Tuesday, July 5, 2011

Final Fantasy VII is not overrated

Final Fantasy VII is not overrated: "


Final Fantasy VII is not overrated screenshot


Final Fantasy VII is, without a doubt, the most influential and well known game in the Final Fantasy series. It's hardly surprising, then, that there's an army of detractors who have set out to diminish it. After all, if something is popular, it must be terrible.


Whenever something becomes too popular, the same old word is trotted out -- overrated. Whenever you bring up Final Fantasy VII, it is inevitable that the "O" word will rear its ugly head in due time.


Is Final Fantasy VII overrated, or are people just lashing out at it due to its popularity? Personally, I think it deserves all the praise it gets.


To say something is overrated is to say that it does not deserve its critical success and that those who remember it fondly are injecting their memories with a little too much fondness. Oftentimes, I find the term 'overrated' an arrogant one, as you're implying somebody else should tone down their appreciation of something because you don't care for it. Much of the time, I think the term betrays intellectual cowardice, as some people just want to say that they dislike a game but use "overrated" to dress it up and artificially make their personal opinion look like part of an objective, factual statement.


With Final Fantasy VII, I've seen many debates over the years regarding its status, but I've rarely -- if ever -- seen a convincing argument that it hasn't earned its place as one of the most influential videogames of all time. In fact, it's usually somebody just complaining that the game is "shit" without offering much in the way of valid debate.


This argument is not about which Final Fantasy is the best. Most people who shit on Final Fantasy VII just seem to be bitter that history remembers it more readily than Final Fantasy VI. I happen to think Final Fantasy IX is the best in the series, but that doesn't mean I'm about to disregard what Final Fantasy VII did as a game and why it deserves its critical acclaim.



Final Fantasy VII is, for many gamers, the first Final Fantasy they were introduced to. Like it or not, this game became an ambassador not just for Final Fantasy, but for the entire genre of Japanese role-playing games. I was one of those people for whom Final Fantasy VII represented a new style of gaming. Earlier or later games in the series might have ended up more highly regarded by players such as I, but for a first exposure, VII became an incredibly important game.


If there's one thing not even the most ardent detractor can deny, it's Final Fantasy VII's impact and legacy. It was this game that made the Final Fantasy series overseas, and carved out a whole new international market for Japanese role-playing games. This is especially true in Europe, where VII was the first Final Fantasy game to ever be released.


As a gamer who grew up in Europe, I cannot state enough just what an influence Final Fantasy VII had. This game caused me to look at videogames with a whole new respect -- it made me think of games not just as fun distractions, but as potentially superior ways of delivering a story. I was able to comprehend a sense of immersion and narrative ambition that I just hadn't seen in any form of entertainment before -- a journey across an entire world that the audience itself could get lost in. Such concepts are taken for granted now, and often shunned as gamers grow up and don't have enough spare time for a huge role-playing world. In 1997, however, as a teenager who until that point thought Eternal Champions boasted a deep story, Final Fantasy VII's concepts were a revelation.



It's true that Final Fantasy VII's story isn't perfect, with a few ludicrous concepts and some silly dialog, but I will proudly say that I still enjoy it with no issue at all. It runs the gamut of emotions, with inspiring moments such as the big parachuting return to Midgar, tragic scenarios such as the story of Dyne, comedic elements provided by characters like Barret and Cait Sith, a number of mind-bending plot twists and even a few scenes that could be described as horror. Final Fantasy VII is made up of incredible 'moments,' those scenes that endure in the mind, where the mere mention of them will instantly evoke a mental picture without further description -- I can simply stay 'Shinra Building motorcycle,' and I am confident that many people will get the exact same image in their head, with the appropriate music.


The range of characters are some of the most diverse in videogame history, and each one comes with its own unique history and important development. Cloud Strife, who goes from cocky jerkass to shattered personality and finally redeemed hero, is an engaging protagonist whose identity crisis is almost torturous to watch. Barret starts the game as comic relief, but as you learn more about what he went through, the emotional burden he carries on his shoulders, and his reasoning for rebelling against the Shinra corporation, he becomes one of the most endearing personalities in the game. Even Cait Sith, the silly robot cat, has his own story to tell, and comes to represent a man in a powerless position, attempting to change his own life as well as save others.


