong, there are a good number of side missions in addition to the many main plot missions, but there are various things that the game introduces, and then seems to have decided to not follow up.  Also, while there are enough varied missions to prevent the gamer from getting bored, most missions are of a similar style - mostly involving a lot of cover to cover combat.  If you don't like shooting and cover to cover combat, then this game is not for you, no matter how much you may love the RPG elements of a game.

Conclusion


I give these criticisms mainly out of an attempt to give balance to this review.  The fact of the matter is that Mass Effect 2 is one of the best games ever made, and this comes from someone generally sceptical to WRPGs.  Its story is immensely compelling, the presentation is perfection, and the the gameplay is fun (if occasionally a little repetitive) and will have you wanting to come back and play this game time and time again in order to discover the many different ways this amazing title can be played, and to see how it connects with the other two instalments of the series.

From a Catholic perspective, Mass Effect 2 is not without its problems.  Although it has tamed down the sexual aspects from the previous game, the "copulation option" is still there.  Although there is no nudity, it is not for the faint of heart, nor for anyone who is not an adult.  The game deserves to be commended for offering the player a number of non-violent options, as well as the ability to play as a (mostly) good guy, but don't let the non-violence approach fool you - this game has the player killing a lot of people, no matter what options you choose.  This is a game that emphasises the "action" in an action RPG.  Although not particularly gory, there is blood present at a number of moments, as well as occasional distressing cut scenes of death.

The technical rating for this title is 10/10

The Catholic rating for this title is A-III -- adults.