Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Thursday, November 10, 2011

Super Mario 3D Land

Super Mario 3D Land Review


The 3DS has a couple of great games from Nintendo. The problem is that they’re remakes of N64 titles. Gamers were glad to experience classics like The Legend of Zelda: Ocarina of Time and Star Fox 64, but no one buys a new system to play games over a decade old. That all changes with the excellent Super Mario 3D Land, an all-new adventure in the Mushroom Kingdom – that mixes in plenty of entertaining references to Mario’s back catalog.
3D Land takes level progression all the way back to the original Super Mario Bros., with eight linear worlds to beat one by one. Every stage ends with Mario jumping onto a flagpole, and when he takes damage he shrinks down rather than losing a slice of pie from a circular health bar. All levels include three hidden star coins to collect, which you’ll eventually spend to gain access to later areas. At first you may be concerned that each world only contains five or six levels, but don’t worry. After you complete the main career, there’s more than enough content to keep you busy for quite some time.
Just looking at screenshots, it can be tough to determine what kind of platformer 3D Land is. The simple answer? All of them. Sometimes it feels like 2D platformer New Super Mario. Bros. Other times the camera will follow behind you like Mario 64 or Galaxy. You’ll also see isometric views and a top-down perspective inspired by classic Zelda games. The camera often changes multiple times during a single level, but it’s done so smoothly that you’ll hardly notice. I always felt like I was in complete control of Mario no matter what the theme of the level, and the camera is always in the perfect spot for the situation.
The controls are spot-on and easy to pick up right away. I initially questioned why 3D Land needs a run button in addition to the analog controls of the circle pad, but I was thankful during later tricky sections that require a deft touch. I eventually played 3D Land like a 2D Mario game, with my thumb covering both the run and jump buttons. The left shoulder button rounds out the arsenal making Mario crouch so that he can get into small tunnels and toggle long and high jumps.
Power-ups blend the classics in with a few new ones. Fireballs provide an offensive boost while the Tanooki Suit (not seen since Super Mario 3) grants an infinitely useful floating ability that’ll help you past more difficult areas. You can store an extra power-up on the lower touchscreen and tap it anytime to access it. The old item then goes down to the bottom screen so you can easily toggle back and forth between the two. The new boomerang ability fits right in with these classics, and you can purposely dodge the returning projectile to keep it flying around and destroying enemies. Mario can also climb inside propeller blocks for some extra vertical flying power similarly to the propeller helmets from New Super Mario Bros.
The level designs are as clever as ever, and provide plenty of new Mario memories. You stomp koopas in green fields, walk along tightropes, hit the gas on a controllable platform, and swim away from a giant sea serpent. I loved navigating the many ominous airships and taking down Bowser by running under his jump and hitting a switch to make him fall into hot lava just like in the first game. Few things are more satisfying than crushing a goomba underfoot after falling several hundred feet.
What surprises me most about 3D Land is how well the 3D effect is handled. I kept the 3D slider up most of the game, since the levels pop to life with added depth and plenty of effects. Massive spike pillars thrust toward the screen on airships, Mario looks like he’s swimming around in a tiny handheld fish tank during underwater scenes, and the heights feel even more staggering when you have to jump off a massive cliff and navigate small platforms on the way to the flagpole far below. Rest your arms on a table to keep the 3D screen in the sweet spot and you won’t be disappointed.
Super Mario 3D Land isn’t perfect, but the few complaints I have (like the lack of variety in boss fights and some re-hashed levels) can’t bring down this entertaining mix of nostalgia and innovation. It lives up to the level of quality set by previous entries and is easily the best reason to own a 3DS.
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Call of Duty: Modern Warfare 3