Final Fantasy VII didn't just throw a bunch of one-dimensional stereotypes at the player -- very obvious care and attention went into crafting a memorable personality out of each cast member, and that is why they're so memorable today. I can't name half the characters in Final Fantasy XIII anymore, but I can rattle off Cloud Strife, Tifa Lockhart, Barret Wallace, Aeris/Aerith Gainsborough, Red XIII, Cait Sith, Vincent Valentine, Yuffie and Cid Highwind without much effort at all.



Sure, stories have come along in games that I've found to be superior, but that doesn't mean VII hasn't earned its praise. For a game to present so many concepts and run the player through so many emotions isn't a small feat. I feel Final Fantasy VII hit a range of feelings and a variety of concepts that no other game has managed before or since -- it might not have hit all of them perfectly, but when you truly stand back and look at what the game accomplished narratively, from beginning to end, it's hard not to be impressed.


As a game, VII is also to be credited with popularizing and refining turn-based combat. Many people have turned against the idea of random encounters and turn-based battles, with even Square Enix refusing to stick to the concept, but I feel the notion still has a place in videogames, and that Final Fantasy VII provided the best delivery. As well as superb Active Time Battle combat, VII also brought us the Materia system -- a compelling method of gaining new abilities by equipping and mastering them. This allowed for far greater player control over a party's combat prowess, and added in tons of gameplay as players would hunt for rare Materia and work on strengthening it.


As well as the epic main story, Final Fantasy VII ought to be praised for some of the best secrets and sidequests to be found in a role-playing game. Chief among them, of course, is the Chocobo breeding that could end up just as engaging and time-consuming as the "real" game. Yes, I spent far more of my life than I should have done embarking on a quest to breed the Gold Chocobo, but I did it, and I had a blast the whole way. Don't get me started on the Gold Saucer -- a veritable time vampire whose wealth of minigames is so famous that casinos and fairgrounds in other role-playing games are often regarded as "Gold Saucer areas."



One must also mention the Weapons, a series of optional boss encounters that still live on as some of the most infuriating bastards to ever be encountered in a game. Over the years, the tactics for facing these monstrosities have been refined and passed among the populace, but back in the day, the name of Emerald Weapon evoked fear and respect. As with the Chocobo rearing, these battles became games almost in and of themselves. Players would dedicate their time not to beating the main quest, but to becoming strong enough to take down these beasts and earn the precious, delicious bragging rights. Again, other games have had optional bosses, but few had their defeat become a life goal for so many gamers.


Sidequests of such a lengthy and compelling nature have fallen by the wayside in modern times, as games grow shorter and budgets become too bloated for extra content. VII arrived at just the right time, and as such, still boasts far more to discover and enjoy than most role-playing games developed today. Not even its fellow PlayStation titles, VIII and IX, had a world map so bursting with as many secret areas, optional bosses and time-draining sub-games.



I'm not saying you have to like any of this. Nobody has to like Final Fantasy VII for its achievements. What I'm saying is that those who do like the game and appreciate the many things it did -- both on a personal level and a cultural one -- are utterly, utterly right in doing so. This game means so much to so many people not because they're overrating it, but because it truly was a revelation at the time and boasts an experience that still holds up today. Final Fantasy VII was downloaded over 100,000 times within the first two weeks of its PlayStation Network launch -- there are just that many people out there who can still enjoy themselves with this game, over a decade since it first appeared.


Games don't have that kind of lasting power just because a group of people got together and decided to love it too much. Final Fantasy VII has this kind of lasting power because it was just that damn good, and accomplished that damn much.


That's why it is not overrated. It earned the right to be loved.



