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Assassin's Creed III | Review Only | PC, XBOX 360, PS3

Info:
  • Release Date: November 23, 2012
  • M for Mature: Blood, Intense Violence, Sexual Themes, Strong Language
  • Genre: Action
  • Publisher: Ubisoft
  • Developers: Ubisoft Montreal, Ubisoft Annecy


Review:
Who is Ratonhnhaké:ton? He's the son of a British father, raised by his Mohawk mother and caught in a struggle between his own people and the colonists spreading through the American Northeast. He's an assassin who, like those before him, believes in the people's right to be free and make their own choices. He's also known as Connor, and he stars in Assassin's Creed III, the most thematically rich game in this ambitious and freewheeling series.
In some respects, Connor is a vessel for ideas more than a force of nature in his own right, though few heroes could hope to outshine the charming and worldly star of Assassin's Creed II, Ezio Auditore. Noah Watts' unsure voice acting keeps Connor at arm's length, emotionally--though in some respects, the distance is appropriate, given Connor's uncertain path through a complex political landscape. It's the time of the American Revolution, and Connor finds himself a key figure on and off the battlefield. He fires cannons, commands troops, and jams his tomahawk into loyalist flesh. He rides with the delightful Paul Revere and conspires with Samuel Adams, thus allowing you to participate in some of the time period's most renowned events: the Boston Tea Party, the Battle of Bunker Hill, and so forth. Assassin's Creed games are well known for their incredible attention to historical detail, and Assassin's Creed III is no exception. Major and minor figures are depicted; the cities of Boston and New York are exquisitely re-created; and even minutiae like the lines of The Beggar's Opera are presented with fine accuracy.
Yet Assassin's Creed III is less about history and more about the broader themes of the franchise. The Assassin vs. Templar conflict deepens here. You've heard the Templar point of view before, often via the soliloquies of dying men who pleaded the good intentions of a philosophy that nonetheless paved an apparent road to hell. Now, the truth, such as it is, isn't so cut-and-dried. You hear the sincere and convincing words of the men you've assumed represent the wrong side of morality, and must wonder: are the ideas of good and bad so absolute after all? Are the men you cradle in your arms as they gasp their dying breaths necessary casualties, or do they whisper ideas worth hearing and understanding? As one character insists, "There is no one path through life that's right or fair."
Connor is just as at home among the branches as he is below them.
Of course, Connor's dilemma is one of the past; in the present day, series constant Desmond Miles plays his own role, making his legend by carving his way through the here and now. Connor fights for the rights of his people; Desmond holds the fate of the world in his hands. Assassin's Creed III draws important parallels between the two men, both of whom navigate a thorny relationship with an estranged father. Surprisingly, given the series' past, Desmond's story tugs at the heart, not because of his newfound relationship with his aloof father, but because he learns more of the First Civilization, and their futile attempts to ward off the disaster that annihilated them.
The Desmond portions are even more fleshed out than before, allowing the former bartender to at last exercise his own stealth, parkour, and assassination skills, hinting at the possibility of full-fledged modern-day adventuring--though never quite arriving there. There does come an important revelation, however: the typically surprising finale that leaves you scratching your head, and in this case, forces you to consider an unpleasant truth about the nature of humanity. The finale lacks punch and falls short of Assassin's Creed II's jaw-dropping conclusion. But the inconclusive ending is designed to have you guessing, and you will ponder the implications over and over, trying to weave a tapestry of truth out of the conspiracies that have always buoyed the series' self-serious stories.
It takes time to reach that conclusion, or indeed, to experience the parkour flights of fancy that represent Assassin's Creed III at its best. In fact, it takes time for you to even meet its hero, though it's better to discover just how the game handles that introduction on your own. Suffice it to say: the opening hours are unexpectedly protracted as you discover that this is, indeed, a different kind of Assassin's Creed. It's no less joyous, once the stops are ultimately pulled out, but the game takes its time, trusting you to be patient with a slow-paced prologue that is concerned more with establishing tone and backstory than with allowing you free rein of its bustling cities.
Connor takes to the high seas. Thar be treasure out there!
As you play that opening, it's hard not to wonder: when does the fun stuff come? In retrospect, however, the slow pace makes sense. This is the biggest game in the series by a notable margin, and once the beginning is put in context, you'll be glad for the character development, and glad that you had time to discover some of what makes Assassin's Creed III different from its predecessors. You'll also be glad of the narrative twist that reshapes your expectation as you transition into the larger part of the game, reminding you that the series has rarely shied from playing with your mind.
Source: Gamespot
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Resident Evil 6 | Review Only | PC, XBOX 360, PS3
Game Info:
  • Release Date: March 22, 2013
  • M for Mature: Blood and Gore, Intense Violence, Nudity, Strong Language, Suggestive Themes
  • Genre: Action
  • Publisher: Capcom


