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resident evil 5
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Graphics: Visually, this is one of the most stunning games I've played to date. It's not just that the graphics are so high-resolution, so painstakingly detailed, but that they paint a vivid image of a real world setting. More impressive still are the cut-scenes which play like movies, beefing up the already laudable visual fidelity of the game.
Less Tomb Raider, More Silent Hill: About halfway through the game, Resident Evil 5 seems to undergo a sudden and dramatic metamorphosis, dropping all pretense of being a survival horror title and unmasking itself as an action shooter title. There are moments this late into the game that feel more like a solid, enjoyable Tomb Raider or Uncharted: Drake's Fortune style experience than the horror action many fans will be expecting.
Drop the Anchor: I've grown to accept, perhaps embrace, the fact that you can't move once you aim a firearm in Resident Evil 5. I know it sticks to the game's history—and, more importantly, police and military often lock into position before firing off a few rounds. So I'm OK with that. But knife fights? Knife fights are fluid things that are often more about positioning and movement than the cutting motion. Unfortunately, in Resident Evil 5 these potentially strategic melee moments turn into zombie piñata, with gamers patiently waiting for a bad guy to walk into their cutting radius. The situation, not the controls should be the thing rooting you to one spot.
Load Screens: The loading screens, especially early on in the game, are plentiful. Sometimes they make you sit about reading Resident Evil history for as long as you end up playing before hitting another load point. The issue seems to go away as the game progresses, but it never completely leaves the game.
Early Tension: Initially I was disappointed to find that the game seems to lack any big scares. No dog-through-the-window moments that so ingrained the first title in my memories. But as I played through the game, I came to realize that those haunted house moments are cheap scares. Instead Capcom takes a more adult, more sophisticated approach to delivering thrills. And while it lasts, for about the first half of the game, it is indeed thrilling.
Interactive Cut Scenes: There are several times in the game when the highly-polished, gripping cut-scenes become interactive battles. These battles tightly weave together the artistry of one and the action-button mashing of the other to create some of the game's most memorable moments.
Boss Fights: What I like best about this game's boss battles is that they're so diverse. Spread through the game's six chapters are enemies functioning as cleverly disguised puzzles, enormous, awe-inspiring creatures requiring wearing down and, in my favorite, a culminating battle worthy of the franchise.
Level Design: Often, survival horror games rely too heavily on the obvious settings: darkened rooms, empty homes, abandoned hospitals. While those locations help tap into the natural fears of gamers, they also lead to generic scares than are more reactive than psychological. Resident Evil 5 delivers its suspense and scares across a broad range of settings which, while perhaps push the game too far away from its roots, still provides an eclectic mix of tightly constructed levels.
Cooperative: While online cooperative Resident Evil 5 can have the occasional hiccup, the ability to drop into a game, either online or on the same couch, makes this a fun and occasionally frightening group experience.
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kill xone 2
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The latest issue of PlayStation: The Official Magazine touts the "world exclusive review" of Killzone 2 for the PlayStation 3. What did the officially sanctioned mag think of Guerrilla Games' highly anticipated first-person shooter?
Unsurprisingly, the official mag liked it. A lot.
Killzone 2 was handed the maximum score, five stars out of five, calling it a "great ride" with the reviewer undoubtedly stating "Killzone fans, action, and shooter fans of any stripe will instantly tag this sequel as a powerful contender one of best game of 2009."
I'm currently combing through the review, looking for complaints — the author laments the lack of a cooperative mode and calls the voice acting "very mediocre, occasionally bordering on placeholder performances masquerading as final cuts" — but having a hard time picking them out.
Instead, it praises Killzone 2's refusal to adopt "forced futuristic paradigms" and the scenery as "incredibly well detailed." Since it's peppered with spoilers, we'll leave it up to you to decide whether you want to read any further on the subject.
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"puts ps3 way back on top"
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