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Thursday, June 30, 2011

Resident Evil: The Mercenaries 3D Review

Resident Evil: The Mercenaries 3D Review: "





























































To paraphrase the T.V. show Mystery Science Theater 3000, Resident Evil: The Mercenaries 3D isn't really a game -- it's more of a game loaf, made from real game parts, chunked and formed. The 'parts' in this case come from The Mercenaries, an extra mode found in Resident Evils 4 and 5, made to act as a pleasant diversion from the main attraction -- not a stand-alone experience. And therein lies the problem; it takes a lot of effort on the developer's part to justify selling a formerly free novelty as a $40 boxed product (also, let's not forget that RE4 and 5 can be now found for $10 and less across many platforms).
Unfortunately, Capcom didn't invest the necessary manpower in their attempt to translate this popular franchise to the newest generation of handhelds, resulting in a cynical and hateful product that's essentially Buyer's Remorse: The Game.


If you're not familiar with The Mercenaries, it's basically an arcadey version of the fast-paced horror-combat pioneered in Resident Evil 4. You choose from one of the series' many popular characters (with optional goofy costumes), enter a stage recycled from the main game, and try to stay alive as long as possible while collecting time bonuses and racking up points through a combo-based system. Performing well earns you higher grades, which unlock new characters and other goodies. The Mercenaries 3D keeps the trappings of this six year-old mini-game intact, but also throws in a few extra odds and ends engineered to drag an inherently shallow experience hours and hours beyond its expiration date.






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Tuesday, June 28, 2011

Battlefield 3 vs. Modern Warfare 3: Which is More Promising?

Battlefield 3 vs. Modern Warfare 3: Which is More Promising?: "





































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Battlefield 3 vs. Modern Warfare 3: Who Will Win?


The 1UP staff looks at the two shooters that will face-off later this year.


By: 1UP Staff
June 27, 2011










EA and Activision are headed for a legendary showdown this holiday season. The rivalry developing between Modern Warfare 3 and Battlefield 3 is shaping up to be the stuff of legend -- Doom vs. Dark Forces; Quake vs. Duke Nukem; Street Fighter vs. Mortal Kombat. Who will win?



In terms of sales, it's nearly a forgone conclusion that Modern Warfare 3 will outsell Battlefield 3 by a healthy margin. The cultural cachet that Activision has managed to develop can't be taken down in one year. That doesn't mean that Battlefield 3 can't be profitable and won't be a fantastic game. The 1UP staff tackled the question and picked which game they were most excited about.









  • Thierry Nguyen - Executive Editor

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Saturday, June 25, 2011

The irrefutable, undeniable, official top ten Sonic games

The irrefutable, undeniable, official top ten Sonic games: "


The irrefutable, undeniable, official top ten Sonic games screenshot


Sonic the Hedgehog turned twenty years old this week, and there was much rejoicing. Well ... there was a bit of rejoicing. There was something, at least.


To keep everybody in the Sonic spirit, I have consulted the greatest professors in the history of the Sonic franchise (I haven't) to create the most competent and least refutable list of the ten greatest Sonic games ever made.


You cannot argue this list (you can).

10. Sonic Spinball




Sonic the Hedgehog, being a rampant whore, would appear in all sorts of spin-offs over the years, but one of the earliest and most successful was Sonic Spinball. At its heart, the game was a fairly unremarkable pinball experience, with a few notable differences -- chiefly the ability to have limited control over the "ball" and a set goal for each of the four interestingly designed tables.


Being developed mostly by Polygames, Sonic Spinball had a slightly different feel and visual style when compared to other Sonic games. Nevertheless, it was a fun little diversion and one that can still be enjoyed today. It's nothing that actual pinball fans could ever call good, but as a Sonic-themed bit of silliness, it does the job.


9. Dr. Robotnik's Mean Bean Machine




You'll notice that the early picks in this list stretch the definition of 'Sonic game' a little bit. Unfortunately, it takes some blurring of the lines to get this list up to a solid ten. With that in mind, it's worth noting that Dr. Robotnik's Mean Bean Machine doesn't even feature Sonic. It does feature Scratch and Grounder though, and those chaps really need to stage a comeback.