Review:
With Resident Evil 6, a once-mighty series makes another stumble. From a production standpoint, this atmospheric third-person shooter (this is no survival horror game, certainly) hits a number of high notes, weaving multiple stories into a single narrative that you untangle from different perspectives. It's unfortunate that actually interacting with Resident Evil 6 is an excruciating chore. This is a wannabe action film that resents your interference, and punishes you by forcing one horrible quick-time event after another upon you.
That Resident Evil 6 wants to be a movie is evident in almost every facet of its gameplay. Plenty of games dramatize their events through extended cutscenes, Metal Gear Solid being an oft-cited example of a series known for long-winded cinematics. Having many cutscenes isn't a problem in and of itself; constantly interrupting the flow of gameplay, on the other hand, is Resident Evil 6's disappointing calling card.
In a typical five-minute stretch, you might watch a cutscene, walk for five seconds, trigger another cutscene, open a door, perform a quick-time event, view another cutscene, shoot some mutated freaks, and then do nothing while you wait for your co-op partner to finish some task or another before you can continue on. All through that stretch, the camera changes position countless times, you're forced to walk really slowly for a while, and an almost-unavoidable scripted "gotcha" moment gifts you with a game-over screen ("You Are Dead"), forcing you to replay the sequence while wondering what you could have done to prevent it.
These problems infiltrate all four of Resident Evil 6's campaigns, though each campaign shifts its focus and tone--and all but Ada Wong's puzzle-driven campaign (unlocked when you have finished the other three) feature cooperative play. In Leon Kennedy's campaign, you play as either Leon or newcomer Helena Harper, while your cohort is left to the care of another player, or of the AI. Leon's campaign is the most traditional, recalling the fourth and fifth chapters of the series by way of mysterious locations like an eerie graveyard and creep-strewn city streets. In a campaign that looks to military shooters for inspiration, Chris Redfield joins fellow BSAA operative Piers Nivens in war-torn streets to shoot up infected foes and larger-than-life bosses. Jake Muller and Sherry Birkin's campaign is focused more on scripted events than the others and lacks the thematic cohesion of the other three (unless you count an overload of contextual button prompts as a theme). A short prelude introduces you to the basic mechanics, which are mostly identical across the campaigns. It also functions as a warning of what's to come.

Right off the bat, you notice what is to be a common theme in Resident Evil 6: quick-time events are prominent to the point of distraction. Keep your thumbs limber and your trigger fingers ready, for you will be hammering buttons and jiggling thumbsticks ad nauseam. Wiggle that stick to get the monster off you! Furiously tap that button to crawl faster! Making matters worse is that the quick-time events aren't even that well implemented. Some of them require superhuman wiggling speeds; others, like those that require alternating trigger presses, don't have a clear rhythm. And succeeding means triggering a sonic zing and a bright circular eruption that distract you from the dramatic animations.
Even ignoring quick-time events, button prompts are the rule rather than the exception. Capcom drops in so many set piece moments that they lose their luster. Good set pieces--that is, large scale events with major visual punch and limited interactivity--punctuate gameplay, rather than replace it. Here, they constantly disrupt the gameplay, and a few types of set pieces emerge as clear developer favorites. One such type is the "run toward the camera" bit, in which you hold a button to sprint toward the camera, and press buttons to leap over obstacles or slide under them. It takes a special talent to make such sequences work, but no such talent is demonstrated here; the camera constantly changes position, which destroys the flow of both the controls and the visuals.

Resident Evil 6 is constantly (and annoyingly) playing with camera angles, even outside of the running sections. The worst moments are those that yank control from you and force you to stare at a growling behemoth's dramatic entrance, or a helicopter's flyover, even when you're in the middle of a quick-time event, or engaged in a shoot-out. Smart games either have you hold a button if you want to witness a major incident, or simply allow the incident to happen. Resident Evil 6 is not a smart game. It doesn't care what you're doing: that monster is big, and the game forces the bigness upon you. (And when the sequence is done, the camera may not be in the position in which it started.) Such occurrences are, every time, detrimental to gameplay, and it's shocking how many of them there are.
Not that your co-op partner is usually harmful to the experience. If you play on your own, the AI does a great job of knowing what to do and where to go. The game does have a few good co-op ideas up its sleeve, such as a sequence in which one player swims from the snapping jaws of a finned fiend, and the other must shoot it. But the good ideas are too often let down by troublesome execution: in that same sequence, your mission objective might contradict what the game actually needs you to do. Other times, one player waits around with nothing to do, while the other slashes up bio-organic weapons (that is, B.O.W.s) and finally opens a door or lowers a ladder. Most cooperative actions simply involve opening a door together. And boy is there a lot of door opening in Resident Evil 6.
Source: Gamespot
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