XBOX 360/PLAYSTATION 3
Sega
www.sega-europe.com
If the recent Manhunt 2 debacle says anything about the current videogame climate, it’s that upcoming developers need to exercise extreme caution when approaching violent content. That game was made an example of, not simply due to its explicit content, but rather its unforgiving tone in which there seemed to be no explanation for the horrific acts of brutality the player is forced to commit.
You’d have been excused for foreseeing a similar fate for Condemned 2 based on early previews and screenshots. In actual fact, Monolith developed the game in close contact with the ESRB, and as such were able to release the game uncut and with an 18 certificate, on time and in full. No one wants to see their game made unavailable to the public in the pursuit of making an artistic or rebellious statement.
Condemned was a superb title and arguably the most terrifying videogame of all time. Monolith successfully blended psychological horror with the first person shooter format, toying with the senses in a torturous fashion that made the game at times almost unbearable to play. Footsteps were heard popping across the floors above, UV lights revealed the sinister scrawling of a serial killer, lipless bodies in lockers muttered and shop floor mannequins creaked to life. It was a real step forward for the genre, a new form of horror in which the player was placed at ground level, pushed reluctantly around some genuinely macabre and isolated environments and forced to engage in brutal hand-to-hand combat. Anticipation is understandably rife for the sequel; the player again returning to the mind of Ethan Thomas, now a hallucination plagued drunk forced back into work in order to save the city.
Aesthetically, Condemned 2 has taken a notable step-up from its predecessor. The rankness of the game’s opening environments is palpable if a little constrained, employing a sublime motion blur and swaying, bumpy camera to effectively evoke its first person viewpoint. The in-game audio is tuned to an astonishing degree; the city’s inhabitants have a lot more abuse to throw at you this time round; the game’s otherworldly creatures providing an unsettling soundtrack to their grotesque appearance. Crime solving is another area where the game excels, forcing you not only to accurately evaluate crime scenes, but also tuning you in to both the story and your own common sense.
As such, you’ll be deciding whether that bloody mess came as a result of an entry or exit wound, whether the body is male/female or police/SCU/civilian or even alive/dead, whether the deceased jumped or were pushed; it’s certainly an involving process for which Monolith must be applauded. There are a plethora of new weapons at your disposal, from bowling balls to medieval swords, foosball rails and the iconic electric conduit. The mechanics of combat have also been significantly enhanced. You’re now able to perform combos, QTE induced chain attacks, parries and counters, and of course the all-new environmental kills. Your skills can now either be taken online or into the Bloodshot Fight Club, in which you fend off waves of possessed bums in the hope of making it onto the game’s leaderboards.
Unfortunately, the game falls flat in the atmosphere department. Anyone hoping to return to the state of mind induced by Bart’s Department Store in the first game will be bitterly disappointed. Although there are a few jumpy and unsettling moments, there is a greater emphasis on gunplay in Condemned 2; Ethan’s dependency on booze to maintain a straight shot becoming a frustrating hindrance to the otherwise smooth flowing gameplay. As the nonsensical plot careers from one twist to the other, you’ll be dragged from a doll factory to a country lodge, a clinical morgue to a burlesque theatre, the enemy types adapting accordingly.

It makes very little sense, eroding the sense of logic and progression felt in the first game. Attempts to vary the gameplay a la Half Life 2 are occasionally inspired but more often than not feel broken and by-the-numbers, with one sequence involving a nailgun falling particularly short of expectation. Worryingly, there are moments in which the game becomes so dark it’s impossible to see where enemies are coming from, particularly in the hallucinatory ‘oil creature’ sequences.
Towards its unsatisfying close, Condemned 2 really begins to lose the plot; the game’s interesting additions to its forensics sequences and combat system buckling under the weight of an ultimately uninspiring videogame. You were terrified and enthralled by the first game, but by the time you’re using an assault rifle to shoot a helicopter out the sky or using a super-sonic scream to dispose of enemies in the sequel, you’ll be seriously wondering what could have been.
6/10
Jon Beach
The Burnout series has never really dipped below anything less than complete excellence since its EA takeover. Constantly moving forward, the franchise has done for racing what Gears of War and Resident Evil 4 have done for third person shooters. Sitting comfortably between the hardcore appeal of Gran Turismo and the rampant fun of Mario Kart, the series has constantly innovated since its conception in 2002, throwing a middle finger to traditional racing convention. Burnout Paradise is no exception.
There is immense satisfaction to be had by dipping into a subterranean shortcut discovered only moments prior, watching the rest of your opponents speed blindly off into critical second sapping territory. Fail an event, however, and you can simply drive to the next, each one taking you further into the gameworld, ensuring that each traffic light-instigated smash up remains fresh and exciting, enhanced by the sheer beauty of the city itself.
Those lovely people over at Rockstar Games certainly know how to create a stir. Their titles are consistently dragged over the coals by sections of the media, fuelling anxiety in the minds of concerned parents and politicians the world over. Titles such as Grand Theft Auto and Canis Canem Edit are key protagonists in a fervent debate dealing with the supposed harmful effects of interactive media.
Playing as mental patient Daniel Lamb, it’s clear that the game’s opening environments are just as menacing as the BBFC made out. The flickering lights of the asylum and an S+M club lifted straight out of Hostel are two particularly striking examples of the game’s dark side, but once you move out of these atmospheric, dread soaked settings the game turns very bland very quickly. This isn’t helped by the fact that the storyline simply doesn’t hold a candle to its predecessor. The deranged whisperings of Starkweather in the original Manhunt were genuinely threatening, but Daniel Lamb’s story simply isn’t as engaging. The narrative jumps back and forth throughout the game which marrs any sense of immersion offered by the game’s early stages.