Mean Bean takes the form of a Puyo Puyo color-matching puzzler. The Scenario Mode has the player face off against various Badniks, and they're all rather merciless. In fact, the whole game is sadistic. You can be winning by a mile, only to have a lucky combo from the enemy snatch their board from the jaws of defeat and transfer a load of unmatchable 'refugee' beans over to your side.


This game was fun, but boy was it an asshole.


8. SEGA Superstars Tennis




Shut up! The game was pretty damn good.


Okay, so being a SEGA-oriented game, it wasn't strictly a Sonic title but let's be honest -- the game was predominantly about the blue hedgehog and various other Sonic characters. Like I said, I was desperate for games that were both Sonic-related and good. I'll take what I can get.


The game succeeded by keeping things simple. At its core, Superstars Tennis is a fairly standard little sports title, and that's why it works. The only convolution comes in the form of super powers that are granted to each character. Outside of the regular matches were a whole bunch of minigames that were nearly all surprisingly great fun.


Plenty of fan service, solid tennis action and great minigames. A far better title than many will give it credit for.


7. Sonic the Hedgehog




The original, though not necessarily the best. While Sonic the Hedgehog was, for its time, a kick up the ass of platform adventures, it has not aged with quite the same level of grace as the rest of Sonic's Genesis outings. The lack of a now obligatory Spin Dash move, sluggish pace, and respectively drab levels don't make for a truly great game, but it's still a decent one when regarded in context.


It's certainly not bad, and at least deserves a place for its legacy. As the starting point for the series, it laid a lot of groundwork and helped cultivate the kind of gameplay that would make Sonic a quasi-legend. Plus, there are a few standout levels -- most notably Starlight Zone, which had a fantastic theme tune and some cool little gimmicks.


It was easily outclassed by its direct sequels, but the game has earned due respect.


6. Sonic Colors DS




Sonic Colors on the Wii was sub-par nonsense and that's scientific fact, proven by science. The DS version? Pretty good, as it goes.


A lot of this is due to the increased influence of Dimps on the title. I've said it before and I'll say it again -- Dimps needs to be the primary Sonic developer and it needs some creative freedom, because the studio seems to understand what made the games so good to a degree that Sonic Team does not.


While not totally free of the extraneous gimmickry that has marred most console-based Sonic titles, Sonic Colors DS was at least a more grounded and sensible platformer with very little fluff, and that's why it was actually fun as opposed to infuriating. Decent level design that puts the focus on platforming skill over pure speed is what makes Colors DS a superior offering, and while a few frustrating levels and pointless narrative scenes remain, it is overall a pretty great offering.


5. Sonic the Hedgehog 4: Episode 1




While Sonic the Hedgehog 4: Episode 1 still remains a controversial game among the Sonic fan community -- many members of which despised it for the most arbitrary and ludicrous of reasons -- Sonic 4 was and is a lot of fun. Was it the huge mega comeback that everybody longed for? Not quite. What it was, however, was the first great Sonic game to hit a console in ages, and those who didn't demand the Moon floating in a bucket of Wish Water were left satisfied.


There are some definite low points. For example, there is a potentially excellent level in which Sonic rides decks of playing cards, which is summarily ruined at the end with an awfully dodgy pitfall section that undoes all the good the stage had previously done. A few bosses and gimmicky challenges reek of the game trying too hard to remain overly complex, when a simpler approach would be better.


Still, the overall experience is terrific, and that's despite the game's Zones being based on some of the least enjoyable levels found in the Genesis games. It takes a lot to make anything based on Sonic 2's Metropolis zone fun, but Sonic 4 managed it. That's worthy of a damn medal.


4. Sonic the Hedgehog 3




Sonic the Hedgehog 3 is viewed by some as the best Genesis game, but I always felt it lacked the same tight level design and unique nineties aesthetic as Sonic 2. It was still a solid followup though, with levels that ranged from great to decent, and a number of inventive boss encounters.