Call Of Duty: Modern Warfare 3 Review


It would be easy to dismiss Modern Warfare 3 as just another iterative update to the massively successful shooter series. After attending a preview event this summer, I left with concerns that the Infinity Ward/Sledgehammer Games collaboration shelved the multiplayer innovation Treyarch introduced with Black Ops in favor of more minor, underwhelming updates. Some of my early concerns proved valid, but many of the incremental tweaks are smart additions to the multiplayer experience. Modern Warfare 3 does little to fundamentally change the well-known franchise formula, but it offers enough enhancements to recommend it to any fan.
On the surface, this Call of Duty experience is similar to the other Modern Warfare games. If a casual fan sat down for a few rounds of team deathmatch or domination, it would be easy to forgive them for mistaking this for a map pack. Its visuals are familiar, most of the weapons are recycled from previous games, the tight gunplay feels similar, maps are still fairly cramped affairs for the most part, assembling a party operates the same, and many of the killstreak rewards return. Modern Warfare 3’s most noteworthy tweaks may be smaller changes, but they add up to contribute in a big way.
Custom classes are as crucial to online play as always, and players can choose between three new strike packages for their loadouts. Assault is for offensive-minded players, as its rewards are mostly death-dealing instruments like remote control assault drones, devastating air strikes, and the proximity-based I.M.S. (Intelligent Munition System). If you’re outfitted with this package, your killstreak progresses as always – it builds as you rack up kills, but resets to zero once you’re taken down. Considering I’m usually heavy on offense, I stuck with the assault package for my first few hours of multiplayer.
The Support package killstreaks are defensive in nature, like SAM turrets, recon drones, and counter-UAVs. They don’t have the flash of the deadly assault rewards, but they’re still helpful. Unlike the assault package, this package’s killstreak count doesn’t reset upon death. You wouldn’t normally reach one of the crazy 18-kill assault rewards without dying, but now it’s feasible to earn the most valuable support items in a single game. This package was even more appealing to me when I unlocked a few offensive rewards, like the remote sentry turret, the B-2 bomber, and the recon juggernaut suit. Once I realized the value of this package, it became my default for the majority of my future rounds.
The final package, Specialist, is for tacticians who strategize formulas for specific game types. Specialist allows you to unlock a specific order of perks as you rack up kills. For instance, let’s say you want to create a specialist package for use in Domination. You start with whatever three perks you normally have available, but you could then unlock Extreme Conditioning after a few kills to help you sprint from flag to flag. If you live long enough to capture a few flags, you’ll probably be running low on ammo. Not a problem – you can set your specialist package to unlock Scavenger to help you pick up more ammo. To reap the rewards of this killstreak package, you have to analyze how you play and where you’d benefit from the unlocked perks most. For the hardcore crowd, this is an ideal pick.
The Specialist package isn't the only addition that the hardcore crowd will love, as the new Call of Duty Elite service is an overwhelmingly in-depth feature with many different tools. The team at Beachhead has created a performance tracker that is equal parts comprehensive stats database, clan management system, loadout customization tool, social networking site, and improvement guide. You can see graphs of how your kill/death ratio is trending, customize your clan’s callsign and tag, analyze the map locations where you die the most, add friends directly from your XBLA/PSN/Facebook accounts, and even push a new custom class to your console from a free app on your phone. All of the uproar about a premium membership fee seems to be misguided after seeing the final product, as the large majority of the content is free. Members of high-performing clans (of which you can only be a member of one at a time) may want to consider the premium membership, as they make you eligible for prizes like cameras and a free trip to Paris if you’re good enough. If you’re a casual Call of Duty fan, you can still have a fun time in multiplayer without ever touching Elite. However, this new feature is a boon if you’re the type that likes to prestige multiple times.
Strike packages and the Elite service are the biggest additions to online play, but smaller multiplayer features contribute to overall mode improvement as well. Completing objectives like flag captures adds to your killstreak count, and players can cycle through killstreak rewards with the d-pad and select them in the order they wish. Prestige mode counts for something now, as players earn coins to spend on new custom classes, double XP time, or special callsigns. Leveling individual weapons unlocks proficiency abilities like reduced kick or faster fire rate. Customizable private matches allow for absurd and entertaining variations of Juggernaut, Infected, and Gun Game. You won’t respawn in the middle of a massive air strike nearly as often, either. Players won’t notice many of these changes if they’re just popping in for a quick round, but those who spend a lot of time in multiplayer will appreciate them.
Call of Duty’s bread and butter has always been its deep multiplayer, but the campaigns deliver their fair share of memorable moments as well. Modern Warfare 3 doesn’t stray from the oft-emulated Call of Duty 4 formula. This large-scale, linear, global, and sometimes controversial campaign can be finished in less than six hours.
For the first two or three hours, the game hurries from country to country with a jarring narrative that doesn’t succeed in getting much information across. All you know is this Makarov fellow is a bit unsavory, and he wants to kill a lot of people. In your efforts to find and kill him, the game finds excuses to have you shoot up the floor of the New York Stock Exchange, protect the Russian president on a jet, attempt to stop a chemical attack in Paris, and watch a supposedly offensive scene that’s essentially a less effective and less necessary version of Modern Warfare 2’s “No Russian” mission. These early scenarios are more concerned with topping the big set piece moments from previous entries in the series than with putting forth a coherent narrative. In one scripted sequence that’s awesome, terrible, and hilarious at the same time, I was even forced to shoot a hyena multiple times in the head while I was in a church.
My concerns with the early portions of the campaign have as much to do with gameplay as narrative. It’s a constant “run here, trigger the enemies, now click between the trigger buttons until everyone is dead” experience. As much as the first few hours disappointed me, it gets its act together around the halfway mark. You learn some more about your primary character and his motivations, and the latter half of the campaign isn’t filled with the convoluted double-crosses of Modern Warfare 2. Setpiece moments become more intriguing from a gameplay perspective, with one mission involving an approaching sandstorm and an air assault mission that switches perspective back and forth from the ground to the air. By the time the credits roll, the globetrotting ordeal meets a satisfying conclusion.
If you’ve wrapped up the campaign and want a break from the standard multiplayer, Spec Ops serves as a great third pillar. This mode is broken into two distinct sections now, with one dedicated to co-op missions like those seen in Modern Warfare 2 and another that’s essentially a Horde mode variant. This survival mode is a blast with soldiers, dogs, and vehicles that are far more engaging than plodding zombies. Plus, it has its own in-game economy and ranking system.
When it comes down to it, Modern Warfare 3 meets expectations. The core elements of multiplayer and the campaign remain fundamentally unchanged, but the game serves as a great example of how many subtle tweaks can add up to an improved overall product. Even with the recent turmoil at Infinity Ward, the remnants of that team (in conjunction with Sledgehammer) have put together a worthy sequel to one of the most successful franchises of all time.
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