However, Manhunt 2 does feature some interesting mechanics to compliment the stealth based gameplay, most notably the QTE’s which occur as an enemy stares into your hiding place. They add a considerable level of tension in the game’s closing stages, especially as the gangs become more powerful and numerous. You’re also able to perform ‘environmental’ executions which require an added level of skill. Luring an enemy near these areas takes patience which is ultimately rewarded by the brutality of these types of execution, and you’ll have to know the environments fairly well if you want to perform them. Good ones to go for are the manhole covers and industrial mangles. Ouch.
The year is 1997. There’s an excitingly large present under the Christmas tree. It’s rectangular, bulky, exactly the shape it should be to fit your dreams. You’ve been thinking about it for months. The day finally arrives, and in front of your smiling family you tear off the wrapping to reveal a brand new, factory sealed Nintendo 64 console and a copy of Super Mario 64.
The year is 2007. A decade has passed since your original experience with Super Mario 64, and you’ve been gagging for a sequel ever since. The Gamecube brings with it an element of hope in the form of Super Mario Sunshine, and although the game holds your attention for a good few months and is undoubtedly a superb videogame, it doesn’t quite bring the same magic as that original leap into 3D a few years ago. You’re not that fussed on the F.L.U.D.D. mechanic, nor the strangely trippy character design. You scour the gaming media for any new information on a true sequel. Miyamoto seems content to toy with the hardcore fans; hinting that a true heir to Mario 64 is indeed in the works. The Gamecube era comes and goes. Finally with the first real details of Nintendo’s revolutionary new console, it’s announced. Super Mario Galaxy.
Maybe it’s the disorientating feeling of running underneath the planet, knowing the game’s gravity system will keep you in place as tightly as you attempt to keep Mario in his. You’re not sure. Your first few galaxies are met with similar joy. The wonderfully playful, awe-inspiring soundtrack seeps its way deep into your brain. Each ten minute segment of play seems more enjoyable that the one before it, and within these are a further series of classic moments that you know you’ll be experiencing again and again in attempt to recapture that original sense of splendour.
When the first images of Skate appeared in the gaming media approximately one year ago, an entire community covered their mouths, stifled their gasps, and clenched their fists. Their reactions were perfectly justified. In an era where it is impossible to underestimate the power of the screenshot, Skate‘s minimalist but lavishly detailed preliminary images set forums alight.
Aesthetically, the game is in a class of its own. The animation, cloth physics and sheer scope of San Vanelona in all its gritty urban glory are sights to behold, but the sounds are equally as impressive; featuring both a stellar soundtrack and sublime in-game audio in which every surface is represented with a unique sound. It’s a shame, then, that the PS3 version features a nagging drop in frame rate, particularly when viewed against the seamless quality of the 360 version, but it’s safe to say that even these issues will do little to pick your jaw up off the floor.
Just like the summer months they rode in on, the first wave of Playstation 3 titles has come and gone. Whether we were marveling at Motorstorm or simply resisting Resistance, the prospect of playing Singstar all Christmas is not sitting well with PS3 owners who are rightfully demanding a yuletide plethora of triple-A exclusive titles to play on their shiny black behemoth. And whilst this golden waterfall of games may not be engulfing the sea of unhappy gamers just yet, they can certainly pass some of the time with Ninja Theory’s much hyped Heavenly Sword.
Unfortunately for Heavenly Sword, the gameplay also falls somewhat short of expectation. Nariko’s sword feels flimsy; you never feel like you’re truly kicking enemy behind in the same way as Dante or Kratos. Couple this with a combo system which only reveals its true potential some way into the game, poorly implemented Sixaxis control (I found it easier to simply turn the motion control off during the game’s many ‘aftertouch’ sequences), tedious boss encounters, repetitive puzzles and troubling pacing issues and you’re left with a title that struggles to live up to both consumer expectation and the passion that’s clearly gone into creating it. Furthermore, forty pounds is a cheeky demand in exchange for the six or seven hours of adventure experienced with Nariko and Kai. The game is far too short.
It is difficult to imagine a gaming landscape devoid of the World War 2 sub-genre; such is its popularity with consumers and the alluring quality of its key titles. The current generation is a perfect place for the legion of the genre’s ardent fans to shoot, snipe and stab their way through WW2 locations and re-enactments, and titles such as Call of Duty 3 and Battlefield 1942 have come closer than ever before to fully realizing the war experience.
The developers effectively show you the melting pot, and then ask you where you think you should be landing without getting too killed to shit in the process. This naturally calls for a more tactical approach; drop too far from a safety zone, and you will be shot. Lots. It’s all gravy though, because getting shot is something you’ll have to get used to doing in Airborne. The enemies in the game’s sprawling battlefields will not hesitate to pop caps in your Allied ass if they find you meandering across open space, shooting wildly in every direction. Take cover, make the most of your squad members, aim carefully and effectively, and you might just live to see your wife and kids again.
The game is by no means perfect, however. There are occasions upon landing when your squad are nowhere to be seen, miraculously reappearing after several minutes of solitary battle against the incredibly accurate enemies (how the HELL did he see me from all the way over there!?), the heads-up indicator that informs you how far a recently thrown grenade is from your person does not appear whilst sniping, meaning you have to listen for that awful clinking sound to avoid getting blown into effing Narnia, which is not always that easy due to the amount of in-game noise at any one time. The game is also over far too quickly, expanding over just six chapters and the take-it-or-leave-it online options.