The only real downside to Sonic 3 is how obviously significant the focus on graphics was. There's a whole section in Hydrocity Zone that puts Sonic on rotating plinths. From a gameplay perspective, it's dull stuff, but you got to see Sonic rotate a full 360 degrees, and that was the point. Blast Processing, bitch!


While Sonic 3 is a fun game and worthy of its place among the series' best, it's interesting to note that, even this early on, there are signs of the overbearing gimmickry that would kill later games. Marble Garden Zone, for instance, was a boring, slow-paced mess of spinning disc platforms that could barely be controlled by the player, while Carnival Night Zone featured the barrel of mystery that required pressing Up and Down on the D-Pad to maneuver -- a trick that the player is never told.


But ... Sonic 3 had Ice Cap Zone, so all is forgiven.


3. Sonic & Knuckles




Sonic & Knuckles is, ostensibly, the second half of Sonic the Hedgehog 3. They were supposed to be one game from the outset, after all. Sonic & Knuckles has the edge over Sonic 3 thanks to more memorable levels, an excellent soundtrack (Flying Battery and Sky Sanctuary are amazing) and, of course, a second storyline that featured Knuckles.


Of course, both games can be considered as sharing third and fourth place once you lock the cartridges together to create Sonic 3 & Knuckles.


As good as the game was, it could have really done without the stage involving ghosts and doors that would slowly close shut. Screw that stage a thousand times.


2. Sonic Advance




Sonic Advance is the reason why I say Dimps has a better handle on the series than Sonic Team, because it did exactly what New Super Mario Bros. would do several years later -- it kept things simple.


Adopting a "back to basics" approach, Dimps put its energy into proper platforming design and utilized speed as a reward, not as a central gameplay device. Its range of levels and excellent soundtrack evoked feelings of old school Sonic titles and ensured its place as a game I still happily play to this day. At the time, people would ask if Sonic could ever make a comeback. In 2000, he did so ... at least for a time.


Unfortunately, a certain demographic whined that Sonic Advance was 'too slow' because they didn't have a clue what had made Sonic games good. The non-existent problem was 'fixed' by Dimps, leading to a pair of inferior Sonic Advance sequels that did away with good platforming and focused on running fast. It ruined what could have been a great series, because idiots didn't realize that Sonic Advance wasn't "too slow by Sonic standards" -- it had brought the speed BACK to standard.


As far as I'm concerned, Sonic Advance was the first authentic Sonic experience since the Genesis days and, more importantly, it was the last. Time will tell if Sonic Generations can change that.


1. Sonic the Hedgehog 2



I hate to end the list on a highly predictable note, but Sonic the Hedgehog 2 is still the best Sonic game made to date and up there with the very best that platformers have to offer. Never has a Sonic been so consistent, with nearly every level being intensely playable, even today, and a range of unforgettable boss encounters.


Sonic 2 featured some of the best Zones in the entire franchise -- the speedy Chemical Plant, the charming Hilltop, and the delightfully oddball Oil Ocean to name but three. Had the game not insisted on THREE ACTS of the dreadful Metropolis Zone, it may well have been perfect. Seriously, three acts? It's like they knew how awful that Zone was and wanted to punish everybody out of sheer cruelty. Wankers.


Anyway, there's a reason why I still play Sonic 2 up until the end of Oil Ocean before switching it off -- it's just that damn good. A run of excellent and varied zones, the best soundtrack in the series, and of course the playable Tails to keep younger brothers occupied instead of bugging you to play the game next.


Yet SEGA does all it can to NOT do things the way they worked best. I'll never understand that, but at least SEGA's released it ten billion times, so I'll never be far away from the best Sonic game ever made.



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Friday, June 24, 2011

PS Vita UK launch 'will miss Xmas'

PS Vita UK launch 'will miss Xmas': "But handheld could hit US this year, CVG understands.


Sony's PlayStation Vita won't launch in the UK until 2011, CVG can reveal.



Click here to read the full article"

Thursday, June 23, 2011

Review: Shadows of the Damned

Review: Shadows of the Damned: "


Review: Shadows of the Damned screenshot


A demon with a goat's head is riding a horse that defecates pure darkness. Then the demon eats the horse's heart, grows to the size of a ten-story building, eats the rest of the horse and proceeds to urinate more darkness into a gigantic fountain.


That's just the first boss.


Welcome to Shadows of the Damned.


Shadows of the Damned (PlayStation 3, Xbox 360 [reviewed])
Developer: Grasshopper Manufacture
Publisher: Electronic Arts
Released: June 21, 2011
MSRP: $59.99


Shadows of the Damned stars Garcia Hotspur, a flamboyant Latino demon hunter who embarks on a mission into Hell itself to rescue his girlfriend from Fleming, Lord of Demons. The survival horror style of Resident Evil creator Shinji Mikami is married to the abstract punk attitude of No More Heroes' Suda 51 and propelled along by a soundtrack courtesy of Silent Hill's Akira Yamaoka. If that description hasn't set your heart racing, it's possible that you don't have a heart.


As far as games by Grasshopper Manufacture go, Shadows of the Damned may be the most "conventional" offering yet. It takes the form of a third-person shooter with many overt nods to old school horror games, where exploration and puzzle solving are just as much part of the experience as the combat. It's a more straightforward, dare I say traditional affair from a studio known for breaking rules and experimenting with gameplay.


However, if you think that more approachable interaction will make for a notably standard and formulaic adventure, you'd be dead wrong. Almost as if to compensate for the less bizarre gameplay, Shadows of the Damned features characters and concepts that are more demented than anything featured in past games.




Giant crows that scream 'Fuuuuck yooooou' and a talking skull called Johnson that can turn into a gun called The Boner only scratch the surface of how ridiculous, insane and sometimes depraved the game can be. While Damned's endless parade of penis jokes can wear thin, the overall plot and impressively performed dialog is just so charmingly out-there that one cannot help laughing along. The comedy sometimes borders on anti-humor, but it never fails to be entertaining.


Even the conventional gameplay is presented in such an obscure way that you might be fooled into thinking it's more original than it actually is. For instance, some doors are locked and you have to find a key. Simple enough, except that the locks are whimpering babies' heads and the keys are eyes, brains or strawberries that need to be stuffed into their mouths. Ordinarily mundane gameplay tropes look and feel deceptively inventive through sheer force of presentation, and that's no small accomplishment.


The balance between light and dark is a central theme of Garcia's adventure. Pure darkness drains Hotspur's life if he remains in it too long, but pathways or items are often hidden inside areas drenched in the stuff. Furthermore, certain doors are barred by "demon pubes" that only disappear when their supply of blood is cut off -- blood which can only be seen and shot at when Garcia is in the darkness.



To help him fight off the darkness, Garcia can wield the light shot -- concentrated light that acts as the alt-fire of any gun. If he shoots this at goat heads or Light Sushi (I'm not explaining it!) he can illuminate his surroundings, although some demons will try to undo your work and plunge the area back into darkness.


Although most of the puzzles are self explanatory, that doesn't stop them from being enjoyable. You'll never really be stuck not knowing what to do, but it's still always cool and fun to act out the solution, if only for the humorous situations you're expected to take part in. Some of the areas where you're stuck in the darkness, collecting hearts to keep your energy up and looking for an exit, can be quite tense as well, although Garcia can always drink a bottle of tequila to keep his health up!


The combat itself can feel a little loose and clunky -- almost as if to hammer home the idea that it was developed by a studio not used to this type of gameplay -- but again it manages to remain fun in spite of any setbacks. Garcia has access to three weapon-types: the pistol-like Boner, the rapid-fire Teether and a close-range Skullcushioner. Over the course of the game, these weapons can be enhanced with red crystals and even transformed into new and powerful models after defeating a boss. Eventually you'll be able to shoot bombs from your newly acquired Hot Boner or fire a giant skull that acts like an explosive bowling ball.



Over the course of the game, Garcia will meet and face a variety of demons, many of which can be stunned with Light Shots and executed at close range. It's always satisfying to blast a weak demon's leg off and repeatedly stamp on its spine once it's grounded, generating white gems (the game's currency) with each stomp. Tougher demons will have red patches of human blood that grant them power, and exposing that blood to shoot at it is the only way to harm them. Demons that become doused in darkness will need to be robbed of their inky armor with a light shot before regular ammunition can finish the job. When surrounded, Garcia can also wield Johnson like a club, although melee attacks are generally useless.


An undeniable highlight is the range of eccentric boss encounters. Like so much about the game, none of them are especially difficult, but they follow the Zelda pattern of boss fights -- in that working out how to beat them is the challenge, rather than undertaking the required actions themselves. Figuring out the enemy's vulnerability, while never overtly taxing, is consistently rewarding.


Shadows of the Damned is dedicated to fun and silliness above all other concerns, and it mostly works. There are a few problems holding back the merriment, however -- the in-game camera has a strange momentum to it that sees it swing wildly from left to right at times, and the perspective shift while aiming seems to be off kilter a tad, making it more difficult than it should be to hit a target. Those who care about length will be put off by the fact that the game is eight hours long without any New Game Plus option, either. These issues are things that cannot help but be noticed, though they're minor inconveniences as opposed to overwhelmingly ruinous faults.



The same thing may not be said, however, for the many technical failings. I hate to say it, but the game itself is pretty atrociously buggy. For one thing, screen-tearing absolutely dominates the graphics, appearing regularly and obnoxiously throughout the entire course of the game. I also encountered no less than three glitches that actively roadblocked my progression and forced me to reload a checkpoint. I cannot pretend these problems aren't there and I cannot pretend that anybody playing the game has a good chance of being repulsed by the frankly shoddy production values of the finished product. As fun as this game is, there is some really sloppy stuff in that final code and I'm angry that a game so fun and ballsy has been let down by something so pathetic.


With such an angering complaint in mind, it's a testament to just how fantastically entertaining this game is that I declare it's worth the hassle. Shadows of the Damned is worth fighting through vertical sync failures and exasperating bugs just to see what happens next in one of the most wonderfully weird games you could ever play. It takes a rare, very special kind of game to be able to power through otherwise overbearing technical blemishes, but Grasshopper's latest manages such an impressive feat. So long as you go in prepared for an very imperfect game, you stand to have a riotous good time.


What the game lacks in graphical gorgeousness and technical competence, it more than makes up for with pure, unabashed, theatrical style. Of special note is Yamaoka's soundtrack, with which I believe the composer has outdone himself. Shades of Silent Hill are mixed with a heavier, punkier, more tongue-in-cheek style of music and there's more than a handful of standout tracks (the Light Sushi's theme tune alone makes the game worth playing through). The music is backed up by some fantastic voice acting, too. The banter between Steve Blum's ostentatious Garcia and Greg Ellis' neurotic Johnson makes for a great double act and a pair of protagonists that you just won't find in any other game.



Shadows of the Damned is an absurd game, but it's an absurdity so delicious in delivery that one can't help throwing common sense to the wind in order to just go with it. Despite being Grasshopper's most 'normal' game on many levels, Damned somehow manages to be the most memorable, idiosyncratic and preposterous game the studio has ever developed -- yet while it revels in its own weirdness, it never once excludes the player. Unlike many 'odd' games on the market, Damned wants you along for the ride, every step of the way.


All this, and I didn't even mention the level that acts as a glorious tribute to The Evil Dead.


Nobody will be able to deny that Shadows of the Damned has its glaring problems, but only the cold hearted can deny the game its credit as a refreshingly senseless, gratifying, pleasurable exploit. This crackbrained horror romp takes camp to a new extreme and wants you, the player, to have nothing but fun the entire time. For those in the right frame of mind and a willingness to forgive, that fun will be easy to discover and enjoyed by the bucketful. For everybody else, it is perfectly understandable that they will not find the problems so hard to overlook, but they will most surely miss out on a game that really needs to be seen to be believed.


For those people, I feel sad. They'll miss out on one of the funniest mindfucks this industry has to offer.



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